Set – Card Game Review

Set Card Game

Set Card Game

Set is a card game developed by Marsha Falco and published by Set Enterprises, Inc. and Cannei, LLC. It was released in 1991 to understandable acclaim, as it is a clever, novel card game. Set may be played solitaire, or with any number of players provided there is enough space around the table for everyone to see what cards are in play.

There are 81 cards in the Set deck. On these cards are combinations of one, two, or three shapes in the form of a squiggle, diamond or oval. These shapes appear in one of three colors: purple, green, or red. Each card’s shape is solidly filled in, unfilled, or shaded. At the game’s start the deck is shuffled, and twelve cards are laid face-up in the center of the table in a 3×4 grid.

Set 3x4 grid arrangement

Set 3×4 grid arrangement

Once all of the cards are laid out, those who are playing examine the grid for potential sets. A set is defined as a group of three cards anywhere within the grid that all either share a similar or completely distinct characteristic for each classification of shape, shading, color, or number of items on the cards. Once a player is sure they see a set, they call out that they’ve found one to everyone else playing. They then pick out the three cards and all other players confirm whether a set has actually been found or not. If a set has indeed been found, the player who found the set keeps those cards and a point is added to their score. Three new cards are drawn from the deck and are used to fill in the places where the cards used to make the set were taken. If a valid set was not confirmed to be found, the player who claimed a set has their score decremented by one set. Play then continues with all players looking for the next set. Play ends and scores are tallied when the deck runs out of cards. Whoever found the most sets becomes the winner of the game.

It is important that all players understand exactly what a set is before play begins. I was mad as a hen when I was picking what I thought were sets and losing points the first time I played Set. Meanwhile my opponent was selecting out sets that I had disregarded because I thought they did not fit the description of a set.

An example of a set is shown where there are three solid green ovals, three solid green squiggles, and three solid green diamonds. These constitute a set because they are all green, there are three shapes on each card, the shapes on each card are all solid, and a distinctly different shape is displayed on each card.

This is a valid set.

This is a valid set.

An example of a group of three cards that is not a set is also shown here. While all three cards are colored purple, each card has a distinct number of shapes, and all of the shapes shown are solid, two of the cards display diamond while the final card is oval. Because not all of the cards contain diamond nor does each card contain a distinct shape, these cards do not constitute a set.

This is not a valid set.

This is not a valid set.

One final example of a set is shown here. The color is different on each card: red, green, then purple. Each card contains diamonds, but each one has a different number of diamonds. The diamonds have distinct shading across all cards. The first is solid, the second shaded, and the third empty. This is a valid set.

This is a valid set.

This is a valid set.

If at any point no set is found within the grid on the table, then three additional cards are pulled from the deck and placed into the grid for a total of 15 cards. Play then continues. When the next set is discovered, no further cards are drawn in order to get the grid back down to twelve cards. Therefore, as I understand it, there should never be more than 15 cards in play at a time. In solitaire play, a player is trying to find as many sets as they can to beat their previous score. When they are unable to find a set in the twelve card grid, they may add the additional three cards, but doing so creates a one set penalty to their score. Of course, who is going to know you’re cheating if you’re playing alone?

Set is a fun little card game that is easy to learn how to play. Given that any number of players may play it, it is an ideal card game for party situations. It has won several game awards including the MENSA Select award. I can vouch that this is a fantastic title that belongs in any serious card gamer’s collection.

Decksplash – Compatibility

Decksplash Title Screen

Decksplash Title Screen

System Requirements

Operating System: Windows 10 64-bit
Processor: Intel Core i3 6th Gen or AMD FX-6200 or better
Memory: 4GB RAM
Video: Nvidia GTX 680 or AMD R9 280X or better
Sound: DirectX 10 compatible sound card
Hard Drive: 4 GB
Gamepad recommended for play.

Windows 10

This game was designed for Windows 10.

Decksplash – Windows 10 Game First Impressions

Decksplash Title Screen

Decksplash Title Screen

It’s not often that I review a game so new there isn’t even a Wikipedia page about it. Decksplash was released on November 2, 2017 on the Steam platform, developed and published by Bossa Studios. It is a skateboarding simulator in which the player can perform tricks while competing with other players in the same arena. Decksplash might be best summed up as Tony Hawk meets Splatoon with elements of Rocket League.

