Showing posts with label Crappy Birthday. Show all posts
Showing posts with label Crappy Birthday. Show all posts

Wednesday, June 26, 2013

Andrew's (Not So) Crappy Birthday

Around the time I established the all-day-gaming-event Davecon, Andrew began his own yearly tradition centered around his birthday.   He's done this for a few years now and it's something we all look forward to.  The premise is pretty simple: we all show up at Audrey and Andrew's place 'round 2 pm, have a couple of casual (and not so casual) beverages, char a few bovine meat patties or order up some grub and then play the crap out of a gaggle of games.

Given the light and informal nature of this occasion, most of the games we play are ideal for two demographics:
  1. Kids.
  2. Drunken yahoos.
So, a coupla Saturdays ago, we all got together to enjoy a day of good company, strong libations and fun games.  Since it was the first nice n' sunny day we'd had in about nine days we lingered outside on the patio for as long as we could.  As such, we got a few games in which are perfect for playing in THE GREAT OUTDOORS.

We kicked things off with a quick match of Worm Up.

The (hypothetical) starter's pistol fired and we were off!  Dean swerved in front of Claudia, increasing his odds of sleeping in a cardboard box in the basement for the next few nights.  Andrew desperately tried to Tron light cycle Dean.  Claudia and I immediately stalled when we picked the same number on two successive turns!  After a few false starts, we finally got off of each other's wavelength.  I finally started to budge when I played the "5" tile but then Cheryl and I started picking the same number!      


Dean started to duplicate everyone else's selection and promptly stalled.  Andrew jumped into the lead with some judicious "X" plays, allowing him to pick any unplayed number.  Claudia finally roared out of the gate with a move of six.  Cheryl threatened me with physical violence if I didn't stop picking her number so my unconscious brain finally went elsewhere.  This allowed her to surge ahead and challenge Andrew.  By the end of it, they were neck and neck.

In the end, it was Cheryl who avoided duplication and her worm hit the finish line just three segments ahead of Andrew.  I rallied mid-game for the "who gives a shit" third place finish.  


Andrew then broke out the ultimate picnic game: Hive.  With its colorful, vermin-themed images atop  high-density tiles it's one of those rare board games that never gets wet and never gets wind-blown!  

I didn't have any problem remembering the movement of the tiles but I'd long since lost the strategies.  It didn't take very long before I'd stranded both of my valuable Beetles: one far down in my own section and one serving as a useless connector between our two small Bee islands.  

Andrew, on the flip side, did a great job launching Grasshoppers into my neck of the woods and pinning my poor Bee down with Ants and Spiders.  In a desperate bid to play catch up, I tried to get a pair of Grasshoppers into position but it was already too little too late.            

We didn't even get a chance to get all of our pieces out!  Cripes, the less said about this match the better...

"Save tha beez!"

The second match was much more of a back-and-forth contest.  This time all of our tiles hit the table and it became a positional game of strategy.  Once again Andrew did a fine job catapulting Grasshoppers into flanking positions around my Bee.  I responded with some wily defensive maneuvering which bought me some time and allowed me to go on the offensive.

I used one of my agile Ants to create a beachhead close to Andrew's side of the table and then tried to swarm him with Grasshoppers and Spiders.  I also made sure to keep my Beetles free this time, using one of them to menace Andrew's Bee and the other to hamstring my attackers.  Unfortunately, while all this was happening, Andrew flanked my Bee, locking him in place.

By the time I was in position to strike, Andrew was only one move away from victory.  After he paralyzed my long-range Ant with his Beetle, Andrew brought his own unhindered Ant around, slipping him into the last flanking space like a creepy-crawly puzzle piece.

Hive: making players feel itchy since 2001.  

What can I say about Hive?  It really is one of those games that's easy to learn but challenging to master.  It's also a great introductory game.  Noobies are drawn to game's clean aesthetics and kids really grok the vermin factor.

So, what's the best kind of game to play when you're imbibing copious amounts of alcoholic beverages?  Why dexterity games of course!  And frankly there are few games that are simpler and more compulsively playable then Tumblin' Dice.

I tried to do a new technique this time out which involved standing side-on to the board and gently rolling the dice out of the palm of my hand.  In other words: my goal was to under-roll versus over-roll.  The strategy seemed to work out pretty good.  Even dice that were left on the one-multiplier space were often bumped down to a more valuable tier.


