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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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  • Monopoly like game with parents and children (with parents that make children), live and die, and take turns at being the parents and the children


    I am looking for a board game along the lines of Monopoly, but, where people in the game can make children and take turns being the parents and the children.

    In the middle of the board is a "year clock", that ticks forward one year with each go.

    In each go, people take cards like in Monopoly to see what happens as they move around the circuit.

    There, could be, many variations of this game.

    Where can I find such a game?

    Thanks.

    EDIT: I could have made this a really nice game, but, didn’t, have time, to write down all the ideas.

    People could also collect ideas, teachings, changes, lessons learned, desires, and other things, as gadgets (in the game), which may affect how people move through the game.

    There could also be an AI-powered board fate controlled, smartphone, placed in the middle of the board, so that players could play a large infinitude of games with the same board and pieces (the center AI could be powered through an app (and there could also be custom apps for given boards, and users not having a board and pieces could copy them at home with material based on standard board compendium descriptions provided on websites).

    Thanks.



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  • what we’re playing now — The Treehouse

    what we’re playing now — The Treehouse



    Chella:

    “We are still enjoying online games with friends and family, including improvised Just One using pen and paper; a little rough and ready homemade web version of Telestrations coded by a friend; a phone-based version of Cards Against Humanity called All Bad Cards, and most of the Jackbox games (repeat faves are Quiplash, Drawful, Fibbage and Trivia Murder Party). We’ve also been meeting our friends in Board Game Arena to play Hanabi which is nice because they live in Hamburg.

    I’m lucky enough to be researching design fictions on my PhD so I’ve been able spend time playing some old and not so old text based adventures and narrative games (in the name of research!) on Steam and Itch.io, some of which I grabbed in the latter’s ‘Bundle for Racial Justice and Equality’ a while back.

    We’ve had a few breaks in play, but when we can get everyone together we continue roleplaying using Discord and Foundry Virtual Tabletop. We are about six sessions into the Enemy Within Campaign from Warhammer Fantasy Roleplay.

    We’ve also recently discovered that Airbnb now offers online experience tours, so we can finally realise our literal board game name location challenge: we’ve been saving two bottles of Jaipur IPA so that we can play Jaipur while drinking Jaipur, and now we can have a complete date night of that plus an online tour of Jaipur, India!”

    Patrick:

    “In our house we’ve been enjoying online card games like Magic: the Gathering Arena and Legends of Runeterra. They’re not quite the same as sitting opposite an opponent to duke it out, but they both scratch a strategic itch! Magic in particular is in a good place right now, and it’s great to just drop a game or two over the course of an afternoon.”

    Then, last but very definitely not least… Ella:

    “I’ve been making board games into drinking games (Cobra Paw) and I’m going to make a huge Battleships board to put drinks on in place of ships, then if your opponent hits your boat you neck whatever drink is on that square 🤪”



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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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  • Forget the Lucky 38, an Oblivion Remastered modder has added a swanky penthouse suite to the Imperial City’s tallest tower, delivering the best view in Cyrodiil

    Forget the Lucky 38, an Oblivion Remastered modder has added a swanky penthouse suite to the Imperial City’s tallest tower, delivering the best view in Cyrodiil


    Yep, an Oblivion Remastered modder has done the thing all of us have secretly wanted for years. They’ve stuck a penthouse at the summit of the Imperial City’s White-Gold Tower, so you can live far above the potato-faced NPC masses and take in the views like a Cyrodiilic and pre-computer version of New Vegas‘ Mr House.

    As player home mods go, it’s possibly the least subtle bit of design placement I’ve ever seen, but let’s face it, you didn’t splash out for an remaster with gorgeous UE5 visuals not to be able to take in a stunning panorama of central Cyrodiil from your character’s digs.

    The modder behind this goes by RBDinteractive, and their ‘Champion Penthouse‘ is designed to finally deliver a reward for ending the Oblivion Crisis and saving the entire world that isn’t just some admittedly cool armour you might not even end up using.

    The concept’s very similar to a classic Oblivion mod – Vince Bly’s ‘Top of the World‘. Based on the fact RBDinteractive’s credited the fix and port script for OG Oblivion mods that modder Haphestia (whom we’ve recently interviewed about Oblivion Remastered modding) has developed for the remaster, it looks like there’s even a chance one could be loosely based on the other.

