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  • The Treehouse Podcast for March 2020 — The Treehouse

    The Treehouse Podcast for March 2020 — The Treehouse


    The Treehouse Podcast returns with a Shutdown Special, full of ideas for how to keep on gaming during a quarantine.

    After an update on the general state of play at The Treehouse during the Coronavirus lockdown, we discuss ways to play games online with people in other places, and shine the spotlight on Jackbox games as a way to have a virtual party, before wrapping up with some announcements on what’s coming up over the next few weeks.

    If you enjoyed this episode and would like to help support The Treehouse while we’re closed, you can make a small contribution here.

    Links from the episode:

    Tabletopia

    Tabletop Simulator on Steam

    Jackbox Party Pack



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  • Dead Defense Tier List [UPD 2.1] – Best Towers for Nightmare, Trade Values, and More

    Dead Defense Tier List [UPD 2.1] – Best Towers for Nightmare, Trade Values, and More


    If you have the best towers in Dead Defense, then even the most challenging game modes, like the Nightmare stages, become trivial to complete. Now, testing out all the towers and each of their variants can be time-consuming. So, we did the testing for you and prepared the following Dead Defense tier list to help you summon and use only the best towers in the game.

    Dead Defense Tier List

    In the tier list above, we ranked all towers in Dead Defense from best to worst, based on their:

    • DPS (Damage/CD)
    • Range
    • Placement and upgrade costs
    • Money generation for the Farm units
    • Ability to complete the Nightmare stages with minimal support

    In general, rare towers are more powerful, but that isn’t always the case. For example, Rifleman is one of the best DPS towers in Dead Defense. At the same time, the Minigunner, which is super expensive to place, is really mid. Also, Gold and Jade variants of some weaker towers can easily out-DPS towers like Gladiator and Vampire. You can find out more about Gold and Jade tower variations further in the guide.

    List of Dead Defense Towers

    Below is a list of all towers in Dead Defense, sorted by their rank on our tier list. Also, to give you some context for their ranking, we included some pros and cons for each tower, as well as their current value in trade. At the bottom of the list, you can find all upcoming towers in Dead Defense, along with their potential abilities.

    S-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Gladiator tower from the Dead Defense Roblox experience + Easily solos in Nightmare modes
    + Amazing DPS
    + Decent range
    + Meta DPS tower for all game modes
    + Slightly stronger version of the Vampire
    $750 Regular: 3,500
    Gold: 5,500
    Vampire tower from the Dead Defense Roblox experience + Meta DPS tower
    + Excellent single-target DPS
    + Very good range
    Expensive to place and upgrade
    $1,000 Regular: 450
    Jade: 7,750
    Arsonist tower from the Dead Defense Roblox experience + Very good range and DPS
    + Amazing for solo Nightmare runs
    + AoE attacks
    + Cheap to place and upgrade
    Not that great single-target damage
    $350 Regular: 225
    Jade: 2,500
    Cowboy tower from the Dead Defense Roblox experience + Best Farm tower
    + Overall, a better version of the High Roller
    + Excellent range
    + Cheap to place and upgrade
    $300 Regular: 10,500

    A-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Rifleman tower from the Dead Defense Roblox experience + Amazing range and damage
    + Excellent single-target DPS
    + Very strong for an Epic tower
    Low attack speed
    Expensive to place
    Not that good against hordes
    $1,000 Regular: 2,250
    Boss tower from the Dead Defense Roblox experience + Good damage and attack speed
    + Excellent range
    + Very good early-game tower
    Not that great to be your main DPS tower
    Weaker version of the Vampire
    $500 Regular: 2,250
    Necromancer tower from the Dead Defense Roblox experience + Excellent range
    + Good DPS
    + Good for Nightmare runs
    A worse version of the Arsonist
    $400 Regular: 80
    Gold: 350
    Shotgunner tower from the Dead Defense Roblox experience + Best starter tower
    + AoE attacks
    + Golden variation can solo Nightmare modes
    Not that great single-target DPS
    $300 Regular: 50
    Gold: 225

