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Gamewright
Ages 8+
2-5 Players
15+ Minutes
108 Cards in a cool metal case

COMPETITIVE

In the fast-paced world of a sushi chef, you must be the most creative and the fastest of all to be the best! Will you serve Nigiri with Wasabi, or create Maki rolls in quantities never before imagined?  Did you remember to serve dessert?  Find out if you are cut out to be the best in Gamewright’s newest card game – Sushi-Go!

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 is played 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.

There are cards that act as multipliers, cards that must be in a set of two or three to be counted and cards that give you points for having the largest quantity at the end of a round.  This teaches or reinforces simple multiplication, pattern recognition, and strategic planning. Pudding cards, which are scored at the end of the game and represent the only negative scoring possibility in the game, teach children collection/set mechanics as well as delayed gratification.

The most interesting dynamic of this game is the chopsticks, which are played in one round, and used on a subsequent turn to play two cards at once from the current hand.  The chopsticks are then passed on to be used by someone else.  While this is likely the hardest concept for smaller children to grasp, they will enjoy the requirement to shout out “Sushi Go!” when they are finally used.

Sushi Go! requires little reading and can likely be played using just color, pattern and number recognition with younger children.  In fact, removing the chopsticks and possibly the wasabi multipliers might assist in making this a game that would be easily played by a pre-schooler while not boring the rest of the family!

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!

 Wondering about other Gamewright games? Check our our reviews here!
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Asmodee Games
Ages 8+
2-8 Players
15 Minutes

COMPETITIVE

 

When Sherlock Holmes drank his tea, did he use a tea bag or had it not been invented yet?  What came first, eye glasses or whiskey? These and many more are the pressing questions that you must answer in order to defeat your opponents at Timeline.

Timeline is a very fast game to learn.  Each player has at least four cards to start, adding more as they desire a higher difficulty level, 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.

As the game progresses, it gets more and more difficult to place cards as there are many possibilities of spots they could fit in if you aren’t sure when they might have occurred.  What happened first “The Domestication of Cattle” or “The Domestication of Cats” and where does “The invention of the oil lamp” fit in?

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.

Timeline is a quick play game, and the expansions can be stand-alone or added together for more difficult play.  While the game does allow for a two player game, playing a four card hand does not play well, it is somewhat uneventful, as most games are when played with the minimum players.  To make it more interesting, I would suggest playing a minimum of 6 cards for a 2-player game and/or drawing 2 starting cards and placing them correctly for some real challenges.

Asmodee has rated this game as 8+, but it would be very easy to modify for smaller history buffs.  Not only does this game teach the history of inventions, science, music and global events, it also teaches children about chronology and number line placement.  Years prior to zero are represented as negative numbers, so that the reverse ascension of negative integers can be taught or reinforced (nearly) painlessly.  Some reading is required, however; that can be done prior to the game starting and when questions are asked.

If your child is old enough to understand 4-digit integers, you can modify the play to allow them to “peek” at a date on a card.  This takes the game from a historical trivia strategy game to a basic lesson in number theory strategy game.  This way a smaller child can participate with the older members of the family without feeling as if they are cheating.

Once a child graduates to always getting the placement correct on the line by peeking, you can start to ease back on allowing it once per round or once per game until they can play fully on their own.

Timeline is a quick and easy to learn game.  Each expansion depicts the same steampunk styled character in different settings on a sturdy metal box.  For a game that retails under $15, it is one of the better quality levels.

Outlived your copy of Timeline?  Need to add more challenges? Check out the Timeline expansions:

Now this game can be yours for FREE!  Engaged Family Gaming is proud to announce our first ever giveaway! Entries for this giveaway will run from 4/19/14 at midnight (EST) until midnight (EST) 4/27/14! U.S. Residents only please!

Click the link  to participate in a Rafflecopter giveaway for a copy of this game!

