After a perfect storm of randomness, the team enthuse about Dice Forge, set hypotheticals for two-player games, and become one another’s Muse.
After a perfect storm of randomness, the team enthuse about Dice Forge, set hypotheticals for two-player games, and become one another’s Muse.
You’ll like this if you like: Making silly noises and laughing with your friends!
This is a free review copy. See our review policy here.
Birdy Call is a silly, funny, and noisy party game where you need to impersonate Bird noises. You will either love it or hate it. But I would challenge anyone to watch others playing it (who are enjoying themselves) and not laugh! It is that sort of game. SO, let’s get it to the table and see how it plays.
Decide if you want to play with the advanced Eggstra birds or not. I suggest taking a few out, but more on that later. Shuffle the remaining cards and deal them out to the players based on player count Seven each for a three player, Five for a four player game, and four each for five to six players. Place the 25 eggs into the centre of the table, and you are now ready to play.
Players now play in real time, looking at all of their cards at once. First, check for any pairs in your hand. If you do have any, place them down and claim an egg. Then draw back up to the hand limit. If you don’t, pick one and start making the noise as described by that bird’s call on the bottom of the card. You can do this however you feel is best. Up to you! Whilst you are doing this, you must be listening out to the other players’ calls and trying to find a match to the call you are doing. You can move onto another card whenever you wish, and start trying a new call. But if you hear another player make a call similar to one you previously made, quickly find that card in your hand again, and make that call again to see if you have a match. If two players think they have a match, place your cards face down on the table in front of each other, flip them, and if they are indeed a match, both players claim an egg. Draw back up to your hand limit again, and go again. This continues until all eggs are claimed and the player with the most eggs wins.
There are five Eggstra cards. I recommend using just two of them. Here is how they work.
Waven – This is not technically an Eggstra bird, but it sure is different. Wave at other players instead of making a noise. Simple fun. Throw it in the deck.
Parrot – You can mimic any other player’s call when you have a Parrot in hand. When you reveal your cards and you reveal a Parrot instead of the actual card, the tricked player takes their card back and must pay you one egg. The Parrot is discarded. I do not get this at all. The other player can do nothing about this. It is just annoying. Very strange decision to include in this game. It winds kids right up. This card alone brings this game down a full mark in its overall score. Sure, you can just take it out, but its inclusion annoys me that much.
Hawkward – Fantastic name, annoying mechanic. When you have this card, play it face up in front of you, and start counting down from ten to zero, in silence. If each other player notices this (which they always will) and also falls silent and places their cards face down on the table, then this card is discarded. But if someone does not notice and keeps playing beyond these ten seconds, they must then lose two eggs. Not as annoying and mean as the Parrot, other players do have some agency here. But as I found, most players mostly notice, bar younger gamers, it is just pointless, slows the game down, and on the rare occasions it does work, just annoys people. No one gains anything. Some players may just lose something. Terrible addition. Another point lost from the overall score.
Peacock – OK, finally, a fun card! When you play your Peacock, hold your cards above your head like a group of feathers and shout the Peacock’s call. The first player to respond with the same action and call receives an egg, with the player who played the Peacock also gaining an egg. They don’t need a Peacock card themselves to do this; it’s simply a race. It’s fun, players gain things, and it is funny. Great card.
Robin – Play it, try and steal an egg from another player. If they spot you, you have to return it. If not, it’s yours. Zero jeopardy. You either steal or don’t. The person defending gains nothing from spotting you. It’s just annoying and feels like organised cheating, but not in a fun or clever way.
Is It Fun? Birdy Call Party Game Review
I want to love this game. We have had some games where we were all in hysterics. And I can see myself taking this with me to many holidays, parties, dinners, and events and having a blast with it. I just hate the fact that three of the extra birds are so bad. I mean, really bad. Sure, just take them out. But wow, come on. Who thought this was a good idea for a family-level party game? Who in testing thought that was a good idea? Take-that can be fun at times, but it needs some thought. Some two-way jeopardy. Not just a chance to steal stuff with no consequences. Or a card where you can flat out lie to another player about a card you have and then take an egg from them when they fall for it, with them having zero chance to block, defend, or know this is what is happening. Utterly ridiculous. I may simply burn these cards and pretend they never existed. Because the rest of the game is joyous, innocent fun. And these cards do not belong in this game at all.