    B-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Minigunner tower from the Dead Defense Roblox experience + Decent DPS and range
    + Generates money when hitting enemies
    Very expensive to place and upgrade
    Actually very mid for a Legendary tower
    $1,500 Regular: 175
    High Roller tower from the Dead Defense Roblox experience + Very good Farm tower
    + Generates money every few seconds
    To get the most money out of it, you can’t skip waves
    Limited placement
    $250 Regular: 110
    Brute tower from the Dead Defense Roblox experience + Decent starter DPS tower
    + Ok range
    Borderline useless in Nightmare modes
    Really falls off against stronger enemies
    $350 Regular: 10
    Gold: 125
    Priest tower from the Dead Defense Roblox experience + Decent DPS and range
    + Relatively cheap
    Falls off later on
    $450 Regular: 10
    Jade: 275

    C-Tier Towers

    Tower Pros & Cons Placement
    Cost
    Trade
    Value
    Survivalist tower from the Dead Defense Roblox experience + Good cheap DPS tower
    + Excellent range
    Falls off against stronger enemies
    $250 Regular: 1
    Jade: 125
    Miner tower from the Dead Defense Roblox experience + Decent damage
    Short range
    One of the worst DPS towers
    Expensive
    $750 Regular: 15
    Gunslinger tower from the Dead Defense Roblox experience + Decent, but only in the beginning
    + Cheap to place
    Short range and low DPS
    $150 Regular: 1

    Upcoming Towers

    Tower Possible Effects Cost
    Conductor tower from the Dead Defense Roblox experience Spawns trains with a high amount of HP that also shoot on their own
    • Applies buffs to nearby towers
    $1,000?
    Musician tower from the Dead Defense Roblox experience Buffs the damage, range, and attack speed of nearby towers $750?
    Packmaster tower from the Dead Defense Roblox experience • Summons wolves with a decent amount of HP $450?

    Gold and Jade Tower Variations in Dead Defense

    Certain towers in Dead Defense have Gold or Jade variations, which are just their upgraded versions. Their placement and upgrade costs are the same as those of the regular ones. So, it is always better to bring a Gold or a Jade tower instead of the default one. Here are the bonuses that variations provide your towers with:

    • Gold: 35% increased damage, 25% increased range
    • Jade: 50% increased damage

    How to Get Towers in Dead Defense

    There are multiple ways to get new towers in Dead Defense, but the main one is by summoning them using Bonds. Each pull costs 50 Bonds, and a ten-pull costs 500. You can also get new towers through events, Battlepass rewards, special chests, and via trade.

    That concludes our Dead Defense tier list. Now, you know which towers are the best to bring into the next stage with you. If you want to claim some free Bonds and start summoning new towers right away, then check out our Dead Defense codes.


    Dead Defense Tier List FAQs

    What are the best towers in Dead Defense?

    Currently, the best towers in Dead Defense are Gladiator, Vampire, Arsonist, and Cowboy.

    Which towers are good for solo Nightmare mode runs?

    Towers that can solo Nightmare runs are Jade Arsonist, Gold Gladiator, Jade Vampire, Gold Shotgunner, and Gold Necromancer.

    How do you get Gold and Jade towers?

    You can get Gold towers from the Gold chests, which you receive as a reward from the Battlepass. Jade towers can very rarely appear when you summon towers using Bonds.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Does Wounded Waters Bleeding’s Serene Waters trigger multiple times in one power for Dahan movement?

    Does Wounded Waters Bleeding’s Serene Waters trigger multiple times in one power for Dahan movement?


    I was playing Wounded Waters Bleeding for the first time yesterday, and noticed an odd wording discrepancy in the Serene Waters Healing Card (included below). I couldn’t find anything directly addressing it in the FAQ. If I push Dahan into multiple different lands with one Power (assuming they’re all my lands), do I get to downgrade multiple Invaders or just one? (The "one of your lands" phrasing in the Dahan pushing sentence that isn’t in the Invaders pushing sentence is tripping me up.)

    Specific example: assume for this example all lands have at least one of my presence. With one Power (i.e. Swirl and Spill), I push 2 Dahan and 2 Towns from one of my lands, each into different lands. Do I get:

    1. 4 downgrades (the 2 towns and 2 Invaders in the Dahans’ new lands) – pretty sure not this one
    2. 3 downgrades (1 town and 2 Invaders in the Dahans’ new lands)
    3. 2 downgrades (1 town and 1 Invader in one of the Dahans’ new lands)

    Thoughts?