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Privateer Press/Bodger Games
Ages 8+
1-6 Players
45+ Minutes
COOPERATIVE

 

Holed up in the walls of a besieged brownstone, our heroes defend their lives, and the lives of their friends, from the shambling, leaping, and running hoards of undead.   Building massive contraptions of zombie destruction, they tinker to avoid their own demise – or worse, infection.  Who are these brave and brilliant souls who are the last line against a terrible foe? Goblins.  That’s right, Goblins.

Zombies Keep Out is exactly what you’d expect from a Goblins vs Zombies cooperative game,which is to say, a lot of fun for children with an impressively complex gameplay to keep adults entertained as well.  OK, so maybe that’s not what you’d expect, considering that it’s not likely you’ve actually thought about a game pitting these two completely separate factions of under-the-bed creatures against one another.  I assure you, it’s worth expanding your imagination’s boundaries to accommodate this unlikely rivalry.

Like most cooperative games, there are MANY ways to lose and only one way to win. 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 (ZKO) 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.  Adding zombies, moving zombies, infecting characters, and even more problems must be chosen by the current player without consulting other players.

To make it worse, a player cannot choose an action that cannot be completed at that time, so as the game progresses. “Terrible Things” become “Terrible, Horrible, No Good, Very Bad” Things.

Players get a trade and a single action on their turn. They can repair damage to parts of their building, to protect the much-needed contraptions from destruction. They can defend against zombies, flinging spare parts at the oncoming horde. They can tinker with a device to work on completing it. Or, they can scrounge for parts. It is crucial for players to act together, as completing contraptions requires an exact sequence of cards. Once a contraption is completed, it adds another action called… “Press the button!” which activates the contraption’s special abilities!

As the pool of zombies (it is actually a literal swimming pool full of zombies) depletes the option of being bitten becomes more and more probable.  Biting adds a very kid-friendly scale of terribleness. The first bite takes away your ability to trade with other players and makes you speak more slowly and sickly. The second bite brings you even closer to the precipice of undead-dom (yes, that’s a word) by making your words even less intelligible, and removing your ability to take a tinker action.  A third bite will render you completely unable to speak beyond the iconic zombie groan, and will make you BLINDLY select an option (using hand signals, of course) from each “Terrible Thing” you draw on your turn!  Finally, any bite past the third will turn you into a full fledged Zombie, groaning continuously (to add to the atmosphere of mostly primary colored, large headed monstrosities), and you now have your ability to take actions replaced by drawing another “Terrible Thing”, as you assist your brain-dead brethren in their quest to consume the ever popular delicacy that is green brains. Kermit beware!

This game is immensely enjoyable and the cartoonish characters will be a quick favorite of most children.  It’s an easy game to modify for younger players, by allowing the group to decide the “Terrible Thing” for each card drawn.  Smaller children can build their strategic planning skills individually and even advance to figuring out what’s best for the group as they choose their own actions.

Adults will find themselves questioning decisions and calculating moves as zombies shamble ever closer to devouring their most precious asset… their contraptions.

ZKO is basically the answer to the question on all of our minds: what happens after Pandemic?

Zombies Keep Out! will be available April 23, 2014 from Privateer Press! If you’d like to add more fun to your already awesome ZKO game, Privateer Press has just announced Zombies Keep Out: Night of the Noxious Dead will be released Late Spring 2014!  Adding Glow in the Dark Zombies to the swimming pool near you!

Love cooperative games?  Check out our other reviews here!

Big Zombie Fan?  Here are all our Zombie reviews!

 

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Protean Games
Ages 8+
2-6 Players
30+ Minutes
COMPETITIVE

This weekend at PaxEast the EFG team had the overwhelming privilege of getting to try out some fantastic new games prior to release. Even better… we finally got to try a game that is currently on Kickstarter. (Why don’t you go ahead and back it now. You’ll want to at the end anyways. Then come on back and read about it.)

Mix! is a Card Game of Tactical Color Theory. (Don’t worry, I had no idea what that meant either until I played!) The goal of the game is simple. Players make moves that place game pieces in strategic positions on the palate play board by mixing colors. These colors are used to earn Victory Points which decide the game.

