Monday, December 29, 2014

REVIEW: Loaded Questions Party

Loaded Questions Party

Designer: None
Suggested Number of Players: 4 to 6
Price: $17.99
Type of game:  Party game, humorous

Loaded Questions Party is one of the many versions in the Loaded Questions line up and is themed around playing this during a party.  Due to the party theme, many things are simplified from standard Loaded Questions and there is more involvement with the players using Party Favor and Party Foul cards.  None of the questions have a theme and are broad enough that anyone could answer without problem.

Loaded Questions Party is simplified down that a die is no longer needed.  To play, you simply draw a card and read the question that corresponds to the color space you are on (if on a multicolored space, or starting the game, read any question).  All other players will write down answers to the question and someone will read them out load to the active player.  The active player then picks his favorite answer and guesses which person wrote what answer.  Movement across the board is determined in this step, as the player with the favorite answer moves up one space, and the active player then advances one space for each person he correctly identified to their answer.  Simply rinse and repeat this process until someone wins.


The "party" aspect of the game comes from 16 Party Favors and 16 Party Fouls which are distributed across the deck of cards.  When one of these are drawn, it is read first, then lets the active player pick any color question to read.  They really don't do much when drawn, they just have special requirements everyone needs to pay attention too; Party Favors allow players to advance one space and Party Fouls make players move back one space. 

The game creates a lot of laughs, but also may reveal what people really think about each other by the answers they write; answers need to be taken lightly and not personally.  The game changes depending on who you play it with.  I've played this with my family and all the answers to the questions were full of inside jokes related to each other and they were all generally clean and family appropriate answers.  On the flip side, I've played this with a group of co-workers and the game turned raunchy as everyone tried to create the biggest laugh or say the most shocking thing.  Either way, both myself and everyone I played with had a lot of fun and plenty of laughs.  


This is an incredibly light game, and not something you would want to bring to a board game night full of hardcore gamers.  There really is no skill involved besides deducing who wrote what answer.  Honestly, you can have just as much fun without the board, just carry the cards with you along with some paper and ask questions until you all get bored.  

TL;DR:  A question and answer game that can appeal and adapts to any makeup of players.  Simply answer questions to make people laugh - no need for strategy or skill.

Pros:
+ Can be very funny
+ Not complicated at all and anyone can play
+ Lots of replay value

Cons: 
- No strategy or skill involved
- Really all you are buying is a small deck of cards
- Big box for so few components


Friday, December 26, 2014

REVIEW: Love Letter



 Love Letter

Designer:Seiji Kanai
Suggested Number of Players: 2 to 4
Price: $10.00
Type of game:  Hidden role, deduction, cards

Love Letter is a one of my all time favorite games.  It sees more play time than nearly anything else I own, and its only made up of a few cards and little wooden cubes.  Despite its lame name and theme (delivering your love letter to the princess), Love Letter should be in your collection…NOW!


Love Letter is simple to play, but requires plenty of thinking if you want to be good.  The rules are pretty simple; draw a card, play a card, do whatever the card says, and try to either knock out all the other players or have the highest numbered card in your hand.  Each card has a different effect, such as the Guard who allows you to guess a non-guard card in a players hand and if they have that card they are out of the round, or the Prince who has either you or a targeted player discard the card in their hand and draw a new one.  Play goes on like this in a circle until the draw pile runs out of cards, in which case whoever has the highest card number is the winner for the round, or until someone is the last player standing.  If you win the round, you get a little red wooden cube and play begins again until someone reaches the score limit to win the entire game. 
Everything needed to play Love Letter
Most new players to Love Letter tend to just throw cards down and hope they eventually come out on top.  This can win you a lucky round or two, but the true strategy is to study the cards that have been played or discarded and make a calculated and informed decision as to what someone might have in their hand.  It is always fun to explain to new players how you came to your conclusions and knocked them out of the round, then watching as they start picking up on the strategy and become formidable opponents. 