    Serene Waters Healing Card



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  • great party games for small groups — The Treehouse

    great party games for small groups — The Treehouse



    The game begins with players receiving their secret role card, determining whether they’re on team villager, trying to track down a possible werewolf in their midst before it’s too late, or team werewolf, trying to lie low and avoid detection. Certain village team roles come with special powers, giving players nuggets of information to help put them on the scent, while others act as instruments of chaos adding extra layers of intrigue.

    Cue the night time phase: all players place their character cards face down in front of them and close their eyes. The various roles then trigger one at a time, letting the relevant players peak at other cards around the table, swap roles around, or perhaps lock eyes with a fellow werewolf. The game comes with a handy app to talk you through the steps, complete with (optional) spooky disco soundtrack. Then daybreak arrives, giving players a matter of minutes to exchange information, hurl accusations, and finally… decide who to lynch! If the majority vote for a werewolf, it’s victory for the villagers, but if not, the werewolves win the day.

    This game needs 5+ players to shine, and the range of roles in the box leaves you with plenty of options for switching things up.

    Codenames

    If you haven’t yet played this absolute blockbuster of a modern classic, consider your party plans sorted! There are no hidden roles here, just plenty of tension and occasional opportunities for feeling like a genius… or the opposite.

    The game set-up is a five by five grid of word cards in the centre of the table, selected randomly from a sizeable stack. Players form two teams, red and blue, then each team selects a ‘spymaster’ who will be their clue-giver for the rest of the game. The two spymasters sit where they can both see a card which allocates each word in the central grid to either the red team, the blue team, a decoy beige category… or one final option which I’ll come back to.

    Spymasters take turns to provide a clue to their teams in a specific format: a single word that relates to one or more of the words of their colour in the grid, plus a number which indicates how many words the clue links to. Coming up with the clues is fiendishly tricky, but once that’s done, spymasters simply sit back and maintain a poker face as their team members decide how to interpret their new information, and make a guess at which word(s) in the grid the clue relates to. Each word guessed correctly is covered by a card of the team’s colour, bringing them one step closer to victory. Incorrect guesses either end the turn (beige words), give points to the other team (words of the opposing colour) or, possibly… LOSE THE ENTIRE GAME, in the case of the one black word on the grid: the DEADLY ASSASSIN.

    With so much at stake, there’s no shortage of tension here, and few moments in gaming are as satisfying as thinking up or cracking a particularly great clue… or as nerve-wracking as watching your team confidently take hold of the wrong end of the stick. This game works well with four players and brilliantly with six, and if you can’t get together in person there’s an awesome free online version here.

    If you’ve mastered Codenames and aren’t put off by the idea of getting your head around a few more rules, we’d strongly recommend Decerypto – check out the review here to find out why.



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  • What is generally the balance between Pokemon, Trainer, and Energy Cards in the Pokemon TCG for a beginner?


    I was really into pokemon cards when I was little, not so much playing the game (Mostly because I didn’t know how) but collecting them. But that was years ago. I’ve recently decided to whip them out again and am trying to create a 60 card playing deck. I have more than enough, but I can’t figure out how to properly make it. I actually have already created one, however, I got it completely wrong. As in, 15 Pokemon, 10 Trainer, and 35 Energy cards type wrong. I understand this isn’t how a deck should be made, however, there doesn’t seem to be anything on how to balance the card types out correctly.

    What should the ‘ratio’ be? (For lack of better words).



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  • Spooky games for a scary time — The Treehouse

    Spooky games for a scary time — The Treehouse



    In Betrayal, players take on the role of characters exploring a spooky mansion. You begin the game in the entrance hall, comfortable in the knowledge that you’re all on the same side, and feeling ready for an adventure. The mansion slowly reveals its secrets as you explore, which (spolier alert) pretty much always include some truly daft architectural choices, given that the room tiles are drawn at random. Some rooms contain items (often useful stuff like weapons, etc), while others trigger creepy little events or, most excitingly, reveal omens. Each time an omen is appears, six dice are rolled, and if the total number that comes out is lower than the number of omens you’ve encountered so far… then it’s officially SPOOK TIME, because The Haunt is about to begin.