It blows me away that these cards were chosen to be included. Some other cards could very easily have been added in that add positive effects that are funny, then benefit all players. Why anyone thought these effects added to the game genuinely blows me away, and honestly annoys me.
As such, I am giving this a six. I wanted to give it an eight. For a party game, if you like simple, silly fun, where you are happy to make silly noises and laugh at others doing the same, whilst they all laugh at you doing it too, this is perfect! But it does lose those marks as I should not have to remove cards from a game to make it better. The cards are optional, but their sheer existence annoys me that much. And other cards that offer mutual benefits and more fun would have been welcome. the game needs extra cards to add to the wrinkles. And it sadly now doesn’t have them due to this lazy and uneducated design work.
OK, rant over. I think you get the message. Great fun game. Cute, bright and vibrant art. Decent card stock. And worth a look if you like this sort of thing. And do tell me if you try those other cards and find a different experience. I would love to know.
I have a player that may be later for a start of a game. How can I incorporate them into a session of BSG?
I see two simple ways of doing this:
I think these both amount to the same thing (kind of like adding a character mid-season to the series). But does it cause any difficulties for game play?
A game can be many things – a board on a table, a ball in a field, or even just a story. But can a game be anything? Last month I put that to the test when I acted as a moderator for the “immersive game” (or megagame, if you prefer) Bring Them Home. For the uninitiated, Bring Them Home sees three teams representing foreign space agencies work together to bring back a stranded astronaut following a disaster in deep space. It’s silly and brilliant, but how can we categorise it in gaming?
The Treehouse invited the producers to host Bring Them Home with us back in September, and I got some experience running the game then, but after two weeks of back-to-back shows I think I understand something new about the possibilities of game design. Never one to shy from a challenge, I thought I’d have a go at answering the above question. Wish me luck!
Let’s start with the basics. Bring Them Home certainly features components, strategy, social deduction, a clear objective and multiple paths to victory. Its influences are without question rooted in gaming. However, it may not be that simple. For one thing, it’s very difficult to play the game more than once, as many of the game’s secrets and revelations fall flat if you’ve known them all along. For another, it requires a full team of moderators to keep things running smoothly – six in this last run, for just twenty-one players. Those moderators inevitably have an impact on the game, even as they remain nominally neutral. You might consider that evidence enough that it isn’t a board game. So perhaps it’s a roleplaying game instead?
There’s some evidence for that too. Between games my fellow moderators and I had a lot of animated discussions about how the game could be tweaked, what had worked or not worked in the previous game, and what we could learn from it. That flexibility matches what GMs in roleplaying games experience, changing their plans on a dime. Sometimes we would enact changes that seemed drastic (like omitting entire sections of the game) in the half-hour “reset” portion between runs. Other times the players would bring their own surprises (like the game where six more people than we expected showed up!), and we had to think up solutions on the fly. In a typical board game, none of that would happen. The boundaries are set from the very beginning (that’s why the first thing you do is read the rulebook), and can’t just be fudged to make things go differently. In roleplaying games this is slightly more common, but the practice of a GM lying about their die rolls remains controversial. In short, the game isn’t fair, and we know it.
But so what? It seems to me that if you’re inclined to attend a theatrical gaming experience like Bring Them Home, you’re going to know that it’s not a typical board game anyway. The X-factor that I’ve always admired in gaming is creative thought within restricted space – the joy of taking a system and exploring all its possibilities. And thanks to the presence of the moderators, and the knowledge that this will be our players’ only shot to interact in this specific way, those possibilities appear boundless. I’ll let you in on a secret – behind the set design and hosting patter, the mechanics of Bring Them Home are very, very simple. It just so happens that because all your actions go through the mods, and because the mods are trained to “yes-and” pretty much every action you can take, you don’t need to know where all the boundaries are.
Do you want to try and bribe the press? You can do that! Do you want to use distraction tactics on the other teams? You can do that! Do you want to use the moderators to lie, sending them up to the main desk pretending to do an action while actually doing something else? You absolutely can do that. And it isn’t just limited to sneakiness either. One player brought in a box of Maltesers hoping to make friends with everyone around the room, and to make himself stand out in case that was important. As it turned out, it was absolutely vital, and his Malteser-based antics won his team the game. You won’t be surprised to learn that the (very sparse) game rules don’t include the word “Malteser” once. That was his stroke of genius, and it paid off.
