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Kickstarter Preview: Alliance The Card Game

Card battling games have been a popular genre for decades (arguably as long as playing cards have existed). We have seen countless variations on similar themes. A handful of those variations succeed and others have fallen short. Alliance The Card Game is one of the few that rise above the rest.




When I first started writing reviews I was taught to frame my review as a comparison of execution vs. expectations. This way I would avoid comparing a game to others in the genre. In essence, I am looking to compare the game to an idealized version of itself. (Please forgive the navel-gazing. I promise I’m getting to the point.) Alliance the Card game succeeds because it does exactly what it promises that it should do. It is a straight forward card game that is easy to set up and tear down. It is also, most importantly, a game that is so simple to learn that young kids can take it out and teach each other to play with no outside intervention.

That last point is super critical for me. I can’t tell you the number of times that I have been pulled away from another game, or from another activity to have to walk my younger kids through games or to help them teach their friends how to play. Alliance solves for that problem by being simple enough to be taught by a kindergartener.

This ease of use doesn’t come at the expense of quality either. Players are treated to an interesting battle game with some strategic decisions to be made. The cards feature amazing art in a new, but familiar, sword and sorcery setting.

It is worth mentioning that this Kickstarter is for a Starter Kit that will only feature two armies. The intention is to design and sell more cards and card sets is expansions that will help deepen the strategy of the game.

Alliance The Card Game plays with two players ages 6+. Each player plays with a 35 card deck that includes a Leader, generals, and various warriors. Play begins by placing the leaders in their respective places on the game board. Players then take turns taking cards from the top of their deck and placing them in one of five spaces towards the center of the board.

The real action takes place once the front rows of each side of the board have been filled. Players take turns activating two of their five active creatures to attack creatures on the other side of the board. Activation is straight forward; you choose a character and then roll a metal die. If the number that comes up matches an attack number on the card, then damage is dealt to the target.

When cards are defeated they are moved to the slain pile. Each player can only replace one card per turn so the goal is to put the pressure on and get ahead. Once all five spaces have been cleared you have a chance to attack the enemy leader.

Conclusion

If you back Alliance the Card Game at $39 on Kickstarter, then you will get the base game. There is a $44 pledge level that includes the designer’s autograph.

If you and your family are looking for a straight forward card battling game set in a sword and sorcery setting, then I think this will be a great addition to your collection.


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Episode 161: Our Most Anticipated Board Games of 2019!

This week Stephen, Linda come together to chat about their most anticipated Board Games of 2019!

This podcast is now a joint co-sponsored effort with SuperParent.com!

Follow us on Facebook, our home for family-friendly memes and all the gaming deals the Man Behind the Curtain can find. You can also keep up with all of our content as we release it!

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Check out this episode!

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Animal Kingdoms a beautiful area control and hand management game. It is the first game from Galactic Raptor Games, which is the joint company of veteran game publishers Carla Kopp and Dan Letzring.   They applied their skills in game publishing to select Animal Kingdom by Steven Aramini as the first game.  This game has stunning art and is one to check out here on Kickstarter.  Their game is fully funded and you can get a copy for $29.

Can you give us a “Tale of the Tape” for your game? The title, genre, playtime, age ranges, etc. 

Animal Kingdoms is a hand-management and area control game for 1-5 players, ages 8+, playable in 45 minutes.

What is the elevator pitch?

In Animal Kingdoms, each player takes on the role of a house leader, battling to gain control of the five kingdoms. Cards in your hand represent noble beasts that have pledged their allegiance to you. Over the course of three ages, you must deploy your beasts to the various territories – making sure that you adhere to each kingdom’s decree – to try and improve your influential position in the kingdoms. The house that gains the most influence by the end of the third age is declared the one true leader of the realm.

When is your Kickstarter going live?

It went live January 8th and runs to February 1st.

Where are you in production/development? How close are you to complete? 

We are very close to complete, it is basically done.

Are there any other games that you think are comparable to your game? 

Ethnos, Worlds Fair

You’re a game designer. You could have made any game you wanted. Why did you make THIS game? 

We saw potential during the pitching of this game for something that could connect with many levels of gamers, hardcore gamers, families, kids, adults, anyone. Games with a fresh gameplay style, simple rule set but depth of strategy are a must publish when you come across them!

What is the number one reason why a family MUST purchase this game?

It has a very simple core rule-set ensuring understanding for gamers of all skill levels but it also requires a lot of planning and in game strategy ensuring that everyone at the table can get out of the game what they put into it!

How long has this game been in development? 

1.5 years

What obstacles did you encounter making this game? 

Our biggest challenge was dealing with tie-breakers. We tried many different methods from placement tie-breakers, to war-style card playing, to friendly ties. This was probably our biggest hurdle in development.

What did your first prototype look like? 

It was pretty good actually. Steven Aramini is the designer and he works hard at making very playable and intuitive prototypes. He hand crafts quality components and makes sure to leave a lasting impression with his works.

Why did you get into making games? 

To encourage family and friends to have face-to-face interaction at the table with games!
What other information do you want us to know about you, your company, and/or your game?
Although this is Galactic Raptor’s first game, the company is formed by Carla Kopp of Weird Giraffe and Dan Letzring of Letiman Games. Between us, we have already produced 12 games combined for our own companies.

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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Coder Mindz is the latest programming game from the maker of Coder Bunnyz, nine year old Samaira Mehta along with her brother Aadit.  In Coder Mindz, you are a programmer of a bot in the year 2045.  Players create code and train their robot to “identify” images and collect data, using tokens represent the images and date.

Game Components

  • Code Cards
    • Basic Code Cards
      • Move  Forward, Move Right, Move Left, Move Any, Move Any 2
      • Zap
    • Advanced Code Cards
      • Conditional
      • Loop
      • Function
  • Tokens
  • Game Board
  • 6 Sided die with numbers 1-3
  • 4 Wooden Bots

 

Levels of Play

Coder Mindz has multiple levels of play which increase in complexity as you move through the levels.  Each level adds additional coding skills and strategies.