In starting the game, each player draws one two-sided goal card with a primary color on the front and a secondary on the back. The card is places primary side up in front of each player, giving other players the opportunity to counter their quest for obtaining points. What their opponents don’t know is what the color they lose points for is, which creates an interesting counter strategy for players.

Then players draw two pattern cards. Pattern cards make up the major strategic plays of the game and depict a grey version of the palate board with variable objectives. These objectives can be applied to any color, as long as you can turn it in some way to match the configuration. These cards are kept secret to start and are nor revealed until they can be scored. Since these cards might be more difficult to understand with smaller players, this dynamic can be removed or graduated to in advanced play.

A number of Painting tokens are handed out, based on the number of players in the game. These are used to actually tally the score in the game. (We’ll explain these more in a bit.)

Finally, each player is dealt three cards from the draw deck. These cards represent the colors they have available to Mix! as well as some special cards that clear or reset pieces on the board. One of the coolest design elements of this game is now in the players hands: each color card is unique a unique brush stroke even among identically colored cards! The beautifully simplistic card composition will make you feel as if you looking at a new piece of abstract art with every draw.

Game play is turn-based, with the order consisting of a mandatory play phase, an optional action phase and a mandatory draw phase. When playing a card, each player chooses a primary color (or one of 2 special cards) from the masterpiece that is their hand to the play area. They may then choose to pass, “Mix”, “Paint”, or choose another pattern.

Mixing involves taking two (or more) primary colors and combining them to create a color.  Two blue cards move a token from the center of the palate to the blue area, a red and a blue move a token from the center to the purple area, and so on. While most older kids will get more strategy lessons out of this piece of the game (making patterns, setting up to score, etc.), allowing a younger child to assist in the possible identifying color combinations could be a fun “little sibling” activity (even if they try to make purple out of red and yellow). While tokens move around due to mixing, the score doesn’t change while players jockey for position, until someone takes a Paint action.

Scoring is player driven, with players using their action and spending a Painting tokens to update the score. What this means is that each color that has at least one game piece in it scores one counter (and only 1), and anyone with a pattern card that can be completed may complete it at that time. Scores for players are not tallied or recorded in this phase, as secondary colors are not revealed until the end, but score tokens add up! This is one of the most unique aspects of this game (and possibly the most difficult for younger players to grasp); wisely spending your Painting tokens to maximize your own points is harder than it sounds.

Choosing a pattern is always the same: draw two, chose one, put the other on the bottom of the deck. You don’t lose points for uncompleted patterns, but you are limited to 2 unplayed patterns at a time, so it’s important to choose the ones that seem most likely to be completed. The harder a card is to complete, the more it’s worth in Victory Points.

Play continues until the draw deck empties, which went pretty quickly, even for our group of brand new players. A final score phase happens, and the points are tallied. All players receive 1Victory Points (VP) for having Painting tokens remaining, 2 VP for each score counter in their primary color, and -1VP for each in their secret secondary color.

Mix! is a very fun game that is not only aesthetically interesting and well thought out, but also a fantastic strategy teaching tool for children who have mastered more complex strategy games like UNO. While reading is not necessary, some modification might be necessary for play with children who have not yet reached this gaming milestone. This game was designed to be played with children, and seems like the kind of game that would lend itself well to house rules and even adult only play!

Kickstarter is a tricky creature. If we don’t put the effort into helping Protean Games this amazing game might not see the light of day. That would be a shame, so make sure to check out Protean Games’ Kickstarter and help them get it made!

 

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Kobe Bryant, perennial all star and current member of the Los Angeles Lakers, is one of the most competitive men on the planet. He skipped college and entered the NBA straight out of high school as part of his unending quest to be one of the best ever. (Spoiler alert: He succeeded.)

Patrick Rothfuss is the New York Times bestselling author responsible for The Name of the Wind and A Wise Man’s Fear. He is currently working on book three of the Kingkiller Chronicles (if I have to wait much longer I may go insane).