Bring Them Home isn’t a board game, or a roleplaying game, or a theatre show. It’s something new, but it isn’t an island. Escape rooms touch on many of these ideas too, though the solutions to puzzles tend to be more linear. And live roleplaying games are really picking up steam, combining improv theatre with a common rules structure to tell long-form stories. On the more hardcore end, LARP is finally having its day in the sun with national projects like Empire attracting record attendance. The intersection of theatre and gaming is arguably as old as the televised game show, but the recent renaissance looks to be opening up new possibilities on all fronts. Just watch how far it can go.
by Patrick Lickman
You’ll like this if you like: Campaign games with clever card play.
This is a SPOILER FREE free review copy. See our review policy here.
Perdition’s Mouth: Abyssal Rift came out in 2016. It is a much-loved miniature-based dungeon crawler. It tells a story over a campaign of ‘diceless’ adventures! Well worth checking out if you enjoy that sort of thing. I have not played it myself, but heard good things. Anyway, Beyond the Rift carries on the story right from the point the previous game ended. The tutorial game for Beyond the Rift seems to be moments after the story had previously ended. If you played Perdition’s Mouth and enjoyed it, this may be something to look out for. But for those of us who have not played that game, this is a standalone game, and you do not need any prior knowledge to enjoy this game or the story it tells. But I do sense it would be better having played both. So, with that said, let’s get this to the table and see how it plays.
How To Set Up Beyond the Rift
There are a number of scenarios to play out in this game. Pick the one you want to play, ideally in order! And then set up the game according to the chosen scenario’s instructions as shown in the scenario book. You will not be able to play certain scenarios unless you meet the shown criteria. Generally speaking, having played the scenarios leading up to this one.
Start by shuffling and placing the Enemy Deck and Terrain Deck as directed by the scenarios specific set up. There will be different Terrain and Enemy cards in each scenario. Then, shuffle and place the Wound Deck, followed by the Fatigue Deck. Position the Threat Sheet and set the Threat level by placing a wooden cube on the appropriate space of the Threat track. Shuffle and place the Response Deck.
Each player now selects a hero and takes the corresponding Hero Board and Hero Deck, there is a bespoke deck of cards for each hero, along with a matching wooden cube. Now, shuffle your Hero Deck and draw your starting cards equal to your current hand count as dictated by the player count. All Hero Boards start on their standard sides—alternate sides can be unlocked during campaigns, indicated by a red glow on the hero’s name or globe. Players then set their Action Points to the starting value as shown on their Hero Board by placing the wooden cube accordingly.
Finally, ensure there is enough space for each player’s Hero Area, the Quest Area, and individual discard piles for each deck. Once everything is in place, you’re ready to begin!
How To Play Beyond the Rift
The game runs through five distinct phases until the specific criteria in the chosen scenario are met. In the opening scenario, you are trying to defend against the attacking enemies while moving through the various terrain, specifically doors, until there are no more doors left to move through. This simulates you running out of danger, through various rooms, and into freedom. It’s a very cool system. If you are ever to draw another terrain card and there are none left, and your threat level has not risen beyond a specific point, the heroes win! Essentially, you got through all the rooms. Clever huh! Other scenarios use a similar techniques to simulate time passing, moving from room to room, or various stages of battle.
The first phase is the Hero Phase. This is where you will do all the cool things with your cards that you want to do each round. Each Hero has their own number of Action points, represented in the game by a star surrounded by six small dots. You can spend these Action points now to play cards, largely to attack enemies, but also to destroy terrain and more. Each Hero will have their own Special Action as shown on their Hero board, which they can carry out one time per round. You can also pay Action points to discard cards to draw more if you don’t have the right hand. There are also plenty of cards that let you gain additional Action points, so you will find your turns can become quite exciting and complex quite quickly!
When you play an Attack card, you need to consider the position of the enemy you are attacking. If they are in the central area, they are two spaces from you. You can pay action points to draw an opponent into your action area, or use a ranged attack to target them where they are. You will then need to play an Attack card with a primary attack cost. Action points are shown on the top left of the card in order to use the card. Other cards will have secondary costs, and they can be used to supplement this attack and make it stronger. There are also secondary cards you can use to gain additional cards and action points as part of the attack, and some cards that can be reused if you are successful with the attack. Take note to read each card’s text carefully.