  1. Training
    • 1.1 Basic
    • 1.2 Advanced
  2. Image Recognition
    • 2.1 Inference
    • 2.2 Adaptive Learning
  3. Autonomous
    • 3.1 Basic
    • 3.2 Advanced

Gameplay

Overview

Like its predecessor, Coder Mindz has you using cards to program the motion of your Bot to land of their end point. There are multiple variants which increase in difficulty as you gain skills in the game.  Zap cards are also incorporated in multiple variants.  Zap cards send an opponent back to their starting space.

To play

  1. Players start their turn by rolling a sisix-sidedie which has the numbers one, two, and three on it. Then they draw the number of cards indicated by their roll.
  2. The active player determines the order they wish to use their cards, discarding any that are unplayable. A player may also play a Zap card during their turn at any point their Bot in a position allowing the use of a Zap.  However, a Zap card may only be used once per player per game.
  3. The player moves their Bot based on their program cards.
  4. The first player to get to their end point wins. The remaining players can continue playing to determine the second, third and fourth place.

Levels of Play Variations

In the Training mode, players start by becoming familiar with the Code Cards and how they can plan bot movement with basic Code Cards.  Advanced Code Cards are introduced only one per turn in Advanced Training.

Image Recognition incorporates one image token which is split into two pieces.  Players place the two pieces strategically on the board.  Before the bot reaches their endpoint they need to collect both image pieces. Players can scale the level of difficulty by adding or omitting advance function cards as well as Zap cards.

Autonomous mode of play has players plan their whole code before moving their Bot. Players then execute the code they developed correctly.  Players place the image tokens on the board.  They take turns rolling the die to determine how many cards to draw each turn.  Once determining the next steps of their code the cards are placed face down, so the players have to remember where it would put them on the board. Once a player thinks they have “programmed” their bot to collect the image tokens and arrive at their endpoint they announce that their code is complete.  The player then flips their cards over an follows the code to move their Bot.  If the code is successful the player wins, if not they have a chance to debug their code, but can not win the game.

Family Game Assessment

Coder Mindz presents the concepts of coding in an accessible format for a young player, but it is also engaging for older players.  Having three modes of play with two levels of difficulty at each level makes the game easy to scale based on the age of the players as well as the experience they have with creating code.

I introduced Coder Mindz to two 6-year-olds at a family gathering, and both kids picked up the basic game within minutes.  They were so engaged and excited by the game they wanted to play again as soon as our robots got to their endpoints.

Of the coding games I have had the opportunity to play, Coder Mindz is the most streamlined and easy to learn.  The limited number of variants keep it from being overwhelming, and the components are easy to manage for younger players.

Educational Applications

This is a great tool for teaching code at any age.  The Bots are adorable and engaging for players of all ages.  The Autonomous Mode is challenging and demonstrates the accuracy and precision needed in writing code.

Conclusion

Coder Mindz is a great introduction to coding by using cards to program motion.  Of the coding games in my library this is my favorite.

FCC Disclosure: A copy of Coder Mindz was provided for review.

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Tournament of Towers is a dexterity game from Iron Hippo Games where players try to draft the best pieces using cards to create the highest scoring tower.  Players have the role to build the greatest monument for the kingdom of Geometria. This game was originally funded on Kickstarter and is now available for retail. The game is for players age five and up and can play two to four players.

Game Components

  • 4 Foundation Pieces
  • 4 Architect Figures
  • 40 Stone Pieces
  • 20 Gold Pieces
  • 60 Building Material Cards
  • 1 Event Die

Gameplay

Tournament of Towers incorporates a drafting component into the dexterity and strategy of building your tower.  Additionally, there are multiple rule variants.

Standard Rules

The game plays in two rounds.   The game begins by distributing a foundation piece and Architect figure to each player.

In each round, you start by shuffling the building material cards and dealing seven cards to each player.  Players then draft the cards.  To do this each player chooses one card from their hand and places it face-down in front of them.  Then they pass their remaining hand to the person on their left. Again, they choose a card from their new hand and pass the remaining cards to the left.  Drafting continues until all cards have been used.  Next, each player designates their building order. This is done by placing their cards in a row, and the building order is read left to right.  Then, there is the option to roll an event.  Depending on the round different events occur such as changing the order of your Building material cards or moving a piece from the player to your right and add it to your tower.

Once all players finalize their building material cards, they gather the pieces shown on their cards and build their towers in the order of the building cards. Players have the option to add their Architect figure to the top of their tower to gain an additional point. Players call out “Done” when their tower is complete. Which ends the round for them.  If the tower falls between rounds it is considered a Mulligan and can be rebuilt.

A Mulligan is where a player is permitted to fix their tower by placing the pieces in approximately the same places they were before it falls.

Rule Variants

Simplifying

To scale down the challenge level deal out fewer cards which result in placing fewer pieces.  The recommendation is to only deal four or five cards and add an extra mulligan.

Family Style

Family Style tower building becomes a cooperative game.  Players construct until the collectively decide the tower is complete and a masterpiece worthy of the King and Queen of Geometria or until the tower falls.  Players begin by shuffling the whole deck.  On their turn, a player draws to cards and decides which one to play. The piece placed corresponds to that card.  The selected card is placed in the discard pile and the unused card is placed at the bottom of the deck.

Ultimate Tower

Using a single foundation piece the player or players are challenged to create a tower using all the pieces of the game.

Apprentice Rule

In this variant, players may use one Mulligan per round to fix their tower if a piece falls.

Competitive play

Players place each piece of their tower one at a time in turn.  For example, each player individually places their third piece, and unlike in other modes of play, the turns are not done simultaneously.

Family Gaming Assessment

The beauty of Tournament of Towers as a family game is its flexibility and how easy it is to learn. It took the family only a few minutes to learn the game and start playing. The ease of learning makes is a game that is perfect for a family party.  The rules can be scaled to the skill level of the players. The rules recommend that that novice players use fewer cards per round and add Mulligans.