The player controls the movement of a skateboard around an arena either in practice mode, or with other players online in team against team matchmaking play. Players are awarded points for tricks they successfully perform and also accumulate points for how successful their landing was. Each time a trick is successfully performed with a successful landing, a splotch of paint the color of their team explodes in all directions from the center of the player’s skateboard with a radius size proportional to the number of points awarded for the trick.

Punchbowl Plaza

Punchbowl Plaza

The more a player performs a specific trick, the fewer points they receive each time they perform it. The game seeks to encourage players to always attempt something new. This begets certain strategies. Some times are better than others to use the high points on tricks a player is particularly good at, while attempting the riskier tricks is preferred at other times. To be competitive, Decksplash insists you read the proficiency of the other team and adjust your strategies to maximize your point count throughout the match. You’ll want to score your greatest points when the other team is floundering.

In online play the objective is to accumulate the most points and color the majority of the arena. Each match begins with both teams having 150 seconds on the clock. Whichever team’s color lays claim to the majority of the surface area of the map receives a countdown on their team’s clock. As soon as one of the team’s clocks hits zero, the game ends and the team with zero seconds remaining is the winner.

Customizing your deck. Default Pickleboard shown.

Customizing your deck. Default Pickleboard shown.

The skateboards can be customized via the “Customize Deck” option on the main menu. The player begins the game with a typical default skateboard with a common truck and pink wheels. All other options are locked and unavailable on first play. As the player accumulates more points and reaches milestones in the matches, they will level-up and receive loot boxes. Loot boxes contain decks, trucks, and wheels that can be selected for the game matches. I was able to get to level three within thirty minutes and had accumulated one new deck, two trucks, and three different colors of wheels.

Costa Del Splash

Costa Del Splash

The game developers recommend playing Decksplash with a game pad. Given that I did not happen to have one handy at the moment, I used a keyboard for this particular review. The up, down, left, and right arrows are used from movement of the skateboard. “A” yaws left. “D” yaws right. “W” pitches up, while “S” pitches down. “Q” rolls left, and “E” rolls right. Periodically you will have a shockwave available to use. You can trigger this by using the “F” key.

EasyAntiCheat Service is required to play.

EasyAntiCheat Service is required to play.

After installing Decksplash and prior to loading the game for the first time, a piece of software called EasyAntiCheat Service was installed to my machine in order to run the game. To my knowledge I’ve never encountered this program before so I did a bit of research on it. It is apparently a popular program for game companies to use to impede cheating on many of their game offerings.

I have read that it scans your system memory and takes random screen shots to ensure you’re playing fairly. It is currently used extensively in eSports, so it does have a legitimate track record in the industry. That being said, I would imagine that a random screenshot or memory scan at the right (or wrong) time could potentially reveal more information about the user than the user would ever intend to make public. I wanted to include this here to warn any paranoid users like me, proceed with caution. It also makes me wonder how difficult it would be to get this game to run in Linux via Wine given that there is a separate anti-cheat component required to run the game.

Observatory

Observatory

All in all, Decksplash is a colorful game that is a considerable amount of fun. I enjoyed making color splotches across the map, leveling up my skateboard, and performing increasingly challenging tricks. The matchmaking is quick, easy, and balanced. So far I haven’t been frustrated by Decksplash; I’ve only been having a blast. Decksplash is available to play for free on the Steam platform until November 10, 2017. If you are reading this prior to that date, go play it for yourself and see what you think.

Twenty-Two – Card Game Review

Twenty-Two Gameplay

Twenty-Two Gameplay

I went camping this past weekend. As I mentioned in the Mexican Train domino game review I published the other week, dominoes seem like a good durable piece of gaming equipment for rough terrain and weathered environments. I took my double-twelve domino set on the camping trip and we played a few rounds of Mexican Train. It worked well. The dominoes got very dirty as you might expect, however. I would recommend keeping two sets of dominoes, one for indoor use and another for outdoor use. It also might be good to clean the outdoor dominoes from time to time.

The biggest downside to taking a double-twelve set of dominoes camping is that it significantly adds to the weight I carry on the hiking trail. I have a travel sized double-six domino set that is approximately the size and weight of a pack of playing cards. Games played with double six dominoes I feel are over too quickly and tend to leave me hungry for more, though I have begun browsing through domino game rules that use a double-six set to see if there are any exceptions that will prove me wrong.