This resulted in one of my few Tumblin-Dice wins.  Here are the final scores:

Me...86
Audrey...68
Andrew...64
Dean...60
Cheryl...54
Claudia...35

Just like bowling or sex, Tumblin-Dice is a highly psychological game.  Even though I made a concerted effort to apply the exact same technique to Game Two, my score didn't testify.  In fact, I stranded many a die on the "0" level and threw even more clear off the far end of the table.  It also didn't help that, as the winner of Game One, my opponents were gunning for me big time.


Here was the final tally:

Claudia...100
Andrew...92
Dean...60 (Hey, he's nothing if not consistent!)
Audrey...56
Cheryl...56
Me...35

To further my point about the game's psychological component: astute readers will note that Claudia and I practically swapped scores!  While Claudia went into Game Two thinking that the only way to go was up I spent the entire time trying to remember how I won the first game!

You know what's another great type of game to play after you've been drinking heavily?  Why, a memory game, of course!  One of the more charming and straightforward titles in this category is the delightfully goofy Chicken Cha Cha Cha.    

Players start by arranging their wooden chicken tokens equidistant from one another along a "track" of whimsically-illustrated egg-shaped tiles.  In the middle of the track are more tiles with the matching images placed face-down.  In order to move your chicken around the track you need to flip over the tile which matches the image of the next space ahead of you.  If you keep picking matching tiles you can keep moving until you screw up.  You win the game by lapping your opponent's chicken and plucking out their "tail-feathers".

Technically this is a kid's game so it ain't exactly Advanced Squad Leader.   But for someone like me, with barely any recollection of what I had for lunch yesterday, games like this aren't exactly my strong suit.  I managed to retain the position of four or five tiles but beyond that I had to wait for someone else to flip over what I needed just before my turn.  Cheryl made a good initial run before experiencing some sort of critical memory loss while Claudia made several encouraging dashes.

But ultimately, after a pokey start, Andrew chained together a slew of jumps and relived the entire coop of its collective tail-feathers.

Shake yo' (stolen) tail-feathas.  

Although I often approach memory games with a feeling of dread, the colorful components and winning gameplay had me focused on nothing more deep then finding that damned fried egg tile.  A word to the wise: if you don't want to be reminded of just how many brain cells you've killed over the span of your adulthood you may want to avoid playing this with actual kids.

Although I suck at memory games, I'm great at any base, lizard-brained pursuits that involve reaction time or hand-eye co-ordination.  Hence my complete and total dominance in the incredibly um...loopy Loopin' Louie.  

The game's main mechanic (and I mean "mechanic" in the literal sense) is a central motor that moves around a comically-exaggerated Red Baron-esque crop-duster figurine at the end of a plastic armature.  At the lowest altitude of his flight path, Louie will storm your "barn"and snatch up yo' l'il circular plastic chickens.  Fortunately, each player controls a little armature that they can use to ward Louie off if they can time it right.  The last player with chickens left in their barn wins the game.

Batten down tha hatches: this guy's a crazier pilot then Murdock from The A-Team.  

Thanks to my formative years of playing rod hockey, I had this one by the ass.  In fact, I only lost one chicken over the course of two games.  I don't care if it's recommended for kids ages four years and up, I still rock at this game!!!

Go home, Louie, you're drunk.  

We then settled in for Andrew's perennial play of Crappy Birthday.

On any given player's turns it's their "birthday" and everyone else has to guess as to what the worst possible gift would be for that particular person amongst a handful of five disturbingly illustrated cards.  The birthday boy or girl then shuffles all of their "gifts" together, lays them out randomly and then picks the one they despise the most.  The sick bastard who gave you that particular gift gets a point, everyone draws back up to five cards and then play proceeds clockwise.

Mike and Heather had arrived by that point in time so all eight of us ended up playing.  To help speed things up we used a variant rule allowing players pick both their worst and their best gifts, doling out double the pointage every turn.

Game One went back and forth but ultimately it was Audrey who proved victorious!

P.S. For the record, those are Dean's manly mitts in the photo, not Audrey's.    

In Game Two, Claudia proved particularly prescient and took home the win.

Interesting fact: Andrew loves candy corn.  Especially for a birthday gift.     

In spite of the late hour and our increasingly taxed livers, we decided to move on to meatier fare.  This came in the welcome form of the fabulous little press-your-luck title Incan Gold.