Children as young as 5 can certainly access and enjoy this game, but the children I played with struggled to complete a tower after the first round when we played standard rules. Later we played by the simplified rules by playing fewer cards per round. The game became much more accessible and less frustrating for the kids.  As we were getting to know the balance features of each of the pieces there were also unlimited Mulligans.

For anyone looking for some STEM activities for their children Tournament of Towers incorporates engineering.   The Ultimate Tower challenge is a perfect example of a STEM task when there is an end goal and components and the player problem solve and work through how to balance all the pieces.

Conclusion

Tournament of Towers is a unique game with wonderful components.  The pieces of this game provide such a range of open ended opportunities. It is accessible for a huge range of players. The rules are so simple and the gamplay so quick making it a great fit to family gatherings and game nights.

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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Blurble is a game all about racing and talking.  So many of us love to talk and this gives us the chance to put that talking to good use. In Blurble, players race to say a word first that starts with the same letter as the picture on the card. North Star Games published Blurble, which takes about 15 minutes to play, is recommended for ages 8 and up and plays 4-8 players

Game Components

Blurble contains 348 colorful cards with a wide range of pictures. An Exercises booklet included gives many ideas for other ways to use the cards beyond the game.

Gameplay

To begin a round, players select one player as the Blurber.  This person puts the deck between them and the player to their left.  First, the top card is flipped over, and then two players then go head to head racing to first shout out a legal word starting with the same letter as the picture. The other players act as referees. They determine who said their word first and if it meets the criteria to be a legal word. The card goes to the winner, and the card scores a point. The Blurber then moves to next player clockwise around the table until that Burbler has raced every player.

The next round begins by moving the roll of Blurber to the left.  Play continues until all players have been the Blurber twice in a 4-6 player game or once in a 7 and 8 player game. The player with the most points wins.  The rules also state that in the case of a tie the youngest player wins.

The criteria that qualifies what is a legal word in this game is very straight forward.  First the word must start with the same letter as the picture. Secondly, the word must be in English. Finally, each word is only playable once per game.  Additionally for the restrictions the word cannot be; a proper noun, a number, an acronym, or have any part of the name or the card or answer overlap (for example rain and rainbow).

Rule Variants

The rules also offer multiple rules variants. There are two  variants for playing with younger children against an older player.  The first suggestions are that the younger player does not have the same restrictions on their words, just that it begins with the same letter.  The second variant has the younger player following the standard word rules, but the older player has additional restrictions, such as it must be a noun.

Game play variants can add some different flavor to the game.  The variants include; King of the Hill, The Thief, and The Brainiac. 

  • King of the Hill: Each race winner becomes the Blurber. The game plays to 10 points.  
  • The Thief:  All players may jump in when an illegal word is used and try and steal the card by providing a legal.
  • The Brainiac: Players further limit the criteria on what makes a legal word for all players.

Family Gaming Assessment

Blurble allows play with multiple ages and skills by adjusting the criteria of a legal word, and the recommended ages 8 and up and without any changes that age works well.  In playing with a kindergartener (age 5), he could not come up with a word quickly so for children who are pre-readers or beginning readers this may require some customization of the rule to best use the game. Blurble takes minutes to teach and can play up to 8 players making it great for a gathering of family or friends.  Scaling criteria of a legal word accommodate multiple skill levels within the same game.

I think it is an asset of the game that the rules can be so adapted and flexible.  The one rule I encountered, which I questioned is the rule in the event of a tie. The rules state that in that instance the youngest player would win.  In this case I disagree with that default. I would much prefer a final head to head between the two players to determine a winner. Choosing the youngest player to win is arbitrary. The rule could just as easily said the player with the longest hair wins in the event of a tie.   

Educational Exercises

Blurble contains a booklet labeled Educational Exercises. Within it explains other uses of the cards in Blurble as an educational tool for parents and teachers.  Activities are categorized by type, and then further broken down by age.  As a primary teacher, I found these great ideas to utilize the cards in a range of other activities. The activities include Object Identification/Vocabulary, Spelling, Storytelling, Identifying Characteristics, Information Retrieval, and Group games. These activities range for ages 2 (with object identification) to age 11 with storytelling. The activities suggested could be helpful for Home School lessons, centers in a classroom, or skill reinforcement at home.

The educational opportunities are quite extensive with the range of quality pictures on the cards.  There are additional possibilities for educational activities using the Blurble cards beyond the Educational Exercise suggestions.  Some possibilities include sorts, phonic feature identifications, and story starters.

Conclusion

Blurble tailors to accommodate multiple skills and ages within the same game and provides a great deal of flexibility on how to play. This is a good party game with the ease of learning, and the player count up to 8.  The additional educational activities available utilizing the game cards exponentially adds the opportunities to interact with the components of the game.

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Dreams of Tomorrow is a beautiful game that is live on Kickstarter now.  The game has fully funded and is available for $22 plus shipping. The Kickstarter is live until November 8, 2018.
https://www.kickstarter.com/projects/weirdgiraffegames/dreams-of-tomorrow?ref=nav_search&result=project&term=dreams%20of%20tomorrow

Can you give us a “Tale of the Tape” for your game? The title, genre, playtime, age ranges, etc.

Dreams of Tomorrow, set collection and shifting action spaces, 45 minutes, 8+, 1-6 players. Dreams of Tomorrow is a competitive set collection game about weaving dreams, manipulating action spaces, and careful timing of abilities.
https://www.kickstarter.com/projects/weirdgiraffegames/dreams-of-tomorrow?ref=nav_search&result=project&term=dream%20of%20tomorrow

What is the elevator pitch?

Players are dream engineers trying to save their present by sending dreams to the past. Longer dream sequences that are better connected have a higher chance of changing the future, but there’s also certain elements of dreams that are more impactful than others. Dreams can also grant the dream engineer certain abilities, so all these aspects must be weighed when choosing what kind of dream sequence to create. The last round triggers when any one dream engineer has added five dreams to their dream sequence.  Can you shape a dream so powerful it can change the world?

When is your Kickstarter going live?

The Kickstarter went live October 15th and runs through November 8, 2018

Where are you in production/development? How close are you to complete?