In the meantime it seems the most logical piece of gaming equipment to take the place of the double-twelve domino set in a camping situation would be the classic deck of cards. While not as durable, standard decks of playing cards are cheap and easily replaceable. Most importantly they are very light and easy to pack.

My wife gets bored from time to time as was the case last night. When she gets bored she corners me and demands that we play a game together. When we can’t agree on a game, we usually look up a new game neither of us have played. That way we have the greatest potential of being equally bad at something new. And if one of us happens to be naturally good at playing the new game, the other can chalk it up to beginner’s luck without feeling taken advantage of.

Last night’s new game is called Twenty-Two. It is played with a standard deck of 52 cards, four suits ace to king sans jokers. The cards are ranked such that aces are high and twos are low. All suits are equally ranked. Twenty-Two is a trick taking game sort of like Hearts, Spades or Euchre, but with a great deal of difference in objective and strategy of gameplay.

The objective for the player when playing Twenty-Two is to be the last player with a total score less than 22 points. Any number of players can play Twenty-Two. For every six players, simply add another deck of cards. So 2-6 players, play with one deck. For 6-12 players, play with two decks, and so forth. Each player is dealt seven cards by the dealer. The first dealer is chosen by everyone drawing a card from the deck, highest card is dealer, ties are redrawn.

After the cards have been dealt, the players beginning with the player to the left of the dealer, may choose to discard any number of cards up to and including their full hand and redraw that number of cards from the draw pile. If you’ve got good cards you don’t have to do this, but this is probably the most important mechanic of Twenty-Two. If the number of cards in the deck run out before everyone has a chance to do this, the remaining players are out of luck and the first trick begins.

Right player led with three jacks. Left player won the trick with two aces and a king.

Right player led with three jacks. Left player won the trick with two aces and a king.

The player to the left of the dealer begins the first trick. A card or multiple cards of any one rank may be played. In one of our games three jacks were led, but it would have been illegal to begin a trick with two jacks and a queen. Play then continues clockwise with each player attempting to beat or equal the leading cards. For instance, with three jacks led a player could beat the jacks by playing three queens or two queens and a jack. The next player could beat the second player’s play with three kings and so forth. If a player cannot beat the highest valued play in the trick before him, he must play his lowest cards. So if three kings are now the highest valued cards in play, he must play the three lowest cards in his hand.

Left player then leads the second trick with a queen. Right player wins trick with a king.

Left player then leads the second trick with a queen. Right player wins this trick with a king.

As soon as everyone has made their play, the player with the highest ranked play wins the trick. That player then leads the next trick. Any number of cards of the same rank may be played to lead any trick, but the last card in everyone’s hand must always be saved for the last trick. On the last trick, everyone plays their card to see who had the highest card. The player with the highest ranked card, or players in case of a tie, in the final trick lost the round of play. They keep their final card to the side as their score. If they rack up the equivalent of 22 or more points in last round cards, they are eliminated from the game. Number cards are scored at their numeric value. Face cards are worth 10 points, and aces are worth 11 points.

Right player leads third trick with two fives. Unable to beat both fives, the left player plays his two lowest cards.

Right player leads third trick with two fives. Unable to beat both fives, the left player plays his two lowest cards.

The person who lost the round becomes the new dealer who deals out seven cards to each player and play continues in the next round. If there is a tie, the tied players draw for who is dealer; the player with the highest draw becomes dealer. The game continues until all but one player is eliminated from the game. The last player standing is the winner.

In the final trick, the left player has the highest card. He loses and becomes the dealer for the next round.

In the final trick, the left player has the highest card. He loses and becomes the dealer for the next round.

In playing Twenty-Two I found myself having to figure out new strategies I’m not used to in a card game. On one hand, you don’t want to run out of low ranked cards in your hand so you can have the lowest card possible in the final trick. This makes the game kind of like Hearts. On the other hand, if you are not taking tricks, you’re at risk of being forced to play a higher card during the final trick, which makes me want to play the game more like Spades. The need to think about these things while balancing my hand make this game really fascinating. Twenty-Two is an easy to learn and easy to teach card game that can be played in most any setting with any number of players. Because of its versatility, I would recommend this game for any setting where other games are unfeasible due to the size of the group or the difficulty of setup in the physical environment.