    This is the point at which Betrayal really comes into its own. The basic game comes with a book of 50 different scenarios which can trigger at this point. Which one you end up with is determined by the number on the omen card that tipped the balance, and which room it was found in (who’s to say a scary plot line can’t begin with a look-up table? Certainly not us!). The only thing the scenarios have in common is that they will pit one player (the traitor) against the rest. Who becomes the traitor is determined by the scenario, but whoever they are, they will now become the keeper of the Traitor’s Tome which will provide them with their new, secret win condition and let them know their new spooky powers.

    We’ve played a few games of Betrayal ourselves and had a LOT of discussions with people who’ve playing it at the Treehouse, and are always astonished at the variety of plot lines. Yes, some of them are better-designed from a gameplay point of view than others, but we’ve never been disappointed with the narrative that develops: this game has genuinely produced some of our favourite board game storylines. If you’re up for some super-nerdy viewing, check out this episode of Wil Wheaton’s Tabletop, which does a great job of demonstrating just how funny and unpredictable Betrayal can be!

    Pretty much the only downside to this game at the moment is that you do need at least three people to play it, and ideally 5-6 to experience it at it’s best. If you’re lucky enough to have the player count right now, we strongly recommend giving this one a go.



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  • Searching for a Shedding Card Game of Turkish Origin


    I’m looking for any information about a card game that was taught to me by a friend, who claims this game is of Turkish origin.

    The game plays fairly similar to shedding card games like Mau-Mau, Uno, or Crazy Eights. It is played with one deck of standard French cards per two persons, including 2 jokers per deck (so 3 and 4 persons play with 2 decks + 4 jokers). The player who sheds their last card wins the round. At the end of the round each player counts the value of their remaining cards and adds it to their tally. If the last card played was a joker every opponent gets another 100 points each added to their score. At the end of the game the player with the least points wins.

    Before the start of the game one player shuffles the cars. The player to the left of them then cuts the deck anywhere and openly draws all of the "significant" cards or clubs, until they have either 7 cards or there is a regular card. The dealer then combines the lower pile on top, the upper pile (the one that just got drawn from) on the bottom, so that every player knows the last card. From this pile the dealer deals each player cards up to 7 cards. The remaining cards are then placed face-down in a drawing stack.

    The player to the left of the dealer begins the game by playing a club or a jack. Every player also has to play a club or jack. Significant cards that force another player to draw a card can be played, but have no effect. When the turn switches from dealer to 1st player (or vice-versa), these restrictions are lifted.

    If a player is unable or unwilling to legally play a card they have to draw one card from the drawing stack. If it enables them to play a legal card they may do so in that same turn, but they can not continue to draw more cards. If the drawing stock is depleted it is NOT replenished, instead you have to skip as many turns as you would have drawn cards.

    When you play your second to last card you have to announce Tek, or else you will have to take a penalty card (I think Tek is just Turkish for last card). You can chain significant cards to skip that announcement. For the next game the player that did the initial cut of the deck now becomes the dealer.

    Significant cards are as follows:

    • Ace: Every other player has to draw one card, you are required to continue your turn by playing another legal card.
    • 10: Direction of play changes, you may play another legal card, but you don’t have to.
    • Jack: You can determine the suit to be played by the next player. The next player can also play a jack instead.
    • 7: The next player has to draw 3 cards from the drawing pile. If they themself have a 7 in their hand, they can instead play that 7 and the next player has to draw 6 cards, and so on. The player drawing the cards is allowed to continue their turn as normal. This card can not be combined with the joker.
    • Joker: Same effect as the 7, but instead the player has to draw 10 cards. It can not be combined with the 7. It
      can be played on every suit. After a joker play resumes to whatever card was played before the joker.

    The cards are valued as follows:

    • Numerals: Their number
    • Queen, King, Ace: 10
    • Jack: 25
    • Joker: 100

    This game was taught to me over 10 years ago by an acquaintance of Turkish origin. Since then I have played this game with many friends and family. It is our absolute go-to card game, as it is taught easily, it requires some strategy, but is not too involving as to not have a little chat while playing it. With my closest friends we even have coined a little trophy that the winner of each session gets to keep. Usually when we all get the chance to meet up we tally our scores over multiple days, but we don’t add them up until the very end to keep the rankings a secret.