Pretty close!

Are there any other games that you think are comparable to your game?

I haven’t played many other games with rondels that are actually published….

You’re a game designer. You could have made any game you wanted. Why did you make THIS game?

I signed and developed this game. I signed it because the shifting actions spaces (rondel) seemed really unique and I had liked the original theme (building totem poles). This game is also really positive and family friendly, with quick turns that matter, which are all things that I really enjoy in a game.

What was your design process like?

I’ll answer from the development process side. My development process took a lot of iteration; first balance the numbers, then to balance and create new abilities for the dreams to have. The game when signed had only one way to manipulate the action spaces and I really pumped up this aspect so that if you want to do this and you have the resources, you can. I also rethemed the game to be dreams and this was actually a really easy experience, as the mechanics seemed to fit even better with the new theme. In general, my development process is playtesting, making a change, and playtesting again, over and over again, until I think that everything about the game is perfect.

What is the number one reason why a family MUST purchase this game?

It packs in a lot of replayability with two game modes (Pleasant Night and Troubled Night), the ability to add in a robot player to add in more challenge, and the fact that the game plays different at all the different player counts.  

How long has this game been in development?

Over a year.

What obstacles did you encounter making this game?

The original game was based on building a totem pole. While searching for an illustrator for the game, I learned that that theme was pretty offensive to Native Americans. I spent about a few days thinking about different themes and how they would fit with the mechanics and eventually got to Dreams and Time Travel. Now,  the theme and everything fits like it was designed that way! Another obstacle was trying to design a solo experience that had just the right amount of player interaction and depth without too much overhead. I ended up creating one good robot player, then making changes to make it a bit harder, then a lot harder, to end up with three levels of difficulty with the robot player. A third problem to solve was the Troubled Night mode; I received feedback during a few playtest sessions that having a game about dreams should incorporate nightmares, as well. Figuring out how to make the Night Mare work well and be thematic enough was hard.  Too much disruption really irritated gamers, but not enough didn’t feel enough like a Nightmare.

What did your first prototype look like?

The first prototype I received comprised of sleeved tarot cards with a lot of permanent marker on it.  As the designer knew, things were going to change and that was one way to have some art on the cards but not have to make new cards everytime.

Why did you get into making games?

I went to a panel at a convention about making games and became inspired to start creating my own.

What other information do you want us to know about you, your company, and/or your game?

My website is weirdgiraffegames.com Twitter is weirdgiraffes To check out the Kickstarter click here.
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Engaged Family Gaming Holiday

Here at Engaged Family Gaming we want to help you with your holiday shopping.  These are some of our favorite new games for a range of ages and gaming styles.  For additional ideas of games that would best suit your family or friends you can check out recommendations by age articles, which are linked at the bottom of the gift guide.

Azul

 

Azul is an abstract game for two to four players ages eight and up, and won the 2018 Speil De Jahar. Players are working to replicate the design on their board.

Azul plays in rounds. Players score points as  they place their tiles.  Adjacent tile or completing a column or row on their “wall” earn additional points.  The game ends when one or  more players have completed a row by the scoring phase of a round. This is a beautiful game and a great addition to anyone’s game collection.

Photosynthesis

Photosynthesis is a beautiful science-themed game that features the tree life cycle and a rotating sun to collect light points. The game plays two to four players ages eight and up. In Photosynthesis the sun moves around the board three times and players plant and progress trees through their life cycle to collect points.  The trees are three dimensional and provide a beautiful visual as the forest “grows”.

Photosynthesis plays in rounds. Each round consists of two phases: the Photosynthesis Phase and the Life Cycle Phase. The game ends after the sun makes three complete revolutions around the board.  Points are then calculated based on scoring tokens and unused light points.

See our review here.

Go Nuts For Donuts

Go Nuts For Donuts is a card drafting and set collection game for two to six players ages eight and up where players are trying to collect the best donuts to eat.  Player bid on the different donuts available in the donut row. Players bid in secret, and at the end of the bidding players may only collect those donuts where they are the sole bidder.

Each kind of the 21 kinds donut ( and two beverages) has either points it gains you, an action you can take immediately upon retrieving the card, or both. The kinds of donut cards available to players increases with the player count. While the game is recommended for ages eight and up, it can be scaled down to age five by reading the text on the cards for them and a little coaching.

Funky Chicken

Funky chicken, which is found in a chicken shaped carrying case, is more or less an expansion to Happy Salmon. It is for three to six players ages six and up, and includes four new moves:  Swing, Bump, Spin, and Funky Chicken.

Funky Chicken is a great party game where everyone is laughing and being silly.  At the encouragement of the publisher North Star Games the Engaged Family Gaming team successfully combine Happy Salmon and Funky Chicken into one massive silly game! 

Monster Match

The Monster Match Game is a matching game for two to six players ages six and up. A series of cards are laid out on the table, and players roll a pair of dice. One of the dice represents an number between zero and five. The other will show either eyes, arms, or legs. Players then race to pick an card featuring an monster that has the appropriate number of arms/legs/eyes indicated on the dice. The game is adorable, fast, and accessible for almost all ages. Each card has a stack of doughnuts on them and the winner is determined by who has the most doughnuts on their total cards at the end of the game.

Forbidden Sky

Forbidden Sky is the next installment in the Forbidden series by Gamewright.  It is a cooperative game where players work to lay tiles to create the paths on a floating platform in the sky.  As players build, large and small circles are created on the board and they lay disks.  Players also  lay circuit components. Meanwhile, players are trying to survive against the wind and lightning.

As in previous Forbidden games each player has a role with special powers, and players are all trying to get the the rocket before the circuit is complete to indicate it takes off. Completing the circuit lights up the rocket and includes sound effects.

See our reviews of the predecessors:  Forbidden Island, and Forbidden Desert

 

Queendomino

Price: $27.32
Was: $29.99

Queendomino takes the Kingdomino game that we recommended in last year’s holiday guide (click here for the 2017 guide )  and adds several interesting elements to it.  In Queendomino there is a new land tile and that tile that allows you to place buildings. These buildings can give you a range of perks including, knights, towers, and crowns.  In each round if player has the most towers or matches another player in number of towers they get to have the queen visit their lands and the player enjoys some perks from her presence. This is a great tile laying game for two to four players ages ten and up with elements beyond just basic tile laying.