Players take on the role of adventurers delving into an ancient Incan temple in search of gold, jewels, artifacts and photo opportunities.  Over the course of five rounds, participants secretly choose if they want to press deeper into the ruins or back out and risk sharing what they've already discovered with similarly lily-livered rivals.

As the remaining explorers move into the bowels of the temple, cards are turned over to reveal new valuables like obsidian and turquoise or scary threats like mummies or giant spiders.  If the same threat turns up twice, all of the remaining booty is lost and anyone left in the temple runs away empty-handed.  In other words: you're constantly asking yourself this eternal question.

After five rounds, whoever has the most bling squirreled away inside their pup tent wins the game!

I started off fairly strong, pressing on until most of the other players were out.  Towards mid-game I began to get a lot more skittish, backing out with Cheryl on several occasions, much to her consternation.  Even though I never got snared by any of the threats, I also didn't press on enough to vie for the really valuable artifacts.

Andrew, on the other hand, took bravery to the point of rank stupidity.  Even when there were two or sometimes three single hazards out on the table, he kept pressing on, hoping to shake persistent rivals like Heather and Mike.  Unfortunately, a duplicate danger always appeared without fail, sending the intrepid spelunkers packing back to camp for a change of shorts.

Meanwhile, Dean, Audrey and Claudia played a considerably more balanced game, gettin' out when the gettin' was good and making off with a couple of clutch artifacts.  In the end here's how the scores stacked up:

Dean...31
Claudia...28
Audrey...26
Me...24
Mike & Heather (Awwww)...13
Cheryl...7
Andrew...0

"Snakes...why'd it have to be snakes?
  
We finished up the night with a Bang!  I have a soft spot for this group party card game, which easily evokes the tone and flavor of a Sergio Leone western.  At the start of every game, each player is assigned a random Character Card with a unique health rating, hand limit and special power.

Then everyone is given a role which details your allegiances and game-winning goals.  Renegades need to be the last varmint standing, Outlaws have to murder the Sheriff, the Deputy has to take down the Outlaws and make sure the Sheriff doesn't end up in Boot Hill and finally the Sheriff has to gun the Renegade as well as all of the Outlaws.    

To keep things really interesting, all of the roles and loyalties, save the Sheriff, are kept concealed.  During the game, players use a handful of variable cards to fire on opponents ("Bang!"), dodge bullets ("Missed!"), snipe from a distance, or get outta Dodge via horseback.  With constant references to "Beer", "Cat Balou", "Duels", "Stagecoaches", "Wells Fargo" and "Winchesters", the spaghetti western theme comes through loud and clear.

OUR CHARACTERS:

Andrew: Bart Cassidy
Cheryl: Sid Ketchum
Claudia: Willy the Kid
Me: El Gringo
Dean: Sheriff Paul Regret
Heather: Kit Carlson
Mike: Black Jack
  
Almost immediately Dean and Mike got into it like cats and dogs.  With a little assist from Heather, Mike soon found himself soundly ventilated.  Unfortunately, he also revealed himself as one of the Deputies!  As if killing one of his only allies wasn't bad enough, Sheriff Dean was forced to surrender his entire hand of cards as an additional penalty!

Thanks to the incessant steam of cross-table carnage via "Indians" and "Gatling Gun", I was very nearly killed even before my turn came around!  Color me bitter for getting stuck with a Character that had only three Life Points!  Fortunately, El Gringo's ability to steal cards from people who shoot him actually helped to facilitate the recovery process.


Thanks to an entire keg-full of "Beer" I slowly nursed myself back to full health.  A temporary truce with Andrew helped, not that I was in any shape to refuse him.  Andrew managed to go a full round before he started thieving my cards and attempting to "Bang!" me (?).  Jesus, at least buy a guy dinner first!  Given my fleeting health, I could barely fight back, especially when Claudia decided to pile on.

With Mike now out of the picture, Heather sparred with Andrew for a bit.  Dean, sensing that she might be (A) vulnerable and (B) evil, pumped Heather with more lead then a can of Chinese house paint.  Having dispatched one of the Outlaws, Sheriff Dean got a much-needed constitutional in the form of three new card draws.  Despite this, he never quite recovered from gunning down Mike so early in the game.

Cheryl tried to run interference but got turned into a piece of swiss cheese thanks to Claudia's ability to play multiple "Bang!" cards.  With the second Deputy in the dirt, things were looking pretty grim for the forces of law and order.  As the Renegade, I desperately kept looking for a "Poison The Well" card.  I needed everyone else to drop dead but I didn't have the health nor the means to act like a crazed, random aggressor.