You will then target a specific enemy, unless you have a card allowing you to attack multiple foes, and then draw a response card for each enemy you are attacking. This will amend their own defence, seen on the enemy cards next to the shield. Total their complete defence against your attack value, and if you have a higher score, your attack succeeds. Draw a wound card for each enemy you successfully attack this way. This is slipped underneath the enemy’s card, with the bottom part visible, thus altering the enemy’s stats. If their health drops to zero or below at this point, the enemy card is removed from the game. If not, they remain in play, now with reduced stats, ready for a second attack.
Players can take as many turns as they like, using cards in this way, until they either decide to stop or run out of action points. You can take turns, have one hero run fully until the next begins. Whatever works for your group. Heroes can also aid other heroes’ actions by playing primary cards within range of the attack in the usual way. You can also play this game solo very easily, either with one or two heroes, or however you wish. It is all very flexible, and each scenario has a great setup guide for the number of heroes in the game and the difficulty level you want to play.
The second phase is when the Enemy has their chance to attack you. If none are left, they do nothing, but if any remain, then look at the scenario you are playing and draw a response card to see what the enemies will do. There will be a table for each scenario that will detail the action of any remaining enemy, based on what response card you draw. They may engage with you, disengage if already engaged, or more commonly, attack. Actions will happen in later scenarios. When they do, draw a response card for each enemy that attacks you, and compare their attack value on their card and the response card against any shield cards you may have left to play. If they are successful, draw one of the same Wound cards that you use when you attack them, but this time add it to your hand. And you won’t just add one for each successful attack. You add a card that represents the difference between the enemy’s attack and your defence. These cards stay in your hand and clog up your opportunities. You can play them, moving them into your discard pile, but they won’t do good things! If ever you draw a hand of nothing but Wound or Fatigue cards, more on that soon, your Hero, and therefore, entire missions, fails.
Phase 3 is the Quest Phase. Here, you will follow the scenario book again, and based on the current Threat level, you will do a specific thing, generally bringing more enemies and terrain into the mix! More will happen in later scenarios, but no spoilers here!
Next is the Draw Phase. Here you will check the number of unused cards you had from the previous round and then reset your Hero’s action points. This will be their starting points, plus one extra for each unused card. However, one hero gains two per card. Then draw your hand limit again, even if you have leftover cards. Now discard down to your hand limit from the leftover cards and recently drawn ones, forming a new hand for the next round. If you don’t have enough cards to draw your full hand, shuffle your discard pile and go again, but this time adding in two Fatigue cards into your deck. These will clog up your deck in a similar way to the Wound tokens. Then finally, it is the End Phase where typically the Threat level will increase.
Players will cycle through these phases until the scenario comes to an end, either through a hero dying, or the scenario criteria being met. You will then read through the end of the scenario text, gain any end of scenario benefits, then move on to the next scenario. Heroes’ decks continue from scenario to scenario, so wounds, fatigue, and any items you pick up may well stay with you, but there are ways to get rid of the bad stuff and gain more good stuff!
The scenarios offer narrative choices at the end. You can either move on to scenario 2a to do one thing, or 2b to do another. This will change your path permanently in the game, but you can of course go back and replay a mission and make other choices if you want to reset things, which is easily done. You can change heroes in between missions or keep the same one. Changing player count is also very simple.
Is It Fun? Beyond the Rift: A Perdition’s Mouth Card Game Review
This is a fantastic game. The card play is amazing. Quite simply, genius. I adore how the scenarios play out and how, when you think you are out of cards or action points, something happens where you find a way to do one more action. Cards spiral into others, and actions fall into a beautiful combination of multiple hits, attacks, and enemies defeated. It’s so clever, so fast, so simple, and so satisfying.
The storytelling in the scenarios is great as well. The text is interesting, well laid out, and short. You will find the story adds to the game and does not take an age to get through. It is a little odd when it talks about a hero you are not playing with, but that obviously cannot be helped.
Each of the characters has their own unique deck, as well as their own special power and unique ability to advance in the game (by flipping their character board over to reveal new powers). They also all have their own cards. It makes the game feel incredibly rich and makes each character, obviously, feel very much like their own different entity.
As you play, you can work together, sparring off each other’s moves, or focus on different enemies and plans. You can assist other players’ attacks, or in solo, just do your own thing. Both work, and both experiences are smooth, enjoyable, and absorbing. I have found some missions to be quite simple, but it is so easy to adjust the difficulty setting as you improve and always set the game to be at the right level of challenge you are after. Others are much harder.