Depth – Compatibility

Depth Title Screen

Depth Title Screen

System Requirements – Windows

Operating System: Windows 7/8/10
Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or better
Memory: 4GB RAM
Video: ATI Radeon 7870/R9 270 or Nvidia GeForce GTX 660 Ti/760 or better, DirectX 9.0c compatible
Sound: Windows Compatible Sound Card
Hard Drive: 4GB
Network: Broadband Internet Required

Depth – Windows 10 Game First Impressions

Depth Title Screen

Depth Title Screen

Are you a fan of shark movies? Do you get excited for shark week on The Discovery Channel every year? If so, you might want to check out Depth a sharks vs. divers underwater combat game released on Valve’s Steam platform by Digital Confectioners in 2014. This weekend Depth is free to play on Steam, so it is the perfect time to try it to see if you like it.

I would recommend starting the tutorial in solo mode before venturing off into on-line matchmaking so you’ll have an idea of what you can do with your shark or diver. I went directly into a match upon starting Depth. I enjoyed swimming through the water as a shark and felt fairly capable. I bit some divers a few times, but couldn’t quite get a kill and would get killed very quickly. Movement and basic operation is fairly simple if you have played other first-person shooter games. The diver can swim around and shoot his gun or stab his knife, while the shark can swim around and bite things. The key to being good at Depth is to use the special abilities of the diver to evade the special abilities of the sharks and vice versa. The tutorial instructs the player in many of these things.

I got him. You're not smiling now are you, ya jerk?

I got him. You’re not smiling now are you, ya jerk?

In a full match, there will be four divers huddled close to S.T.E.V.E., their underwater robot lifeline, and four sharks trying to eat them. Divers can collect treasure and turn it into S.T.E.V.E. to get cash to buy better weapons and supplies. Divers can use sonar to look for sharks and use flares to light up dark areas. Sharks can evolve to evade sonar or detect humans easier in the water. Divers will die quicker if you chomp them and then quickly move your mouse back and forth, simulating thrashing and grinding your sharp teeth in the water. Divers may use medkits to heal themselves, but sharks eat seals to regenerate hit points. The sound engineers did an excellent job in using sound effects to make you feel evil with the pitiful, begging cries from the seals as they are chomped and thrashed around in the shark’s mouth.

The cries of this baby seal are pitiful. :(

The cries of this seal are pitiful. 🙁

There are different classes of shark. Some are built for speed, others for constitution, while others have a stronger attack. Each shark class corresponds to a different species of shark, so if you are particular to the great white or hammerhead, you can pick them accordingly.

For a game that came out in 2014, Depth really looks quite good. The detail of the underwater life is nice. There is a lot of variety in the artwork. You can also purchase special skins to make your shark unique in Depth’s micro transaction store.

These divers look so tasty.

These divers look so tasty.

The solo mode outside of the tutorial will allow you to play with bots on easy, medium, and hard difficulty to give you some practice outside of the on-line matchmaking mode. I’m not sure how much fun that would be given that this game was meant to be multiplayer. I would expect it to get bland after a short while like the solo modes in other multiplayer tournament games do.

If you purchase a copy of Depth, you will receive additional quests to complete. Because I don’t yet own a full copy of this game, I wasn’t able to test this feature. Outside of that, this game is pretty much what-you-see-is-what-you-get. It’s 4 vs. 4, sharks vs. divers in match-making mode with fancy skins you can outfit your player in.

Mexican Train – Domino Game Review

Cardinal Mexican Train Domino Kit

Cardinal Mexican Train Domino Kit

Cardinal’s version of Mexican Train is documented to support 2 to 8 players. It is played with a set of double-twelve dominoes. I’ll cover other variations in the future, but this is the one I learned how to play first.

  • With 2, 3, or 4 players, initially draw 15 dominoes each at the beginning of each round.
  • With 5 or 6 players, initially draw 12 dominoes each at the beginning of each round.
  • With 7 or 8 players, initially draw 11 dominoes each at the beginning of each round.

There are thirteen rounds of play, one for each double domino in the set. The dominoes are shuffled and players draw their initial hand out of the pile of dominoes referred to as the bone pile. And whomever has the current round’s double domino places it in the middle of the table. For the first round, the double domino required to start the round would be a double-twelve. For the second round it would be the double-eleven and so forth until the round with the double-blank. If no player in the first round has a double-twelve, each player draws one domino from the bone pile at the same time until someone draws the double-twelve. Once the double-twelve has been played, everyone should have the same number of dominoes in their hand except the person who played the double-twelve. That person will have the same number of dominoes in their hand as everyone else minus one, the missing one being double-twelve that was played.