    The game rewards building up chains and keeping high valued cards until the end. Ending your game while others still have their jokers on their hands, seeing their desperation growing with each card you play is a priceless feeling. 😀 In the opposite direction, jokers can sometimes feel like they are "burning" in your hand.

    This type of game tends to vary the rules a lot, and we had to come up with some ourselves to deal with edge cases. Therefore the rules depicted here may not reflect the exact rules you know – however I am looking for any game from the same region with sort of similar rules. We refer to it as Tek simply because the name stuck, but I’m sure the actual name was different. Any hint is appreciated.



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  • board games for Christmas — The Treehouse

    board games for Christmas — The Treehouse



    Slowly but surely we’re getting a clearer picture of what’s in store for us over the festive season at the end of this weirdest of years. It’s looking like getting family together around a table will be ‘a thing’ this year in our part of the world, but with pubs shut in a lot of places and household mingling still limited, Christmas merriment might still need a bit of a helping hand.

    That’s where (you guessed it) board games come in! Long a traditional component of Christmas for lots of families, board games have come a very long way over the past decade or so, and have never offered so many effective ways to get the fun started. Here’s our Christmas Games Guide 2020 to help you navigate these crowded waters and find the perfect family game for Christmas…



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  • travel games for UK holidays — The Treehouse

    travel games for UK holidays — The Treehouse



    It’s summer! And it’s actually been warm! Ridiculously warm! And sunny! Ridiculously sunny! You may have decided to venture outdoors, or even outside of Sheffield for holiday-related fun times over the coming weeks. But if you, dear readers, are anything like us here at the Treehouse, you will be incorporating games into your travel plans.

    Yes, I know this summer is different than most, and we can lament not being able to play Carcassonne in Carcassonne, play Santorini in Santorini, or the dream: play Jaipur in Jaipur while drinking a bottle of Thornbridge Jaipur IPA (this may just be my dream). But we are big fans of making our own fun, and so here is a roundup of games for holidays and it goes out to our tribe whom we know will play them rain or shine, Near and Far (available in our library). Read on for a round up of travel games for everyone. 

    Beach (and rain!) proof games

    We are an island nation, and although Sheffield may not have a coastline, we’re surrounded by water (sometimes more than we would like!). I am a beach girl and wild swimmer at heart, so this first group of games is for anyone who’ll be out on the water, or relaxing in the sand, games in tow. Some of these games fit into other categories below, but I wanted to give a special mention to games that are easy to clean and conveniently play well near sand, water and even ice lollies.

    • Blokus: This colourful abstract strategy game looks like a very cool analogue version of Tetris but the goal is to fill up the board, not empty it. It can be played by up to four players but works well as a two player game and even has a variation that allows for solitaire mode. Without any text it is easy for kids to pick up and for multilingual groups to play. It’s not necessarily travel sized in the traditional sense but the box is flat and very easy to slip into a suitcase or car boot. I should mention there are some small bits involved, but nothing that a picnic blanket couldn’t contain, and the plastic pieces and board are easy to clean.

    • Bananagrams: This Scrabble free-for-all only requires a flat surface to play and each player races to complete their own crossword-style grid in front of them using only the letters they’ve picked up. You can play it alone or up to a group of eight, but eight can get kind of frantic. It’s most enjoyable for two to five players in my experience. And it comes in a cute little fabric banana bag. The whole thing is sand-proof and washable.

    • Cobra Paw: Cobra Paw has a cardboard box, which will admittedly get a bit battered the further it strays from your admirably arranged board game shelf. You can accept this hazard, or store the components in a travel bag… or even do as some friends of mine have done and create a special travel box that helps you both store the pieces more compactly, and immediately see if one is missing so that you don’t leave the campsite without it. Cobra Paw is a very speedy matching game for two to six players requiring quick reflexes and good observational skills. It relies on rolling dice and matching symbols on domino shapes and has the extra competitive mechanic of stealing pieces from other players if they are not quick enough to defend them. It is suitable for both adults and kids to enjoy, as long as neither are tantrum-prone when they’re not winning!