If you lose, which I did a fair few times at the beginning (at the end of the first mission), I found the experience to be challenging. It made me want to play again. I felt no frustration or like it was a waste of time, as I often do in other campaign games where you have to replay missions. Rather, here, I was left energized to try again and think of ways to get better. The final battle at the end of the first scenario took three attempts, for example, so early on in the game, I was challenged to either get better or give up. I had a 100% sense of purpose to just get better. The game really grips you.
But it is those endless turns that make this game feel so special to me. When you think you are coming to the end of your turn, either your cards are running out, or your action point total is dwindling, you can often find ways to just keep going. Ideally, you will not leave enemies alive, or things not done. You can do as much as you want on your turn, so long as you have the action points or cards to do so, and the enemies and game don’t have a chance to react until you end this phase. So, do all you can. And often, one card that gives you action points, or one attack that gains you more cards can do just that. You can keep going for one more attack, or two, or more! It’s amazing what you can do once you get the hang of your character’s cards and how they combo with each other. It is genuinely so satisfying!
I still have a bit of the campaign to do, and some characters I have not used as much yet. But I plan to eke out as much gameplay from this box as possible. And when I am done, I will go again. This is not a once and done. Sure, the story can only be told once, but the spiraling branch of the scenarios means you can go back and do them again, and take different paths, play with different characters, and have a completely different experience. But even if I play the same mission over and over with the same character, I will still have fun. This is just such a well-built and well-constructed game with brilliantly tight mechanics, tension, card play, and game length.
I am amazed this game is not well known. I can only surmise it is the art style. The cards are quite bland, mostly with just text. And the things with art, it’s all a little brown, beige, and generic. The enemies are straight out of “who are the baddies in this fantasy film again?” and there is not a lot of original thought in the lore. But take that aside, the game itself is fantastic, and I love it.
Player Count: 1-2 (4* with second copy)
You’ll like this if you like: Something small deliver somehting that feels bigger
This is a free review copy. See our review policy here.
Kinfire Delve uses characters from the Kinfire world, as seen in Kinfire Chronicles and Kinfire Council. There are three games in the Delve system; here we are looking at two of those: Callous’ Lab & Scorn’s Stockade. They all work the same, offering two heroes known as Seekers to play with, and one bad guy to fight, known as Masters. They are all standalone 1-2 player games but can be combined simply to offer more variety or to boost the game up to a four-player experience. So, with that said, let’s get these to the table and see how they play.
How To Set Up Kinfire Delve
First, separate all the different cards, as shown by their different card backs. There will be three cards for the Master; shuffle them up and pick one at random, placing your chosen one face down in the centre of the play area. Now, take the Well deck, which will be the biggest one. Give this a good shuffle and remove the top three cards. You can remove more for a shorter game if you wish. Then place four cards face up surrounding the Master card, above, below, and on either side of it. Place the rest of the Well cards in a face-down deck next to this. Now find the Master’s four final Gauntlet cards and set them aside on the table to use later. Next, set aside the progress tokens, and place them in two separate piles to the side along with the dice. One of the dice, the black one, represents your health. Set it to 10 for a normal game, 8 for a hard one. This is a group collective health so doesn’t change with player count. If you took more than three cards out from the Well deck for a shorter game, you must now remove two from your health total. Now, place out the Exhausted cards, shuffled in a face down pile.
Finally, each player takes one of the two characters. Or, you can use characters from other boxes if you prefer. Remove their character card, placing it face up in front of you, and their Lantern card, placing it face down beside this. The Lantern card is a powerful card you can use when charged up. This will be self-evident, generally by doing something as shown on one of your other cards, but you will generally only get to use it once or twice if you are lucky per game. Then shuffle the remaining 18 cards and draw seven into your starting hand. One more for a single-player game. One less for a three-player game, and two less for a four-player game. You are now ready to play.
How To Play Kinfire Delve
Players will now take turns interacting with one of the four cards surrounding the Master card. These will either be Event cards or Challenges. Event cards will detail what they do and how they work on them. To interact with them, simply do as the card says on your turn. When you choose a challenge card, it will have either a red, green, or blue border. On the top left, it will also show the challenge score you need to equal or beat. There will also be some text on the card that details more effects of how the challenge works. If the text is in bold, this card will have an effect in play all the time the card is here, whether you challenge it this turn or not. It could affect other challenge totals, so be sure to read all bold text out when you play any new challenge card down.