While playing Love Letter with three or four is ideal, you can still have a blast with just two people.  The game is incredibly portable and can easily be put into a pocket and played anywhere while still being discreet.  Everyone I have played the game with has enjoyed it, from young to old and from gamers to non-gamers.  Love Letter is also a great introduction to hidden role games like Werewolf, The Resistance, or Coup, so if you want to try those games out, or want to get your friends into them, start with Love Letter. 

Even though the title of the game and theme is weak, you’ll find a fun, strategic, and well balanced game that I highly recommend. 

TL;DR: Have the highest card when the deck runs out or knock out all your opponents and be the last one standing.  A fun introduction to hidden role games that is great for new players or a quick game anytime and anywhere.  This is a must buy game and its cheap too!



Pros:
+ Great for new gamers
+ Portable and quick to play
+ Gateway to hidden role games
+Inexpensive

Cons:
- The title and theme might not entice many people to give it a shot

Thursday, December 25, 2014

MISC: Merry Christmas!


Merry Christmas and happy holidays to everyone!  I hope everyone was able to spend quality time with their families and maybe got a few games in with them as well,  Speaking of games, it looks like I was good this year, as I got quite a few that were on my wishlist. Look for reviews soon!
Merry Christmas!
  
 

Sunday, December 21, 2014

REVIEW: Zombie Dice 3 School Bus



 Zombie Dice 3 School Bus

Designer: Steve Jackson
Suggested Number of Players: 2 to 4
Price: $10.99
Type of game: Expansion, press your luck, dice

Just like Zombie Dice 2, this is another expansion pack, but this time it comes with one over-sized yellow 12 sided die representing a school bus, and several brain and shotgun blast counters to keep track of what is happening while on the school bus.  You can play this expansion with just the original Zombie Dice, or you can also add in Zombie Dice 2.

With 12 sides, this die has many different effects that can happen.  Some familiar ones are there are two regular brain sides, one single shotgun blast, and a double shotgun blast side and a double brains side like the “Hunk”.  There is one triple brain side, a single brain plus shotgun side, and a double brain plus shotgun side for a combination of points and damage.  Then there is the Yield sign, which lets you convert all shotgun blasts to feet.  A Stop sign forces you to end your turn collecting any brains you had…unless you rolled three shotguns that turn, then you’re out like normal.  A Dead End sign turns all feet into brains.  Lastly, a set of tire tracks runs you over, making you lose one brain point and you can’t roll the school bus die anymore for this round.
To use this D12, you simply set it aside for the first roll on your turn.  After your first roll, you can decide to “ride the bus”, and then you draw two dice from the pool (or use feet if you have those) and take the D12.  Roll all three dice together and tally up your results.  If you don’t get the Stop sign or the tire tracks, you can continue rolling the D12 until you want to stop for your turn or you can stop at the end of a roll. 

The school bus die is an interesting addition that adds lots of new options that can pop up.  However, it drastically speeds up an already quick game.  Its not uncommon to score up to nine or ten brain points using the school bus in a single turn.  Also, with the Stop sign that forces you to end your turn, it takes away from the press your luck aspect.  Overall, its silly not to roll the school bus die with how many chances there are for brains or beneficial changes. 
I would not recommend using this with Zombie Dice 2, as it takes the challenge of the fast “Hottie” and the double shotgun “Hunk” away with the Yield sign and Dead End sign.  The “Santa” die just makes it even easier as well.  Also, the D12 is pretty big and chunky, so you need to give it a good roll.  Its pretty easy to just drop the die and get a result without it moving much at all.

Just like with Zombie Dice 2, I would only recommend picking this up if you are an extremely hardcore Zombie Dice fan.

TL;DR: An expensive expansion for only one die, which speeds up an already quick game and adds more rules to a game so easy to understand.  Only for the hardcore Zombie Dice fans.

Pros:
+ Adds a new decision to every turn

Cons:
- Makes the game too fast
- Makes the game too easy
- Negates Zombie Dice 2 expansion
- Expensive for what it is