Ice Cool 2

Ice Cool2 is the sequel to the original Ice Cool game.  It is a flicking game about penguins in a frozen high school. The game is for two to four players ages six and up. If you combine it with the original Ice Cool game you can play up to eight players and set up multiple layouts.  New to this game there are: Tasks on the 1-point cards, Fish-moving power on the 2-point cards, and there are optional tournament scoring.  This takes a silly flicking game and adds even sillier components to it.

Rhino Hero Super Battle

Rhino Hero- Super Battle is the sequel to Rhino Hero and is a dexterity game where you build a tower with the cards.  The game is for ages five and up and plays two to four players. This game adds three more superheros:  Giraffe Boy, Big E. and Batguin.  The walls now come in two sizes; tall and short and there is a superhero medal.  Additionally there are spider monkeys which attack.

The gameplay has additional steps they includes: 1. Build!, 2. Spider monkey attack (place a spider monkey hanging from the floor if there is a spider monkey symbol and see if it makes the tower fall), 3. Climb the skyscraper! by using a die to determine how many floors to climb, 4. Super battle if two superheros are on the same level, 5. Superhero medal goes to the players if their super hero is the furthest up at this phase in their turn, 6. Draw another floor card.  The game ends when all or part of the tower collapses or all the playable floors are used.

Roller Coaster Challenge

 

 

Roller Coaster Challenge is a single player STEM game focusing on engineering for ages six and up.  It come with 60 challenge card in a range of difficulty.  The player sets up the posts and required pieces on the challenge card.  They then need to design a roller coaster that travels to the bottom successfully using some of the additional posts, 39 tracks.  The roller coaster is successful if the roller coaster car makes it to the end.  This was a Toy of the Year Finalist in 2018.

Additional Resourced by age:

Games for 2-4 year olds
Games for 5-7 year olds
Games for kids 8 and up 

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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Penguin Slap! is an adorable game I played at the Boston Festival of Independent Games.  The game fully funded on Kickstarter with the campaign running until October 28, 2018.  It only costs $15, plus shipping, to get a copy of the game. 

 

Can you give us a “Tale of the Tape” for your game? The title, genre, playtime, age ranges, etc.

Penguin SLAP! It’s a take-that style card game for 2-4 players, ages 9 and up. Players need basic reading comprehension to play. My name is Rich, and I co-developed the game with my partner Jewlz.

What is the elevator pitch?

In Penguin SLAP! each player assumes the role of a hungry penguin hoarding fish. There are lots of goofy penguins to choose from. There’s a secret agent penguin, an emperor penguin, a polar bear dressed as a penguin, an alien dressed as a penguin, and more! To win the game, you want to be the last penguin holding fish cards. You can make other players drop fish by slapping them with your fish cards (no physical slapping required.) But you’ve got to be careful, if your opponent has a “counter” fish, they can reverse your slap back to you! The game is casual enough to play with younger audiences while also having enough strategy to entertain more advanced players.

When is your Kickstarter going live?

It’s live NOW until Oct. 28th. Check out the Kickstarter right here.  Where are you in production/development? How close are you to complete?The game is complete, except for any additions that we’ll add as a result of the kickstarter.

Are there any other games that you think are comparable to your game?

We tend to describe our game as “super” Uno but backwards. In Uno you want to run out of cards first, in Penguin SLAP! you want to be the last player with cards. Our game also gives players more strategic options, which gives players more control over their fate. Since fish cards are colored on both sides (each color doing something different) and each player has two draw piles, players choose which pile (and which color of fish) to draw. Penguin SLAP! also has an equipping mechanic which adds to the strategy. Green fish can be equipped in front of a player and later are used to augment other cards. We’ve also seen players get “Mario-Kart syndrome” with our game, where it no longer matters if they win or lose. They just want to get back at that one player that blue-shelled (or slapped) them earlier on.

You’re a game designer. You could have made any game you wanted. Why did you make THIS game?

We’ve played some longer, more strategy-intensive games and, while enjoyable, sometimes a player gets a clear lead and they can be hard to catch up to. We’ve also played shorter, more casual games and found that they lack the depth that makes them interesting beyond the first few play-throughs. So we wanted something short and fun that had enough strategy to be interesting, with enough balance so that players who get a strong lead can get reeled in quickly and players that lag behind have a chance to catch up (If you run out of cards you can draw back in on your next turn.)

Penguin SLAP! games generally end very close, often the winning player wins by a single card. Each time you play you can choose a different penguin persona card to represent you, which will give you different abilities and influence your strategy. Games feel engaging and since they’re short, it’s easy to replay again and again, trying different personas. Besides, who doesn’t like penguins?

What was your design process like?

We started out with cut up sheets of computer paper. To color our fish we colored the backs of the paper with highlighter. (We couldn’t find any markers, but we had 4 different colors of highlighter. At first the cards were simple and said “+1 fish” or “+2 fish” or “-2 fish.” Once the mechanics were solid we brainstormed the penguin narrative. We’ve been playtesting for over two years now at game cafes and in Boston as members of the Boston Game Makers Guild. (Shameless plug! If you’re designing a game I HIGHLY recommend finding a Meet-up group of game designers to play with. You get GREAT feedback.) Jewlz does all the art for the game. Her amazing art is all over our YouTube page (our username is “Penguin SLAP!” Check out her speedpaints here!)

What is the number one reason why a family MUST purchase this game?

Penguin SLAP! aims to be entertaining and engaging from start to finish. Our game doesn’t implement any player-elimination (at least, until the very end when someone wins) and younger players seem to love the goofy story (Only penguins live on Tuxedo Island, so to get in on the prime fishing area other animals disguise themselves to blend in. All the penguins fall for the disguises except this crazy-haired conspiracy theorist penguin who wears a tin-foil hat.) The game is playable casually with kids or more aggressively with older players. The gameplay is short enough and dynamic enough that it can be played as a starter game before a longer game night, or repeatedly throughout the game night.