Play then proceeds clockwise around the table from the person who played the double. In their first turn a player may start their own train. They do this by placing a domino that has a side that matches the current number represented by the starting double. Trains come out of the center like spokes on a wagon wheel. In the first round I would be able to play a domino that has a twelve on it to start my train. If I had no domino with a twelve, I would then have to draw and place a marker on the place where my train would be. In the Cardinal Mexican Train domino set I have, there are small colored plastic train engines provided that may be used as markers. In the past when I didn’t have such frivolous gaming equipment, I would use a penny or bottle cap as a marker. Any sort of token will do.

While the token is on a player’s train, and it must remain there until the player’s next turn, any other player may play on the marked train instead of playing on their own. They may also start the Mexican Train, a public train that anyone may play on. If a player has a marker on their own train, and they play on the Mexican train or someone else’s train, the marker on their own train comes off of their train until such circumstances where it may be put back on their train again.

To review, a player’s turn consists of playing or drawing. If they draw, they must place a marker on their train to indicate it is open for others to play on. Players may play on their own train, a marked train, or the Mexican Train. If the Mexican Train has not been started, it may be started off to the side of the other trains in the same manner the players’ trains were started. If a player plays a double, they may play again. The objective is to run out of dominoes in your own hand.

When a player is down to their last domino, they must tap it on the table to indicate there is a likelihood that they will run out of dominoes in their next turn. This is similar to calling out “Uno!” in Uno. If you get caught not doing this, all the other players may call you names and force you to draw two additional dominoes into your hand.

When a player runs out of dominoes, all of the other players count up the face value of all the other dominoes in their hand. This becomes their score for the round. Scores are summed up and carry forward for each player from round to round. The player with the lowest score after the double-blank round wins the game.

Mexican Train is primarily a game of chance and is fairly easy to learn, which makes it great for children. There are some elements of strategy, however, that can keep it interesting. It is usually best to play your highest point dominoes as early and as frequently as possible so they are not left in your hand by the end of the round.

It’s also good to learn when to be nice and when to let someone stay stuck. In the last game I played, one of my opponents needed a domino she didn’t have and had placed a marker on her train. I had the very domino she needed, but did not provide it since she had fewer dominoes in her hand than I did. I let her sit there for several turns until she had accumulated a hand that was sufficiently and safely larger than my own.

Take care in how you arrange your domino hand since one side of it is somewhat public for others to see. On one hand, you will want to arrange your dominoes in such a way that you have a plan for every one you play so you make the maximum use of each one On the other hand, if people can predict by the way you’re arranging your dominoes which one you plan to play next, and that you are a certain number of turns from going out, they may play accordingly in a manner that is not in your favor. Just some food for thought.

Mexican Train gameplay

Mexican Train game play

Double-twelve dominoes are really easy to find in all sorts of stores. Outside of playing cards, I can’t think of any other piece of gaming equipment that is so versatile in being used to play more distinct kinds of games. Dominoes are also spill and dirt resistant. They are handy for when I want to play games outdoors. I don’t ever worry about getting dominoes dirty. If you don’t already have a domino set and you want to consider yourself a board gamer, then you owe it to yourself to go get one. Mexican Train, is just one of many games you can play with it, though it is a fun one; one I would recommend everyone try.

Codenames – Card Game Review

Codenames game box.

Codenames game box.

Codenames is a party game for two teams consisting of at least two players on each team. The best game I have played so far is one where there were five players on each team and the team member playing spymaster rotates within each team on each round. Codenames was developed by Vlaada Chvatil and released in 2015 by Czech Games.

Codenames Key Cards

Codenames Key Cards

Players divide into two teams: blue and red. Each team selects one person on their team to be spymaster. The codename cards are shuffled and 25 of them are drawn and placed into a 5×5 grid in the middle of the table. The key cards are also shuffled and one key card is drawn at random by a spymaster. The border color around the key card indicates which team will go first. The key card shows which codename cards provide points for the blue team and red team, and which codename cards are for the innocent bystanders (white) or for the assassin (black).

Codenames initial card setup.

Codenames initial card setup.