Although I was hoping for a rift to break out between Claudia and Andrew, I suspected that they were already aware of each other's loyalties.  Looking to cloud my own identity and avoid the ire of my two closest opponents, I took a long-distance sniper-shot at Dean.  I didn't kill him, but I softened him up for a one-two punch by my rivals.

After Andrew and Claudia killed Dean, they revealed their roles and claimed a dual win as the Outlaws!



Bang! is an engaging little game with tons of different variables and plenty of deduction and bluffing.  Even though some of the game's iconography and lost-in-translation card text will have you reaching for the rules from time to time, this fourth edition of the game makes finding answers a snap.  Although it can sometimes be a challenge to wrangle up enough cowpokes to get the optimal player count, it's a ton of fun whenever it happens!

***  
We packed it in around midnight after ten solid hours of drinks, games and endless double entendres.
I thanked Andrew and Audrey for hosting this great event and silently hoped it was step towards everyone having their own special game day.

Looking to shake up your next summer get-together, barbecue or booze-soaked chin-wag?  Consider busting out any of these great party / kids games to help with the conversation lubrication!









Sunday, February 12, 2012

In Defense of Party Games

Party Games get a pretty bad rap, but often for good reason.

Every holiday season, Calendar Club opens up a store in every mall in North America and suckers the general populace into overpaying for crap board games based on cool licensed properties.  Before torch and pitchfork-wielding villagers swarm the store with their sales receipts, they quickly ditch their questionable wares, pack up their tents and clear outta Dodge.  This shady practice never fails to do immeasurable damage to my beloved hobby every single year.

This is the kind of dreck these snake-oil salesmen try to pawn off on the unsuspecting masses:


  

   











Frankly I'd rather nail my nuts to a stump and try and catch anvils then play some of these barkers.

Mercifully, all is not lost for the party game genre as evidenced by our gathering last Saturday @ Casa del Andrew.  Here's his invitational email:

Greetings y’all.

(We're) looking to have a party game night at our place this Saturday.  Not sure what time yet…but it will be in the evening.  Alcohol is recommended but not required.  It seems that I have a lot of party games so you don’t need to worry about bringing a game.  If you can’t make it then no worries, I know it’s short notice. If you wish to get fall down sloppy drunk (Chad I’m looking at you) then you are welcome to sleep on one of our sofas.

Games that must be played:

The Resistance

Crappy Birthday
Telestrations

Chad's reply pretty much summed up all of our collective thoughts:

Awesome!  I like the list of “must plays”!

PS – Andrew will you be providing puke buckets or should I bring my own?


To which Andrew replied:

BYOB X 2
Bring your own Beer / Bring your own Bucket


All of us silently hoped that the games themselves wouldn't trigger our gag reflexes, but since Andrew's acquisitions are usually well-researched we were pretty confident that fun times were imminent.

First up was Crappy Birthday, a pretender to the Apples to Apples throne.


Players get a mitt-ful of five illustrated cards, each representing what a crappy or (relatively) cool birthday gift might be.  Some examples: "European Soap for a Year from Five-Star Hotel, Slightly Used", "Pet Tarantula: Keep this Docile Spider for it's Entire Lifetime!" or "Running with the Bulls: Bring your Nikes!"

On any given player's turn it's considered to be their "birthday" so people around the table submit a card which they hope that player will choose as THE WORST BIRTHDAY GIFT EVAR.  We also played the speedy variant whereby the birthday boy/girl also picks their favorite gift out of the bunch.  The person who's card is selected gets a point.  The first player to five points wins!     

That's it, folks.  That's the entire rulebook summarized.  Okay, so it's not exactly Twilight Imperium, but you're also 98% more likely to pee yourself laughing while playing this.   

I wasn't on anyone's wavelength at all in Game One, scoring my one and only point on the very last hand with a "Co-operative Bicycle" gifted to Dean.  I knew that, being a cyclist, Dean really wouldn't care very much for such a contraption.  Plus, he really hates to share.    



Chad, on the other hand, alternately kicked ass and/or took names.  In an amusing twist, it seemed as if 80% of the so-called "crappy" birthday gifts sent his way he absolutely loved! ("Ooooooo!  A Two-Week Stay in Antarctica!")  He also did a boffo job picking gifts for everyone else, including "Live Music for the Summer: See This Local Metal Band Every Weekend!" for me.  What can I say, I'm a slave to my passions.