How long has this game been in development?

Two and a half wonderful years.

What obstacles did you encounter making this game?

This is tricky. Game-mechanics-wise there were a few, but designing those out is part of the fun of game design! Finding a company that affordably prints on nice cards without the image drifting too much has been a challenge.

What did your first prototype look like?

Cut up sheets of white printer paper with pencil on one side and highlighter on the other.

Why did you get into making games?

We like creating things! For our main jobs Jewlz and I do visual effects for film (Look up Rich Hardy Jr. and Julianne Holzschuh on IMDb to find us!) Jewlz is an also an AMAZING artist and I do programming, so we were going to create a video game together, but I figured a card game would be easier to prototype and would help us understand game design better before we jumped into the deep end.

What other information do you want us to know about you, your company, and/or your game?

We’ve got more info on our Kickstarter page, which is live NOW!  We’re adding in extra penguins and art to the game right now, thanks to our AWESOME backers! We’re listening to the community as much as possible and we’re trying to respond to every comment we get.

We have a website at penguinslap.com. On our website you can read about the penguins in our game and you can download free puzzle pages and coloring pages. (Our puzzle page is a “publication” from Tuxedo Island called “The Tuxedo Telegraph.” It’s like the newspaper that the penguins read. We also have an email list that we occasionally give things away on, you can subscribe here if you’re interested.

Our YouTube channel is full of videos of Jewlz painting the artwork from our game. It’s mesmerizing to watch, and easy to get lost in.

We’re also on Facebook and Twitter as penguinslapgame.

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The “8 and up” game category opens up a whole new realm of gaming options. Game become less “kid games” and more “kid-friendly”.  At this age, reading cards is no longer a concern and the kids can handle more strategy and steps per turn.  The number of games at this age level absolutely explodes and there is no way to include everything.  This list includes some of our favorites, but there is so much more to play! 

Asmodee

Timeline 

Timeline is a competitive game for two to eight players that takes about 15 minutes to play. Player begin with at least four cards to start, and a single card is revealed. Each card is two-sided, with a matching picture on each side, however; one side has a caption describing the picture like “The invention of the Electric Iron” and the other has the year “1882”.  In order to play the game players must find the correct place on the timeline for their card without seeing the year printed on the back.

If you place your card correctly, it is revealed and becomes part of the timeline. If not, it is discarded and you draw a new card.  A round ends when a player places their final card correctly.  If any other players also place their final cards correctly that same round, a new round is played.  Rounds are continued until only one player finishes a round with no cards.

See our review here.

Dixit 

Dixit, a storytelling game for three to six players.  It requires that you come up with a description of your own surreal card that also leaves your opponents guessing. First, each player is dealt six incredibly beautiful cards. The storyteller (active player) chooses a card and describes it with a word or phrase. Your opponents then select one of their cards that matches your description, trying to trick the other players into voting for their card. The Storytellers and the other player cards are shuffled and displayed face up.

Players secretly vote for the card they think is the Storytellers using color-coded chips. If everyone guesses your card, all your opponents gain 2 points and you gain none. However, if no one chooses yours, your opponents all gain 2 points and you still get 0!  Should one or more person guesses my image I get 3 points and they get 3 points, plus a bonus for anyone choosing their card.

See our review here.

Blue Orange Games

Kingdomino

Kingdomino , the 2017 winner of The Spiel Des Jahres (The Game of the Year), combines the universal simplicity of dominoes with kingdom building. It is a tile drafting and placement game for two to four players.  The game is played in short rounds. First, tiles are laid out in a field and players take turns drafting tiles based on the order of the previous round.

Players draw domino shaped tiles and lay them out in their 5×5 block kingdom. only one side of their domino needs to match the land the connect to, but it can gain them more points if both sides match. The goal is to sort their kingdom so that they have large contiguous terrain (lakes, forests, etc) to earn points. Points are calculated by taking the number of continuous terrain times the number of crown icons found on any domino in that terrain. The gameplay is quick, easy to teach, and the game ages down very nicely.

See our Spiel Des Jahres 2017 article here.

Photosynthesis

Photosynthesis is a beautiful science-themed game that features the tree life cycle and a rotating sun to collect light points. The game plays two to four players and takes 45 minutes to an hour to play. In Photosynthesis the sun moves around the board three times and players plant and progress trees through their life cycle to collect points.  The trees are three dimensional and provide a beautiful visual as the forest “grows”.

Photosynthesis plays in rounds. Standard play is three rounds. Each round consists of two phases: the Photosynthesis Phase and the Life Cycle Phase.   Each tree that is not in the shadow of another tree earns Light Point  You then earn a scoring token based upon their location on the board, which represents the richness of the soil.

The game ends after the sun makes three complete revolutions around the board.  Points are then calculated based on scoring tokens and unused light points.

See our review here.

Breaking games

4 the Birds

4 The Birds is a family board game for two to six player that is a wonderfully designed classic lineup game (think Connect4 but allowing squares as well). This game is easy to learn and fun to play and has unique elements like a ‘pecking order’ among birds, non-player crows and hawks that scatter the flock, and 6 action cards that allow players to manipulate gameplay.

Each player rolls two dice on their turn to determine where they will place their bird on the tree.  If a player rolls a 4 and a 2, they get to choose if they place their bird on the 24 spot or the 42 spot.

When placing birds, territorial disputes are resolved via a mechanic called a “Pecking Order” and there is slide mechanic that goes into effect when birds vie for the same spot on the board.  If a player chooses not to place a bird they can play one of their 6 action cards instead.

See our review here.

Calliope Games

Tsuro

Tsuro is a tile laying game for two to eight players with a beautiful Asian aesthetic. In this game you are a flying dragon. Your dragon is represented by a colored carved token. Tsuro consists of tiles with twisting lines on them, a 6×6 grid on which to lay these tiles and a token for each player.

Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on. You continue to move it until it is stopped by an empty space with no tile in (yet), the edge of the board, or if you collide with player’s token. If your dragon reaches the edge of the board or collides with another player’s token, you are out of the game.

The goal of the game is to be the last player left with a dragon on the board. The strategy, therefore, consists of trying to drive your opponents either into each other or off of the board while trying to extend your own route in directions that will make it difficult for your opponents to hinder your path.

See our review here.

Roll For It!

Roll for It! is a simple and quick dice and card game. The object of the game is to be the first player to collect 40 points by managing dice and matching the appropriate dice to the cards in play. The game players two to four, however by purchasing both the red and purple sets, you can increase the number of players to eight.

Game play is quite easy and takes mere minutes to explain to new players. On their turn the player completes three actions.

  1. Roll for it! The player rolls dice once per turn
  2. Match it! The player then matches the results of their roll with the dice images shown on the three face-up Roll For It! cards, ignoring results that don’t match any images.
  3. Score it! Players score a Roll For It! card as soon as they’ve matched all of its die images with dice of their own color. A card is worth points equal to the number printed at the bottom.

See our review here.

Days Of Wonder

Ticket to Ride

Ticket To Ride is a two to five player game with a nicely designed heavy cardboard map of North American train routes. During gameplay, players collect and play matching train cards to claim railway routes connecting cities throughout the United States. Each player is working on completing their own secret routes. If another player claims a path they need, the player needs to try and find another path to complete their route, if possible. This also adds a potential “take that” element to the game.

On each turn you can only take one of 3 actions: draw Train Car Cards, claim a Route between two cities on the board, draw additional Destination Tickets. The object of the game is to score the highest number of total points. Points are earned from completing routes, and lost for incomplete route cards. Each round allows for players to plan, think strategically, and make tactical decisions.

See our review here.

Gamewright

Dragonwood

In Dragonwood players take on the roll of adventures traveling and defeating creatures, collecting items to help on your adventure.  This all occurs while players deal with events cards as they come up and ultimately earning the most victory points.  Dragonwood incorporates set collection and hand management and is for two to four players.

At the beginning of the game five cards from the Dragonwood deck are laid out in a landscape.  These cards include the magical creatures, enhancements, and events.  On their turn players may draw an adventurer card or  try to capture a card from the landscape by striking, stomping, or screaming.  Players collect sets of adventurer cards and can play them to earn the number of dice equal to the number of adventurer cards they use. Players then roll to see if they can roll a total number equal or greater to the number on the card for the attack they selected.The game ends once the adventure deck has been played through twice or the two dragons in the deck are captured.  The player with the most victory points wins.

Go Nuts For Donuts 

Go Nuts For Donuts is a card drafting and set collection game for two to six players where players are trying to collect the best donuts to eat.  Since there is no sharing in this game, player are bidding on the different donuts available in the donut row. Players bid in secret and at the end of the bidding only those donuts with a single bidder are collected.  This brings in an element of  strategy with bidding.  The most desired cards often receive multiple bids and can not be collected.

Each kind of the 21 kinds donut ( and two beverages) has either points it gains you, an action you can take immediately upon retrieving the card, or both. The kinds of donut cards available to players increases with the player count. The game ends when there are not enough cards to complete another round of bidding and the player with the most points wins.

Sushi Go

 Sushi-Go takes place in the fast-paced world of a sushi chef, you must be the most creative and the fastest of all to be the best! The game comes in a cute tin and plays two to five players.

Players start with cards in their hand based on the number of players, and select one card to play before passing the rest of their cards to the next player to choose from!  The game plays in 3 hands, where all but dessert cards are cleared from the table and scored at the end.  The strategy of the game lies in making the most of the cards passed to you, while trying to stop opponents from making the combinations they need to maximize points.

The most interesting dynamic of this game is the chopsticks.  They are played in one round, and used on a subsequent turn to play two cards at once from the current hand.  The chopsticks get passed on to be used by someone else.

As is, Sushi Go! is a fun game to play with your children or even with your adult friends, even if you don’t like sushi!

See our review here.

Sushi Go Party

Sushi Go Party takes the best of  Sushi Go and adds more. It plays two to eight players,and comes in a bigger tin that shows off more cute sushi rolls. The main gameplay difference is that players spend the first bit of the game choosing which cards to include in the deck that everyone drafts. There is no established rule in the book for determining which cards are selected either. The rule book includes eight deck suggestions, and players can come up with their own interesting combinations.

Hasbro

Monopoly Gamer

Monopoly Gamer is a must see for any Nintendo fan.  Nintendo elements infuse through the game, and the gameplay is vastly different.  Power-ups give players the ability to collect coins, force opponents to drop coins, and move forward. Coins replace the paper dollars, and are used for everything. Passing Go now has player activating Boss Battles, and these Boss Battles will reward the victor with additional coins for the end of the game, as well as some fun treats like a free property, or stolen goods from an opponent.

With all of these added features and a significantly faster pace, Monopoly Gamer feels like a game Nintendo and Parker Brothers can be proud to have their names on. The ability to add additional player characters is also a great way to add replayability to this one.

See our review here.

Horrible Games

Potion Explosion

Potion Explosion is a game that will fit right into any household dominated by Harry Potter fans. Two to four players take on the role of wizards who are trying to make potions. They take turns pulling marbles out of an (ingenious) game board to collect resources. If marbles of the same color are touching when they pull out their first marble, then they get those as well. Both the look of game board and the matching color component is very reminiscent of mobile matching games.  The concept is straight forward and the puzzle-like mechanics will keep everyone engaged.

Players work to complete two potions at a time on their “work station” , and earn points for each complete token. Once players complete the potion components they have the option  to “drink” them potion.  Drinking the potion give the player a single use ability. Using up all the skill tokens or the potion cards ends the game. Points earned from completing potions determines the winner.

Iello

King of Tokyo

Attacking Aliens, Rampaging Lizards, Giant Robots, Mutant Bugs, and Ferocious Gorillas: this game has them all! King of Tokyo is a game for two to six players that combines a board game, a dice game and a card game. You play as one monster whose main goals are to destroy Tokyo and battle other monsters in order to become the one and only King of Tokyo!