On each turn a team’s spymaster will say one word out loud as a clue and a number referring to the number of cards on the table that relate to that clue. For instance, given that the key card was chosen where the red team goes first, the red team’s spymaster might say, “Gamble 2.” The players on the red team might then select the codename “Play.” The red team’s spymaster would then place a red card over the codename “Play.” Since the spymaster said there were two related cards, the red team might continue guessing and choose “Game.” The codename “Game” belongs to the blue team. The spymaster would then place a blue card on the codename “Game” which would award a point to the blue team. When a team guesses a codename wrong, their turn is over and play moves to the other team.

Codenames gameplay

Codenames gameplay

On the blue team’s turn their spymaster might say, “Jurassic 2.” Then players on the blue team might point to the codename “Dinosaur.” At that point the spymaster would place a blue card over the codename “Dinosaur” and the blue team will have scored a point. Given that the spymaster stated that there were two cards corresponding to the clue “Jurassic,” the players on the blue team might want to choose again. If they were to choose “Hollywood,” the assassin would be revealed. This is kind of like knocking the 8-ball in a pocket at the wrong moment when playing pool. When a team reveals the assassin the game is over and they lose the game. If instead the blue team had chosen “Screen,” an innocent bystander card would be placed over the clue and the blue team’s turn would end. Play would then go back to the red team. Once a team has correctly guessed the number of codenames their spymaster has given them, if they are bold they can continue guessing. This is helpful when a team is behind and wishes to make a Hail Mary effort to catch up and win the game.

The first team to guess all of their codenames correctly wins the game. The codename cards have codenames written on both sides of them. To quickly set up a new game, simply flip all of the cards over and then choose another key card. Codenames is a fun game for parties as it can be played with nearly any number of players and its easy to learn. I would recommend that this game be in any serious board gamer’s collection.

Apples to Apples – Card Game Review

Apples to Apples Game Box

Apples to Apples Game Box

Apples to Apples: The Game of Crazy Combinations is a party card game released by Mattel. My copy is copyrighted 2013. The game is designed for 4 to 8 players, but I have played games with as many as 12 participants.

My Apples to Apples deck contains 438 red apple cards, 62 green apple cards, 3 blank red apple cards, and 1 blank green apple card. In our house rules we decided to not require players to use the blank cards if they did not want to. They are available to make the game more interesting and more personalized for those who wish to come up with a creative wild card.

All red apple cards are shuffled together and randomly distributed across as many piles as is convenient face down. These are the draw piles for all players. All players draw five cards out of the red apple cards to compose their beginning hands. The green cards are also shuffled together into their own deck and placed in the middle of the table so everyone can reach them.

Apples to Apples Card Piles

Apples to Apples card piles

Someone is selected as the first judge. It’s typically best for this person to be the one with the most prior experience in playing Apples to Apples. The judge takes a green apple card off of the green apple card pile and selects one of the two adjectives written on the card. They then place the card face up on the table where everyone can see it and say what adjective they chose out loud. All other players then play face down the red apple card they feel contains a noun that is best described by the green apple card adjective selected and then draw a new red apple card from the red apple card decks to replenish their hand up to five cards. Once all of the players have played a red apple card, the judge selects which green/red apple card combination they like the best. Once they have picked the winning red apple card, the green apple card is awarded to the winner of that round for score keeping and play continues with the player to the left of the judge acting as new judge in the next round of play.

The rules state that the first person to win four green apple cards wins the game, but there is really no max number you have to stop at. The last time I played this game we exhausted the entire deck of green apple cards. Another interesting twist we made to our own game was to create a dummy player. Each round of play we would toss an additional random red apple card into the pile for the judge to examine. It was fascinating to see how well the non-player did compared to the actual human players around the table. In fact in the game I played last night, the dummy player actually came in second place!

There have been numerous times that I have asked people if they wanted to play Apples to Apples and they have wanted to know what it was. I would then explain it to them and they would say, “Oh, kind of like Cards Against Humanity? I’ve got that one, why don’t we just play that?” Apples to Apples is a family friendly game, while Cards Against Humanity is more adult themed with explicit content. Be aware of this if you are a newcomer to this genre and you want to keep your gaming experiences more family friendly for everyone involved.