    • Qwirkle: This one comes in a big-ish box, but don’t be discouraged. Inside the box is a bag of tiles and you can easily take it on holiday with you in the bag and leave the box on your aforementioned beautiful game shelf. You’ll need a large, stable playing surface because these tiles get layed out sort of like dominos and there is no limit to how far you can place them other than the table’s edge. This is a pattern- and colour-matching strategy game for two to four players and is also family friendly and requires no reading. It can be difficult to master for younger players but they may just enjoy making patterns with some of the shapes. You may need pen and paper or a phone to keep score as you and your opponents aim to use up all of the tiles by placing them in sets of matching or contrasting shapes and colours. The design is simple and bright and would suit an outdoor playing table.



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  • When does school start again? Games for keeping kids entertained through the ‘end of summer slump’ — The Treehouse

    When does school start again? Games for keeping kids entertained through the ‘end of summer slump’ — The Treehouse



    Animal Upon Animal is fun for all ages including adults but is particularly popular with the four- to six-year-old crowd. In this game from Haba for 2-4 players, you compete to see who can stack all of your animals first. The stack you are building is shared (the French name of this game, ‘Pyramids Des Animaux’ may offer a better visual of what happens as the game progresses), which means you don’t have the luxury of setting up sturdy balancing positions for yourself. Everyone is dealt a hand of adorable wooden animal-shaped blocks. A crocodile block is placed in the center of the table and players take turns rolling the die and following the instructions.

    The instructions on the die are really quite ingenious for moving the game along in clever ways. You may be instructed to place one animal on top of the crocodile’s back, or you might see two animals on the die, meaning you have to place one after another. You can also be asked to give one of your pieces to someone else to place or have the other players choose which of your animals to place next (and they will invariably select one that is harder to balance). The final option is a picture of a crocodile, which means you can extend the base block to have a larger area to balance animals upon.

    The reason I think this game is particularly enjoyable for younger children starting school especially is because even if you make the tower fall, you don’t lose and the game doesn’t end. The maximum penalty if more than two fall off the pile is that you take two animals back into your hand and continue playing. This keeps the focus on dexterity, strategy, and making stacks of cute animals, and nicely swerves siblings blaming each other for quote ‘ruining the game’ or a fear of failure at a time when there are a lot of new expectations. (OK, I clearly have some some childhood Jenga tower collapse issues to explore but never mind that now). Haba games are great generally for this age group. Dragon’s Breath is another lovely Haba game that fans of Animal Upon Animal may enjoy.

    Games for very little ones

    And finally, even if they’re not ready for big school yet, that doesn’t mean they aren’t ready for gaming (some of my friends’ toddlers have attempted to prove this by taking out every game on the lowest shelf ready to play…).

    At this age, the focus for parents choosing games is about two things, really – replayability, and doing something that looks like what the big kids are doing, so the big kids’ game doesn’t get wrecked (for example, my three-year-old niece recently ripped the Candyland board clean in half, in the most impressive WWE style rage quit I’ve heard about in years. It would have been more impressive, I suppose, if I hadn’t been the one who bought it for her and if it hadn’t been my favourite game when I was her age. I hope she is not still doing that when she’s 30, but it was epic nonetheless).

    I know, you wouldn’t think there could be a game that would keep a two-and-a-half-year-old entertained, but there is actually an entire series of them by a lovely French toy and game company called Djeco. They have a whole host of adorable games that are both beautifully designed and suitable for toddlers, which is incredibly rare in the world of board games. These games look like a game and feel like a game, but are more about gamifying toddler skills like matching and sequencing and recognising colours. It’s really very clever and the history of this company originally had a child development focus. Add in materials and designs that appeal to a grown up aesthetic and these games are pretty great for everyone. We have several of their games in the shop and our games library but I will focus on Little Collect (in the first of the photos below).

    Little Collect is for ages 2.5 to 5. It’s a cooperative game for two players and takes about ten minutes… or as long as attention spans allow. The object of the game ostensibly is to follow picture instructions on the cards you draw until you have completed a scene on the game board. But beware! There is mild peril! The pastoral tableau of adorable bunnies eating peas and carrots can be disrupted. If you are unlucky enough to draw a fox card, one bunny must be ominously removed from your board. It can be returned on a later turn to complete the game, but still. Hey ho, circle of life. Sun rise, sun set. As sure as autumn follows summer, soon enough, even your littlest Little Connect player will be starting school too.

    And you know what that means: more time for gaming for you.



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