At the beginning of the turn, each player rolls six dice. The dice show the following symbols: numbers 1, 2, or 3 (representing Victory Points that can be earned), a lightning bolt (representing Energy that can be earned), a heart (representing Healing), and a claw (representing Attack). The player with the most Attack dice goes first (the fiercest). Each turn consists of 4 steps: rolling and re-rolling the dice, resolving the dice, buying cards and using their effects, and the end of turn decision.

The fiercest player will occupy Tokyo, and earn extra victory points, but that player can’t heal and must face all the other monsters alone! When you add in cards that can have a permanent or temporary effect, like growing a second head, body armor, nova death ray, etc., you get a VERY exciting game. In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.

See our review here

Kids Table Board Gaming

Food Fighters

Food Fighters is a 2 player game. This game is a player elimination style of game with some fun dice rolling mechanics as well as a bit of card drafting and component collecting opportunities. The rule booklet is fun and well laid out. The game mechanics are clear and well balanced(though the power cards initially felt uneven, further game play changed our opinion).

On their turn, each player completes three actions- a) Roll for Beans or Swap fighter tiles or Attack b) Spend Beans to buy a tool from the pantry c) Allow opponent to repair their formation. After these actions are complete, play passes to the opponent. The ultimate goal is to be the first player to knock out three matching enemy fighters. This is great strategy battle game that plays quickly and is easy to learn and explain to other players.

See our review here.

Plan B Games

Azul

Azul is an abstract game for two to four players, and won the 2018 Speil De Jahar. Players are working to replicate the design on their board.

At the beginning of each round players select tiles from a factory display represented by  circles with four tiles on each or the center discard pile. Players each take one design and discards the rest to the center pile. The selected tiles are placed in pattern lines. There are one to five spaces for tiles in each pattern line. Extra tiles are placed on the floor line and score negative points at the end of that round.  Players score points as  they place their tiles.  Adjacent tile or completing a column or row on their “wall” earn additional points.  The game ends when one or  more players have completed a row by the scoring phase of a round.

Privateer Press

Zombies Keep Out

Zombies Keep Out is a cooperative games for one to six players. Like all cooperative games there are MANY ways to lose and only one way to win. Players must collect parts and build 3 contraptions while facing nearly insurmountable odds as each player’s turn increases the urgency of the situation! The interesting dynamic that Zombies Keep Out has that sets it apart, is that the player who draws the aptly named “Terrible Things” card must choose between 3 options of many possible occurrences that do their title justice.  As the game progresses. “Terrible Things” become “Terrible, Horrible, No Good, Very Bad” Things.

The pool of zombies (it is actually a literal swimming pool full of zombies) depletes, and the option of being bitten becomes more and more probable.  Biting adds a very kid-friendly scale of terribleness. The bitten player looses the ability to speak normally and their decision making is increasingly hindered with additional bites. Any bite past the third will turn you into a full fledged Zombie, groaning continuously.

This game is immensely enjoyable and the cartoonish characters will be a quick favorite of most children. Zombies Keep Out is basically the answer to the question on all of our minds: what happens after Pandemic?

See our review here.

R&R Games

Hanabi

The game is simple.  Hanabi is the Japanese word for Fireworks, and you are pyrotechnicians who have accidentally mixed up all of the parts of your fireworks display and now — THE SHOW MUST GO ON!  You have to work together to create the best display you possibly can despite your myriad of mistakes! The kicker is, you can’t look at your own hand!

Your teammates can give you limited information about your hand as their turn, but if you misunderstand and play the wrong firework, it can be disastrous!

The game is immensely challenging, and really makes you consider every move!  While the recommended age is 8+, this game mechanic seems to lend itself to older players.  It requires patience, reading your team-mates and figuring out how best to convey half (or less) of the picture to your fellow “fireworkers”.  Hanabi teaches simple strategy and teamwork in a somewhat high pressure environment where you don’t have access to all of the variables at play.

See our review here

 

Spin Master Games

Santorini

In Santorini players take on  the roll of builders to create beautiful towers with two to four players.  On each turn, players move one of their two builders to an adjacent space. Players are then required to build on a neighboring space. Players are trying to complete a three level building and have a worker standing on top of it.  The first player to accomplish this wins the game.  Buildings may be complete it with a dome, and that blocks players from placing their worker on it.  

Santorini also incorporates god and hero powers into the game in the form of Greek gods and heros.  These god card allow for special actions or a change in win conditions. The god cards add a unique variability to the game.

Z-Man Games

Carcassonne

Carcassonne is a medieval France themed tile laying and area control game for two to five players. Players are trying to build features and have their followers (meeples) on features to score points.

Players take turns taking a tile and placing it against a matching feature, such as city, road, and fields. There are also monasteries, which sit in the middle of fields. Players score points for: completed roads, completed cities, surrounded monasteries, and completed fields.  When players run out of tiles the game ends and players get partial points for incomplete features.

Carcassonne is well know for its many expansions and versions.  The current base game now include two mini expansions: the River and the Abbott. At the time of this writing the Z-Man Games website had 8 expansions for sale.  There also is a big box versions which contains the base game and 11 expansions. Additionally, there are three stand alone games with different settings and themes.

Pandemic

In Pandemic, two to four players take on one of several roles, such as Medic, Dispatcher, or Researcher, in their quest to cure 4 diseases before time runs out and humanity is wiped out.

Game play follows a standard turn-based approach. Each player starts their turn by drawing from an event deck to determine where the newest infections are.  Then, they use location cards to move around the globe, treating diseases to prevent outbreaks.  Finally, they draw more location cards to restock their hand.  If a player can get three location cards of a single color and can get to a lab, they can create a cure.  The cure that won’t immediately eradicate the disease. Rather, it will make the disease easier to treat.

There is one way to win (working together to cure all 4 diseases), and multiple ways to lose (running out of time, being overwhelmed by diseases, etc.)  Players can change the difficult by increasing the starting number of infections.

See our review here.

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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