OK, now that you have picked which challenge card you want to interact with, you can make a choice. Do you want to play one of your cards from your hand to help complete this challenge? The challenges will come in all types: Combat, Obstacles, Puzzles, and Traps. You can only play a card that matches the colour, but it could be any type. Although, some cards and characters do better against certain types of challenges. If you play a card, it will have a number on the top left that will reduce the challenge card number by the same amount. If you play a card, and you don’t have to, the other player(s) can now choose to boost this card if they want. In a solo, you can boost yourself. In multiplayer, only other players can boost. You can boost with one or two cards. No more. If you boost, you are looking at the boost score on the bottom of the card. Everything else on that card becomes redundant. Again, you need to match the colour of the challenge with the colour of the boost card. Note, white is wild for all effects like this. Any boost played at this point will add to your total of what you are chipping away at against the challenge card’s total. Now finally, you MUST roll the dice. Whether you played a card or not, whether you had your card boosted or not, you must always roll dice.
The dice faces show colours matching the challenge cards, as well as one that shows a white and black face. The whites are wild and can be added to any matching colours rolled to add to the total of your attempt at that challenge. The black dice may have a counter effect. Check the current challenge card’s text, the face-up text on the Masters card, and on any other cards you may have played at that point. If you successfully meet or exceed the challenge, then you will gain the reward as shown on the card. This will mostly be to discard a certain number of cards from the Well deck, to delve down deeper, quicker. If you did not, add challenge tokens to the total you met to the card to show the progress you made. Your attempt was not in vain, but the card will show a fail effect that you must now take. This could be to lose health, discard cards, or some other effect.
Once this is done, replace any of the four cards around the Master that may now not be there with the top card from the Well deck, and play moves to the next player. Note, there is no drawing back up to your hand limit or anything like that. Players need to manage their hand carefully, using various powers to draw back up cards and help their fellow Seekers gain additional cards. If you ever run out or decide you want to get more cards, you can draw back up to your hand limit, but you must also draw the top Exhausted card, read it, and place it face up for all to see. These are always bad and can sometimes mean you immediately lose the game if you get too many. If you do this, you can then take your turn as usual. It does not replace a normal go.
If you ever get to a point where you need to replace a Well card and there are none left, then you can discard any remaining Well cards left face up in the play area, and replace them with the four Gauntlet cards you set aside during setup. Place these around the Master and flip over the Master card to reveal which of the three Masters you are facing this time. Read the text on all cards to see how you will defeat the Master. Each one has a different effect, strength, and weakness.
If you can defat the Master you win the game. If at any pint you run out of your health, or a Exhausted card tells you, you will lose the game.
Is It Fun? Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review
The cards in this game look absolutely gorgeous, showcasing a vibrant array of colours and intricate designs that immediately capture the eye. The attention to detail is evident, making each card not only functional but also a visual delight. The lovely, matt card stock used contributes to a premium feel, along with the foil effect present on the back of some cards. This shimmering detail adds a touch of elegance and sophistication, enhances the visual appeal and also creating a tactile experience that is pleasing to the touch.
The game comes packaged in a thick, sturdy box that is designed to withstand the rigors of transport and storage. Its actually a little hard to pry open due to the thickness of the stock, but feels great. The dice are nicely screen printed, which adds another layer of quality to the game components. However, it is worth noting that, while the printing is sharp and clear, players should handle the dice with care. Over time, I have found dice with screen printing can wear off if not treated cautiously.
The method of tracking health with a D10 is somewhat rudimentary. While it serves its purpose, some players may find it lacks the sophistication or ease of use that more advanced tracking systems could provide. A more innovative approach to health tracking could enhance the gameplay experience, allowing for smoother and more engaging interactions during play.
The challenge tokens, while functional, are a little basic in design. They serve their purpose but do not stand out in terms of creativity or visual appeal compared to other components of the game. I would be keen to an upgrade on the challenge tokens and dice one day!
Overall, despite some minor critiques regarding the health tracking system and the design of the challenge tokens, the production quality of this game is amazing. The combination of beautiful cards, sturdy packaging, and well-made components creates an impressive package. The attention to detail in the design and production process reflects a commitment to quality that is commendable and enhances the overall enjoyment of the game.
Game wise, this experience is nothing short of amazing. With just 18 cards at your disposal, the possibilities are extensive and varied. The depth of strategy that emerges from such a compact deck is truly impressive. Hand management becomes a crucial aspect of gameplay, as players must skilfully navigate their strengths and weaknesses of their character and current hand, while also considering those of their teammates.