In Game Two, I got into the zone, scoring four points in quick succession.  Cheryl picked my "Camp in Paris Catacombs: Spend the Night With Millions of Bones" as a good gift (!) and Chad selected my "Grandma's Collection of 25 Favorite Records This Year" as one of his worst.  Dean also had me pegged for a "Star Wars Themed Wedding".        



Some other memorable kick-backs included Andrew's adamant refusal of a "24-hour Silent Film Festival", my horror at the prospects of a "Three Hour Friday Night Winter Knitting Club" and Audrey wrestling with the lesser of five evil decor options including a "Barbed Wire Fence" and a "Peeing Statue".    
     
As soon as we finished the first game I knew immediately that it had supplanted Apples To Apples for me.  I'll always have a soft spot for A&A because I've seen it result in so many non-gamer epiphanies, but the images alone in Crappy Birthday really makes it a winner.  I also think that the "love it / hate it" variant speeds the game up nicely by doling out two points per turn.  My only demerit: there aren't very many cards so repetition sets in really quick.   

Next up: The Resistance




At the beginning of the game, players are dealt secret role cards that define them as either Imperial Spies or members of The Resistance.  In order to win the game, players must determine where their opponent's loyalties lie, protect their own identity and foster their secret cause.  Bluff, beguilement and deductive reasoning are the order of the day here.

Over the course of three to five rounds, players alternate leading a "mission".  They first select players around the table as team members, the number of which is determined by what round you're currently in. This team composition is then approved or vetoed in a secret vote by everyone at the table.  If the the team is sanctioned it then moves into the mission phase, where success or failure is determined by an internal vote submitted by the team members themselves.

If the mission succeeds, it's a point for the Resistance.  If it fails, the Spies get the duke.  The first team to get three victories wins the game.

I'd like to preface this by saying that I'm pretty crap when it comes to bluffing, lying and intimidation.  Even when I play a video games that encourages some ethical wiggle room, Chaotic Good seems to be the most anti-social behavior I can muster. My idea of concealing evil intent in games is just to go mute, which as you can imagine, instantly casts aspersions on me.


So when I drew the "Spy" role card I kinda cringed.  It's challenging enough to wrap your head around new game mechanics let alone promote some sort of secret Machiavellian agenda by acting like Robert DeNiro in Angel Heart.  This often resulted in me keeping my snack-hole suspiciously shut and vainly attempting to strangle any behavioral tells.  It's a damned good sight that the Spies scored a couple of quick points under the veil of first-game confusion.

Andrew, on the other hand, has a weird affinity for games like this.  It wasn't long before he started calling me out in heated, court-room style exchanges like:

Andrew:  I'm not going to pick you for my team...SPY.    
Dave:  I am not a spy!  You're the spy...

Needless to say, I tanked out on that first game and the Resistance was victorious.  Andrew, Dean, Audrey and Chad shared the win and Cheryl, Claudia and I were laid low. 

In Game Two I was relieved to pull a Resistance loyalty card, which meant that I didn't act like a coke mule trying to clear customs.  But Andrew, damn his hide, was now cast in the role he was born to play.  Despite the fact that I was outwardly thrilled by the early victories of the Resistance, within minutes Andrew had cast doubts on my loyalties amongst the group.

Andrew:  I think you're a SPY.      
Dave:  I am not a spy!  Honestly, I'm not a friggin' spy!  Really!  Guys, c'mon.  I'm not a...oh, fuck it.   

So again, despite a quick lead, the infiltrators quickly puzzled out who everyone was.  When this happens there's not much you can do to avoid an inevitable result since you can just pick the team-members you know you can trust.  The Spies surged back with an unstoppable win, which I still maintain wouldn't have happened if Andrew wasn't so friggin' adamant.


He shared his ill-begotten win with Cheryl and Claudia who both did a solid job in deflecting suspicions.

This is a tremendous game, perhaps my favorite of the night.  It does a fine job taking the tone of games like Ultimate Werewolf, Shadow Hunters, and Battlestar Galactica and wrapping them up in a light negotiation-style party game which is easily playable in thirty minutes. 