Would you believe me if I told that these two men have something in common? What if I told you that this one little thing they have in common is actually relevant here on Engaged Family Gaming?

Probably not.

But, its 100% true.

Both of them are devoted fathers who have played Candy Land with their children… and neither of them let their children win. (See Mom! I have three things in common with an NBA player and a fantasy author!)

Bryant was recently interviewed by Ben McGrath of the New Yorker (the entire piece is well worth the required subscription if you are a sports fan) and in that interview the two men had a discussion regarding Kobe Bryant, his three year old daughter, and Candy Land. The gist of the story: Kobe Bryant would not let his daughter win. The story from the New Yorker reads like this, “He recalled playing Candy Land with her when she was three, and confronting the inevitable question of whether or not to let her win. ‘You know it’s my move,’ he said. ‘She obviously can see that I can win, so she’ll know that I’m not-winning on purpose. Then what’s that teaching?”

In a similar vein, Rothfuss recently published an article on the subject of Candy Land to his personal blog. In it, he talks about how important it is not to let your children win at board games because it robs from the learning experience. Games help teach children about winning and losing. Letting them win isn’t helping anyone. (He also talks about a great way to update Candy Land to make it a more interesting game.)

Why did I write about this you may ask? Well, first and foremost, I wanted to write an article that linked Kobe Bryant and Patrick Rothfuss (Because: Reasons). But, I thought that their two points were worth bringing up. A lot of the games that we play involve directly competing with our children. It is almost unavoidable. Every parent will, at one point or another, be staring down an opportunity to win with their child staring back at them.

The important thing is to have a plan going in, because the temptation might be there to let your child win to make them feel good. We all want to see them smile, but it just isn’t worth it in the long run. Our kids are smarter than we will ever give them credit for and they WILL catch us letting them win. What exactly will that be teaching them?

What are your thoughts? How do you handle this situation? Sound off in the comments!

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We don’t talk about them much on Engaged Family Gaming, but we do owe a lot to some of the classic board games like Monopoly and Candy Land. They may be simple compared to more complex euro games. But, a lot of people who say that they “love board games” do so because of nostalgia for playing these games with their families and friends as a child.

Some of these games have been around for so long that popular house rules have become the norm during play. For example, did you know that in Monopoly there is nothing in the rules that says anything about a cash reward for landing on Free Parking? Take a look if you don’t believe me.

Hasbro, the company behind Monopoly, has taken to its Facebook page to encourage fans to share and debate their own house rules. The best among these rules will be included in a special edition of the game to be released at a later date. The discussion started yesterday (March 25th) and will continue until April 3rd.

I’m interested to see what interesting house rules end up getting the most attention. But, I’m even more curious to see what sorts of house rules you play with! Sound off in the comments and let us know the game and the adjustment you made!

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Mayfair Games

Ages 6 and Up

2-4 Players

Playtime: Approximately 30 minutes

Ahoy, matey! Catan: Junior is a pirate themed game designed to introduce young players to a modified version of the grown up game called The Settlers of Catan.

The game comes with a very well designed rules booklet, a stationary map on a board, cardboard ‘resource’ cards, plastic pirate lairs, plastic pirate ships, a very pretty die, a plastic ‘Ghost Captain’, and cardboard ‘Coco tiles’. It also contains cardboard ‘building cost’ tiles that will serve as cheat sheets during gameplay.

The cardboard pieces are very sturdy and will hold up well to use by little hands. The plastic pieces are fairly flimsy, and should be kept away from fidgety children who might like to bend and play with their game pieces.

The double sided map consists of series of islands where 2 to 4 players control pirate ships, build lairs, and avoid Spooky Island (where the Ghost Captain lives). Each island on the map generates a specific resource: wood, goats, molasses, swords, and gold.