Players can easily adjust the difficulty to suit their preferences or the experience level of those involved. This adaptability ensures that both newcomers and seasoned players can enjoy the game without feeling overwhelmed or underchallenged. The different sets offer different challenges too.
As you race through the well deck, it becomes evident that you will only encounter approximately 25% of the cards during any given game. Roughly speaking! This limited exposure means that each session feels unique, as you are likely to encounter cards you haven’t seen in quite some time, or ever! The element of surprise is amplified by the timing and combination of cards that surface, creating an unpredictable and exciting atmosphere. This unpredictability enhances the replay value of the game, as players are encouraged to adapt their strategies on the fly. Some cards need others to come up to come into affect, either for you or against you. This unpredictability is a brilliant addition to the dynamic of the game.
The inclusion of three different master cards in each box adds another layer of complexity and excitement to the game. Each player’s experience can vary significantly based not just on which master they choose to face, but also on which master card they draw, creating a delightful sense of anticipation each game. The uncertainty of which master card will appear when you reach the bottom of the well, keeps players on their toes, as they cannot fully plan their endgame strategy until they are right in the thick of it. This dynamic interplay of cards further ensures that no two games are ever the same, further enriching the overall experience.
The clever card play mechanics are truly genius. Each card is designed with intricate details that enhance gameplay, featuring unique bonus effects and smart interactions that encourage players to think creatively. The ways in which cards can be played and combined open up a myriad of tactical possibilities, rewarding players who take the time to explore the nuances of their options. This clever design makes the game stimulating, allowing players to feel a sense of accomplishment and intelligence with every successful move they make. Its truly wonderful!
This game is structured in such a way that it can be played in under an hour, (or much less if you lose fast!) making it an ideal choice for both casual gatherings and more serious game nights. The setup process is quick and straightforward, and teaching the rules to new players is a breeze. With its engaging mechanics and the continual surprise of new card interactions,
added to the combination of strategic depth, customisable gameplay, and clever design elements not only makes this game a joy to play but also ensures that it will be revisited time and time again by anyone who gets their hands on a copy. I am delighted I have two! I must seek out the third now!
The only reason I do not rank this higher, although 8.5 is pretty high, is that the games can be very tense. And that is great! But then, after an hour, if you lose on one unlucky roll, or one unlucky card draw, it can be tough to take. This doesn’t happen much. Once in ten so far for us. But it was frustrating. Generally, you make your own luck in this game. And games are short, and easily played again when things like this happen. But I would like some more dice mitigation. There is some, but not much, and not for all characters. Also, the Exhausted cards in some games are a lot more interesting then others. Some just kill you if you have too many. That felt lazy to me. Others, actually have some interesting affects in you as you play.
While I’ll allow for the possibility that I’m just no good at the game, first I need to make sure I’m not just doing something wrong.
Having tried 7-8 times, I have not been able to even come close to winning the first quest in the Core Set as a solo player. Most of my games I’m not able to get a single advancement token on the first stage. Playing as a single player with just three heroes, the numbers seem stacked against me to be able to effectively quest and still attack and defend that round. The enemies pile up, or the threat tracker gets to 50 after a few rounds of holding the monsters back, or I have no choice but to take undefended damage and lose my heroes. I’m all good with having a challenging game, but for a quest with a difficulty level 1, explicitly described as an “introductory scenario,” I have to wonder: is this meant to be played one player, with a single set of three heroes? It doesn’t seem possible to generate enough willpower, attack strength, or resources. The rulebook doesn’t address single player mode at all, so if not, what are the official solo play rules?
Update: Upon further research and playing, I think I can safely attribute most of my failures to an underestimation of the importance of traveling to and exploring locations. While still not a total breeze, it made threat level much more manageable.
After a trip to King’s Crossing, the team brew up a potion of excitement for Quacks of Quedlinburg, relate their favourite moments in narrative gaming, and then get as evangelical as they ever have about a game that isn’t even in the game library.
The Treehouse
Quacks of Quedlinburg on BoardGameGeek
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components may change in the final game. You can follow the crowdfunding page here.
This is a bit different for us here at WBG, as we haven’t reviewed a book before. But this one is something quite special.
At the end of each of the book’s five chapters, you play a mini game linked to what you’ve just read. It’s an intriguing blend of traditional reading and print-and-play mini games, which fits beautifully within the theme the writer has created.