The final game of the evening was Telestrations:        


Honestly you'd be hard-pressed characterizing Telestrations as a formal board game.  It's more like what results when a company realizes: "Hey, why don't we take this cobbled together pen and paper public domain party game, copyright it, package it up all slick-like and then sell it in every Borders/Chapters/Indigo store on the planet."

Remember when you were a kid some teacher/scout leader/wise-ass authority figure would try and teach you about the dangers of gossip by playing the Telephone game?  You'd be sitting in a circle with about twenty other twitchy kids and the teacher/scout leader/wise-ass authority figure would whisper a word like "Race Car" into the ear of the first kid and then tell them to pass it along.  By the time "Race Car" got around to the last kid it had somehow morphed into "Purple Monkey Dishwasher".

In the late 80's / early 90's some anonymous and clever little jobber decided to add a Pictionary-style component which required that the next person (and ever other person) in line had to interpret the word in a sketch.  This home-made concoction went by many names, the most resilient of which being Eat Poop You Cat, based on one of the game's more bizarre interpretations.  Needless to say, much hilarity ensued.

Pity that the creative but otherwise myopic fuck who came up with that idea didn't copyright it.  Sensing an opportunity to quantify the hilarity at a retail price of $29.95, USAopoly (who apparently have no qualms naming their company after a shitty Calendar Club game) snatched up the concept and made a formal boxed party game out of it.

The funny thing is, it was never meant to be a game.  Any attempt to "score" the resulting drawings and guesses is about like trying to drink beer out of a cullender.  So, we always ignore the stupid scoring system.

The game begins when you're handed a mark n' wipe sketch book and a card with six words or phrases on it.  A random six-sided die roll determines which word to write on the front page (along with your name).  You then pass your book to the person on the left who tries to interpret your clue in a sketch.  In order to make the game even more frantic, a 90-second sand timer to also used.

So, just to show you how this works, here's what resulted from the keyword...

     
Now, although Andrew might be a fucking savant when it comes to games requiring strategy and subterfuge, he's strictly clown shoes when it comes to stuff like this.  Here's my boy's  Magritte-style interpretation of "Psychologist":


Needless to say, when I was handed this abstract, minimalist masterpiece I know that no court in the land would convict me if I guessed creatively:


Then, somewhere along the line, "Head Ache" got twisted into "Hairspray", which Cheryl brilliantly interpreted thusly:


Needless to say this one went completely off the rails thanks to Andrew's brain cramp.  But given the fact that we were all laughing like a bunch of YouTube babies, we really didn't care too much.

Next up I was pretty hard-pressed to illustrate the sexually suggestive "Shrimp Cocktail":

 
In retrospect, I really should have gone with a more phallic rendition since this was understandably mistaken by Chad as:


Yeah, it never really recovered from that...

Another one of my clues was the seemingly innocuous:


This one had a couple of really cute renditions:


Note unmistakable, cat-like whiskers and evocative speed-lines.  Unfortunately after the following Parkinson's-stricken feline was sketched:


 It became:

 
 And then, after Andrew's decidedly Lovecraftian rendition:


Dean had no choice but to go literal:

 
'Nuff said.

Then things took on a decidedly macabre bent when Audrey's version of "Rubber Gloves":

 
Was translated into the following by Claudia:


Which, in turn, was interpreted in increasingly ghoulish ways:


By the time the book got around to me I just guessed "Accident" since it looked like a still from Peter Jackson's Dead/Alive.

And finally I'll show you what happened with Dean's "Diaper":


Here's Cheryl's fantastic translation:


But then Audrey froze up like a deer in headlights and could only produce this:


But what's really funny is that Chad manged to take the completely inexplicable image above and pull this even more inexplicable guess out of his anus:


Oblivious to the unknown detour, I gamely tackled my new assignment with vigor:


Hey, at least my "dead-eyed-baby-as-Jennifer-Beals-in-Flashdance" is wearing a diaper!

So, as you can see by these example, Telestrations resembles a board game about as much as Rebecca Black resembles a singer/songwriter.  Nevertheless, I really firmly believe that even the most hardened grognard and game snob needs a break from playing Agricola and Drang Nach Osten! and just have a spot of mindless fun.

I just hope that these humble suggestions will prevent players from suffering needlessly with the sort of crap that seasonal shopping mall hucksters try to peddle on unsuspecting folk.    


RATINGS

Crappy Birthday:   

The Resistance:



Telestrations:

Additional photos by Claudia Langley.