The Apples to Apples rulebook contains a couple other play variations that I have yet to try out. In the Crab Apples variation, the objective is to pick the best red apple card that is the opposite of the word chosen for the green apple card. In 2 for 1 Apples, each player attempts to pick the one red apple card in their hand that matches best with both words on the green apple card.

If you were judge, which would you pick?

If you were judge, which would you pick?

Apples to Apples is probably my most frequently used go-to game to take to parties, especially those where I am unsure of the tastes of the hosts and whether they are gamers or not. Given that Apples to Apples is essentially an exercise in understanding other players’ psychology, this game acts as a good icebreaker to better understand and relate to the people I play with without bringing up any over the top embarrassing or offensive themes. One of the red apple cards is “Republicans” while another is “Democrats.” One of the red apple cards is “George W. Bush” while another is “Hillary Rodham Clinton.” I have been able to learn a lot about the people I play with based on the cards they play and how they talk about the subjects on the cards. We all learn a lot more about each other. Apples to Apples has probably helped me build rapport with those I have played it with more than any other game I own.

Any gamer who is serious about being a social gamer should have Apples to Apples in their collection. It’s easily available and fairly inexpensive in most stores with a toy section. I don’t even worry if my copy gets damaged because I know I can always get another copy. Meanwhile its benefits to opening avenues of conversation through a friendly game cannot be understated. I feel this game truly is a treasure to human society.

BANG! – Card Game Review

BANG! The Card Game

BANG! The Card Game

This past Friday night, some of my co-workers and I had our first board game night at a local tavern that we are hoping to turn into a semi weekly event. This week we played the card game BANG! by Emiliano Sciarra and published by daVinci Editrice S.r.l. BANG! is a game for 4-7 players. Each player is assigned at random a vocation: Sheriff, Deputy, Outlaw, or Renegade. Each player is also assigned at random a character role.

For a four player game there may be 1 Sheriff, 1 Renegade, and 2 Outlaws.
For a five player game there may be 1 Sheriff, 1 Renegade, 2 Outlaws, and a Deputy.
For a six player game there may be 1 Sheriff, 1 Renegade, 3 Outlaws, and a Deputy.
For a seven player game there may be 1 Sheriff, 1 Renegade, 3 Outlaws, and 2 Deputies.

The game ends and a group of winners are declared when the Sheriff is killed or all the Outlaws and the Renegade is killed. If the Outlaws and Renegade are killed, the Sheriff and his Deputies win the game. If the Sheriff is killed and there are any Outlaws still alive, the Outlaws win. Otherwise, the Renegade wins. We had all seven players in our game, so we were able to play this game to its fullest extent and designer’s intent.

Each player’s turn consists of three actions. First the player draws two cards. Then the player plays any number of the cards in their hand. Finally, the player discards their excess cards to the number they are allowed to hold in their hands. A player may only hold the number of cards in their hands that are equal to their character’s current hit points.

The typical action of play is to shoot other players with BANG! cards in order to deplete their hit points. When a BANG! card is played against a player, the opposing player may play a Missed! card which keeps them from taking any damage. In most cases, a player may only play one BANG! card per turn. Another very common card is the Beer card. This card restores one hit point to the player who uses it.

Each player starts out with a Colt .45 pistol which has a range of 1. The range is how many seats away from a player you are. Therefore, with a gun having a range of 1, I could hit a player on my right or my left, but not a player two seats down from me. In order to hit a player two seats down, I would need a weapon with a range of 2. If the player beside me were to lose all their hit points and die, then the player next to them would then have a range 1 from me, and no longer a range 2.

To my left, going clockwise around the table, I found myself sharing the old wild west with quite the band of notorious characters. Slab the Killer had four hit points. Whenever Slab played a BANG! card, the opposing player had to play two missed cards in order to keep from being hit. Next to Slab was Kit Carlson. Kit also started with four hit points, but at the start of each turn was able to draw three cards, choose two, and then place the third back on top of the draw pile face down.

Then came our Sheriff, Paul Regret. Paul only had three hit points, but because of his status as Sheriff, he got to have one extra hit point to bring his total to four hit points. Paul also had an automatic Mustang in play. The Mustang is a card that requires other players to have an additional +1 range in order to hit you with a gun. This automatic Mustang would not keep Paul from playing an actual Mustang and adding +2 to the range others would need to hit him.