Each player starts with two pirate lairs on different islands, one pirate ship, and a few resources. Players role the die on their turn to determine which islands produce resources (with a twist that enables players to move the Ghost Captain). Players can then use the resources they acquire to build additional ships, lairs, or get aid from Coco the Parrot. By building ships, they can expand their network. The more lairs they build, the more resources they can receive. The ultimate goal is to be the first player to control seven pirate lairs to win the game.

Gameplay is fairly simple. The game requires no reading, and only the barest concept of counting. It is the mechanics and strategy hidden within the game that make it a game for players 6 and up (or a 5 year old who is board game savvy). There are rules that can make the game more challenging for more advanced gamers.

We’ve played through the game many times with children of various ages. My 8 year old loves it, and likes to switch his strategy each time he plays. Sometimes he focuses on resource collection, sometimes on manipulating the marketplace, and sometimes he focuses on the Coco cards and Ghost Captain. We attempted a few adult supported playthroughs with our 5 year old and he got bored very quickly. The myriad of steps in each round frustrated him and he gave up. However, a friend’s 5 year old LOVED the game, but he is a very meticulous child. He enjoyed the resource collection and steps to build his network.

Some of the 6 and 7 year old children we played with did need adult prompting on each round, but a group of 8 yr old and up children played through successfully with no adult interaction at all. While the game is not quite as engaging to an adult as the original Settlers, it is still entirely playable and not boring.

Overall, this is a great introduction to the series and Euro style games in general. It has a high replay value and is a great game to play WITH your children (There are even some advanced rules to graduate to as they grow!). Catan: Junior is well worth the price. 

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Iello Games

Ages 8 and Up

2-6 Players

Play Time: 30 minutes

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

The game comes with a clear & colorful rulebook, a game board, 6 monsters each with their own control boards with spinning wheels to keep track of damage and victory points, 6 cardboard monster figures with plastic stands, 8 dice to roll each turn, 66 cards you can purchase to give your monster special abilities, 50 tiny plastic cube energy tokens, and 28 round cardboard card effect tokens.

All of the pieces are sturdy and well designed. The energy tokens are a choking hazard and very tiny and easily lost. But, we found that this problem can be solved by giving players a tiny bowl to store them in during gameplay.

Gameplay can be fairly complex. There are 4 steps involved in each turn, and the game requires basic reading and an understanding of simple strategy. We think the recommended age range is spot on.

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).

The player then starts the turn by rolling 6 dice. Over three successive rolls, the player can which dice to keep or discard in order to advance.

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.

This game fits so perfectly into our household of comic and cartoon obsessed boys, that it has eclipsed all other games that we own. My oldest son LOVES it, and often chooses this game when he has friends over. He tends to play for Attack and cool card abilities, while his more cautious friends play for Victory Points. My 5 year old was begging to try, and we gave it a few attempts, but he got bored very quickly. While he liked to roll the dice, the strategy and steps in each round frustrated him and he gave up playing, but stayed to watch.

 

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Robot Turtles: A Game for Little Programmers

By: Jennifer Duetzmann

1-4 players (plus one adult)

Ages 3-8

Thinkfun (Dan Shapiro)

$25.00

Robot Turtles is a family board game created to teach kids computer programming.  It is simplistic and super fun.  The goal is for kids to is to place directional cards on a board to get their turtle to a matching colored jewel. It starts out easy, but as your child learns, you can add obstacles to make it more complex.   The children get to be the programmers and take control by playing out cards.  The grown-ups act as the computer, following commands and making all sorts of goofy noises as they play. The key is that the computer has to follow the commands exactly as entered by the kids. For example, turning left and moving forward twice is different than going forward twice and turning left. It is a sneaky way to instill in children the importance of the order of operations in programming.

You might have heard about this game in the news.  Maybe you’ve seen someone who has it.  Maybe you’ve seen it reviewed on a website. But, you’ve looked everywhere for it. It appears it was only released on Kickstarter and there might be a few copies left online. But it’s crazy expensive. Guess you will never have a chance to get it for your family, right?