The experience unfolds by reading each of the five short chapters; each taking roughly 5–10 minutes depending on your reading speed. After finishing a chapter, you move on to its corresponding print-out and play two mini games.
The first game in each of the first three chapters is a simple dice-rolling game, where over five turns you try to cover as much land as possible to collect items. These items will be used in the second part of the mini game, where you face a challenge based on the chapter you just read.
No spoilers here, but be prepared for a few fights!
These are also resolved through dice rolls, but with added depth: you’ll have options, powers, and the items you collected earlier, all of which come into play. It all links together beautifully, works seamlessly, and creates a unique and rewarding experience.
I thoroughly enjoyed my time with this book. Initially, I read each chapter and played the accompanying mini-games on my own. After the first two chapters, my son showed interest, so I re-read those chapters with him and replayed the games. Revisiting the early parts of the book helped reinforce my understanding and didn’t feel like a chore, rather, it was a delightful experience to revisit these pages and cement my understanding of the early chapters
The world crafted within this book is rich and full of wonder. The writing style is soothing and immersive, making it a relaxing read. The seamless integration of storytelling and interactive gameplay creates a unique and rewarding experience that I highly recommend.
And the great news for you, is that this book is currently fully funded, and on Kickstarter right now. So, if you want to get your own copy, you absolutely can! Just head here.
The full production comes with a fully printed hard cover book as you see here, with laminated print outs for the mini games. There are beautiful dice and a simple dry erase pen too. There is also a digital version for your own print-and-play fun. Or a full all-in with some beautiful art prints. Whatever you taste of budget, you can find something to suit.
But is this for you? I very much enjoyed it and can see myself backing future books. I would like to see what the author does with the idea and potentially even, this world. All I know, is I love this idea, I want to support this sort of innovation in the game world, and I think this particular book/game hybrid is wonderful.
This is Jenny, one of our crack team of Games Masters, who’s been running roleplaying events for customers at Treehouse for more than two years now. Starting on February 27th, Jenny will be running a new six-session roleplaying season: Ms Havelock’s School for Girls, based in the Call of Cthulu system.
We caught up with Jenny to talk about why roleplaying is awesome, to explore her decision to make the season for self-identifying women and non-binary players only, and find out what players can expect from Ms Havelock.
How did you get started in roleplaying?
“I started the same way most people do: with one very enthusiastic friend begging us all to give it a go! A more distressing number of years ago than I like to think about, a good friend in our board-gaming group convinced us all to join in with something he had written. It was Dungeons and Dragons 4th edition, and I had absolutely no clue what was going on. I just turned up, drank mead and hit things when I got told to. One particular member of the group insisted I was doing things wrong, and I stepped away from it for sometime after having my confidence knocked back significantly.
Luckily, that very enthusiastic friend became a very enthusiastic partner and it was harder to get away from his campaign planning. After several years of thinking I didn’t enjoy roleplaying and it was something I just would never get in to he convinced me to try it again with a smaller group and an updated edition; I had a completely different experience. Everyone around the table had a brilliant time, and though we never finished the campaign it opened whole new horizons for something I thought I would never be able to enjoy. “
Why do you love it?
“Getting to mess about with lovely people, do silly voices and build a story together? What’s not to love?!
I’ve always loved stories. I’ve been an obsessive reader since I was little, and roleplaying games are basically just stories that you get a say in. Being able to bond with people over telling the same story is a really wonderful experience. The Game Master may be the one who is in charge, but everyone around the table can affect the world and is working to tell the same story, just coming from different angles. If I’m running a game, I love watching the group figure out what each other is about, getting to know the world we are in and being able to build up an adventure that feels right. I may plan out a whole campaign, but the party could choose to follow a completely different thread that they find interesting. There aren’t many feelings which match the adrenaline from having to fly by the seat of your pants, it’s almost better than having everything play out just as you planned.
Unlike board games or video games where you have specific options you have to take, roleplaying games allow complete freedom of choice for your reaction, and everyone will tackle things differently. If I’m writing a big nasty wolf attacking a village, my players might choose to fight it outright, or they might cast a spell and talk to it, or they might do something I would never have thought of.
Everyone gets something different from roleplaying. For me, it has massively built my confidence and helped me work through social anxiety, and it’s much more exciting than sitting at a desk and writing a book all by yourself.”