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Five Tribes
I'm not sure how to describe this. You have a set of large tiles which are dealt out to form the game board. Each tile has some humeeples on. The humeeples represent different abilities. On your go, you pick up all the humeeples from one tile, and drop one on an adjacent tile, one on a following tile, etc. The last meeple, you must drop on a tile containing one or more humeeples of the same colour. Then you collect all of those, and get some effect based on the colour (e.g. one just gives you a point for each, one lets you collect cards, some are saved for later, etc).
Also, every tile has an ability which you get to use (gaining cards, putting a palmeeple tree or a pameeplace on it to increase its score, etc)
Also, if you empty a tile, you place a cameeple there, and get points for that tile at the end of the game.
So there many many different ways of getting points (I've left out a lot of the specifics). When you explain it, it sounds complicated. But when you play it, it falls into place.
There are also djinn, which can be gained from some square, which some points but a particular special power. It's useful if you can get a special power that accords with a strategy you want to take anyway; it gives shape to a particular game. Otherwise, it's usually not quite worth taking djinn because you need several things to work to get one. But they are BEAUTIFUL, each djinn has a unique drawing, a unique name, and really sells the flavour.
It has the feeling of a game where every game is quite different, which is really interesting.
Unfortunately, the rest of the flavour is mixed: a lot of quite good, but some is a bit unmotivated or questionable.
Founding Fathers
A game about writing the american constitution. It looks complicated but plays very well. And it somehow really captures the flavour of the founding fathers, bustling around, making pompous or populist speeches, and assembling this complicated compromise document.
Unable, Unwilling
I didn't play this but Liv and Osos did and told me about it and it sounded great.
Designed by some board game enthusiasts and some quakers, it's a hilarious affectionate parody of a quaker committee meeting. Based on the motto, "able, willing"
Each card is a job which has to be assigned to somebody, and the aim is to be assigned as few jobs as possible. You can play excuses to redirect jobs to other players.
The feel of the game was captured by an exchange something like:
A: "Someone needs to fill a seat on the peace committee. I think B's experience would make them an excellent fit for the role."
B: (reading deadpan from an excuse card) "I'm sorry, I'm in favour of war."
I'm not sure how to describe this. You have a set of large tiles which are dealt out to form the game board. Each tile has some humeeples on. The humeeples represent different abilities. On your go, you pick up all the humeeples from one tile, and drop one on an adjacent tile, one on a following tile, etc. The last meeple, you must drop on a tile containing one or more humeeples of the same colour. Then you collect all of those, and get some effect based on the colour (e.g. one just gives you a point for each, one lets you collect cards, some are saved for later, etc).
Also, every tile has an ability which you get to use (gaining cards, putting a palmeeple tree or a pameeplace on it to increase its score, etc)
Also, if you empty a tile, you place a cameeple there, and get points for that tile at the end of the game.
So there many many different ways of getting points (I've left out a lot of the specifics). When you explain it, it sounds complicated. But when you play it, it falls into place.
There are also djinn, which can be gained from some square, which some points but a particular special power. It's useful if you can get a special power that accords with a strategy you want to take anyway; it gives shape to a particular game. Otherwise, it's usually not quite worth taking djinn because you need several things to work to get one. But they are BEAUTIFUL, each djinn has a unique drawing, a unique name, and really sells the flavour.
It has the feeling of a game where every game is quite different, which is really interesting.
Unfortunately, the rest of the flavour is mixed: a lot of quite good, but some is a bit unmotivated or questionable.
Founding Fathers
A game about writing the american constitution. It looks complicated but plays very well. And it somehow really captures the flavour of the founding fathers, bustling around, making pompous or populist speeches, and assembling this complicated compromise document.
Unable, Unwilling
I didn't play this but Liv and Osos did and told me about it and it sounded great.
Designed by some board game enthusiasts and some quakers, it's a hilarious affectionate parody of a quaker committee meeting. Based on the motto, "able, willing"
Each card is a job which has to be assigned to somebody, and the aim is to be assigned as few jobs as possible. You can play excuses to redirect jobs to other players.
The feel of the game was captured by an exchange something like:
A: "Someone needs to fill a seat on the peace committee. I think B's experience would make them an excellent fit for the role."
B: (reading deadpan from an excuse card) "I'm sorry, I'm in favour of war."
no subject
Date: 2017-12-04 06:04 pm (UTC)no subject
Date: 2017-12-11 11:06 am (UTC)