Guess again.  Here is some wonderful news direct from Dan Shapiro (the game’s creator):

Thinkfun, one of the top publishers of kids educational games, is releasing a shiny new version of Robot Turtles this summer. And for anyone who preorders, they’ll include a really cool expansion pack.

Check out the link here:

http://www.thinkfun.com/robotturtles/

We really enjoyed playing as a family.  The biggest draw has been the scaling difficulty. It lets my sons play together despite their vastly different abilities. My 4 year old loved the basic game, and was super excited to have a robotic turtle with lasers.  My 8 year old liked coming up with 3 card at a time moves in advance, and my 20 something year old brother-in-law liked writing his entire program up front (he was even able to experiment with function commands) .  The game uses simple concepts to sneakily teach computer programming concepts and kids enjoy it.  From an educational standpoint, it doesn’t get much better.

We definitely think it’s worth preordering a copy for your family.

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By: Jenna Duetzmann, staff writer

Created by:

Steve Jackson Games (yep, the same person as the Munchkin series)

Publisher:

Edge Entertainment

Pegasus Spiele

Steve Jackson Games

Published in 2010

Players: 2 − 99 players ages 10 & Up

Braaaains! Grr! Zombies are THE in thing right now, and Zombie Dice  capitalizes on that. Play time is on average 10 minutes, making this a great warm up game or ice breaker, much like Tenzi, which I wrote about earlier. The concept is simple: You are a zombie hungry for “BRAAAAINS!!!” and you’re searching for victims. The victim can flee, defeat you with a handy shotgun, or get their brains eaten.

Sounds gruesome, right? Nope, not all all. The game comes in a cool dice cup filled with 13 dice and an instruction sheet. The picture on the cup is a little creepy, but nothing a 6 year old can’t handle. The dice aren’t gruesome at all. They are black six sided dice with simple graphics of an explosion, some running feet, and a cartoonish brain. The dice are supposed to be the ‘victims’ that zombies will be chasing. The dice are three different colors, which indicate how difficult it is to catch a victim. Green is easy, yellow a slightly bigger challenge, and red is difficult.

Here’s how the game is played:

The player with the most terrifying “BRAAAAAINS!!!” sound effect starts the game (usually my 7 year old son). To play the game, players will shake the dice inside the cup and draw three dice from it without looking. They then roll those dice. If the player rolls brains, they move those dice to the side and save them until the end of their turn. Brains are good! If the player rolls shotgun blasts, they move those dice to the side and save them until the end of their turn. Shotguns are bad! If the player rolls footprints, nothing happens.

After the first roll, the player can choose to either keep rolling or stop and tally the brains they rolled (one brain = one point). If they choose to keep going, they draw more dice from the cup to replace the brains and shotgun dice that were moved off to the side. If a player rolls three shotgun blasts, their turn is over and they score nothing for that round, no matter how many brains they may have collected.

Each player takes turns until one person reaches or exceeds thirteen points. At that point, every other player takes one final turn in an attempt to score as many brains as they can. The winner is the person with the most BRAAAAAAINS at the end of the game.

Zombie Dice is very easy to play and can be handled by children 6 and up, even though it is suggested for a slightly older audience. Our guess is that they labeled it for 10 and older because zombies are scary. But, if you have kids in your house, you know that zombies and gross things are fascinating to kids 6 and older. Since there is no necessary in game reading, we decided to introduce it to our boys and it didn’t take long for them to understand the rules.

We found that the “press your luck” mechanic and strategy part of Zombie Dice (the dice being coded with three different difficulty levels) is a bit complicated for younger players, but it is a big part of what makes the game interesting. One of my children was super cautious and the other was a HUGE risk taker. It was surprising and fun to see how each player responded to the dice rolls.

Overall, gameplay in Zombie Dice is fast and fun. The game requires you to make a decision each turn, which will keep players actively engaged. This is another portable and fun addition to our family game night. Our only complaint is that over enthusiastic shakers can shake the bottom right off of the dice cup and dice will go flying everywhere. But that’s hardly a real complaint, right? All in all, we love it and can’t wait to try out the expansions!

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