Then came Willy the Kid with four hit points. Willy had the ability to play any number of BANG! cards in one turn. Next to Willy was Lucky Duke. Lucky had four hit points. Whenever Lucky was forced to DRAW! to determine how a random event would play out, he was able to draw two cards from the top of the pile, choose the one that worked best in his favor, then discard both cards. Next to me was Suzy Lafeyette. Suzy had four hit points. She could also draw a card if there were no more cards in her hand. In the wild west, my name was Calamity Janet. I could play BANG! cards as Missed! cards and vice versa. My vocation was Deputy, and it was my duty to protect the Sheriff from all Outlaws and Renegades.

BANG! Game Contents

BANG! Game Contents

Play began with the Sheriff. Immediately after drawing two cards on his first turn, Mr. Paul Regret played a Mustang increasing the range to hit him to +2. The other citizens, not to be out gunned, quickly replaced their meager pistols with high range rifles. Lucky Duke on his turn even equipped a scope (adds +1 to existing range) in order to have complete range over the gun fight. Lucky fired the first shot, wounding and taking one hit point of life from Suzy Lafeyette.

Slab the Killer, living up to his name, came out shooting. First, he fired at your’s truly. Fortunately I had a handful of Missed! and BANG! cards. I played two in order to dodge his bullet. Not yet satisfied, he played a Gatling Gun, sending a series of bullets out toward every player. While I dodged the fire, others weren’t so lucky. Many were wounded.

Looking on at the carnage, the Sheriff sought to systematically pick off the most violent offenders within range. Willy the Kid, living up to his reputation of being a good shot, unleashed a rain of bullets down on Lucky Duke for his treatment of Suzy Lafeyette. When possible, everyone who was wounded was drinking beers to restore their hit points.

On my next turn, I drew a Saloon card. The Saloon card increases everyone’s hit points around the table by one provided they are not already at full health. With everyone shooting at everyone else, I really didn’t know who was to blame. As far as I was concerned as an enforcer of the law, everyone is innocent until proven guilty. So I played the Saloon card and bought everyone a round of drinks, bringing their hit points up a notch. I was also hoping to win friends and influence people, but was quick to discover that outlaws can’t be bargained or reasoned with.

Slab the Killer was at it again. He played the stick of dynamite which made its way around the table. At the beginning of each player’s turn, the player would draw a card. If that card showed a spade with a number between 2 and 9, then the Dynamite would explode causing that player to lose three hit points. Otherwise, the dynamite would be passed to the next player. To the glee of all the criminals involved, the dynamite made a complete rotation around the table and then stopped in front of Kit Carlson. Poor Kit had a bad luck of the draw, the dynamite exploded and he was the first to buy the farm.

Posthumously, we discovered that Kit was the Renegade. Relieved that a threat had been neutralized, but seeking retribution in the death of an innocent man, the Sheriff made it his task to bring Slab the Killer to justice with targeted shootings. Meanwhile, Willy the Kid ran out of bullets in his assault on Lucky Duke. Both down at one hit point, Lucky challenged Willy to a duel. When a duel card is played against a player, the opposing player must play a BANG! card to return fire. Each player must keep playing BANG! cards until a player no longer has a BANG! card left. Unlucky for Willy, he no longer had any cards left in his hand and received a face full of bullet. This greatly saddened and troubled the Sheriff and myself since Willy turned out to be one of the Sheriff’s deputies.

Quickly realizing that I was the only deputy left in the game, I knew which players were guilty and needed to be brought to justice. I pulled out my rifle and began my retribution on Suzy Lafayette, who was the closest player to me. Lucky mistook Suzy for the deputy and followed me in shooting Suzy as well. Paul Regret, seeing the carnage after killing off Slab the Killer, intervened in our squabble killing off Lucky Duke. Two outlaws down, only the Sheriff, myself, and Suzy Lafayette remained. The Sheriff not realizing who I was due to my undercover disguise started shooting at me thinking I was the final Outlaw. When Suzy had run out of cards, I challenged her to a duel. Empty handed, I distributed the last projectile of justice that sealed the game.

I turned to Paul Regret and spoke to his surprised face. “Congratulations!” I said. Somehow from beyond the grave my fellow deputy Willy the Kid came up to me and extended his hand for a hand shake, his ghost holding a beer excited, “Yes, congratulations! We won the game!” I shook his hand and together we all savored the moment of victory. And that my friends was how the west was won.