    Though, there are plenty of differences, with Top of the World’s square wooden room atop the tower could seemingly only be fast-travelled to, while the Champion Penthouse is a rounded stone suite that slightly more closely matches the design of the tower itself, and can be gotten to via a ladder found to the right when you enter at ground level.

    The interior of the Champion Penthouse mod for Oblivion Remastered.
    Not a bad place to crash, eh? | Image credit: RBDinteractive/Bethesda

    The furnishings and architecture are different, but the view’s the same breathtaking one that’s prompted both modders to decide to perch a house that’s open to Cyrodiil’s wider worldspace here, so you can take in the views from any angle in all their glory.

    It’s worth noting that as for right now the Champion’s Penthouse is accessible at any time for free, since it’s free and there’s no quest attached, but RBDinteractive’s suggested that might change soon. “I’m gonna try to learn how to edit quests and [have] homes be purchased,” they wrote in the mod’s comments section, “I’ll let you know if I get it working. My idea would be to get the penthouse when you beat the main quest, because everyone refers to you as Champion.”

    So, there you go. A house ideal for those who love nice views, and the literal worst nightmare of those who’re afraid of heights. Hey, you’ve fought your way through legions of Daedra pouring out of a not-quite-hell, surely you can handle the terror of knowing you might plummet to your death if you sleepwalk ten feet.





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  • Board games and (my) mental health — The Treehouse

    Board games and (my) mental health — The Treehouse



    At the moment, pretty much everyone in the world has got more than usual to deal with when it comes to mental health. Since the start of the pandemic, we’ve all had some learning to do on what it takes to keep ourselves sane when our usual routines are disrupted and many sources of enjoyment aren’t available to provide a pick-me-up, and that’s just those of us lucky enough to have avoided major trauma or bereavement.

    I suspect most regular board gamers would be willing to at least speculate that the hobby was doing their brains some good. It turns out there’s plenty of real life science to back this up, at least in certain areas (abstract strategy games and dementia, for example). I’m not qualified to say anything clever about the research, although a lot of it does ring true for me: this post is a reflection on how board gaming has helped my mental wellbeing over the past twelve months and why I think that is.

    This is a personal subject so I’ll introduce myself for a change: Hi, I’m Ruth. For the last three-and-a-bit years I’ve been running the Treehouse with my other half Andy. Unless stated otherwise it’s probably me writing the social media and blog posts and behind the camera taking the pictures. Things I’ve learned about my mental health in the last twelve months: being below a certain level of busy is bad for me; even small amounts of random chitchat with other humans is good for me; I’m still capable of experiencing boredom (genuinely a surprise); houseplants are so beneficial for my mood that it’s almost weird. Big things I miss: sitting round a table with family and friends; working with the rest of the Treehouse team. Small things I miss: the sound of the Treehouse full of people having fun; live music (this one might belong in ‘big things’ actually); PINTS.



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  • The board game from *The Book*


    In The Book, a fictional “Guide to Rebuilding Civilization”, which freely mixes factual and imaginary concepts and objects, one double page is a devoted to a board game.

    I have only access to the Italian translation; here the game is described on pages 372-3 and is called La griglia (literally, “The grid”). It is a 2-player game on a 5×8 board with ten tokens for each player, five initially on the board and five to be added in later moves. Enemy pieces are captured by creating a row of own pieces, that allows one to “shoot” at an enemy piece as far as the row is long (if I understand correctly). The goal is to be the first to take five enemy tokens.

    Does anyone know more details about this game? Is it an existing game or was it invented for the book? (Of course, it has in any case elements of many historical board games.)



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  • If board games be the food of love… — The Treehouse

    If board games be the food of love… — The Treehouse



    Connect psychically

    Maybe what you’re craving isn’t escapism at all, but a way to engage with each other on a deeper level. These (potentially dangerous!) games encourage you to get right into each other’s heads… who knows what surprises you’ll find there?

    A quick aside: both of the following games are really designed for larger groups, and I wouldn’t claim that two is the ideal player count for either. However, during lockdown we’ve all had to make our fun with what’s available, and we’ve had an enjoyable two-player time with both of these. Playing with just two makes them a lot less raucous and a little more intense, but arguably no less satisfying than the larger group version, and you’ll get to have a whole different type of fun with them once party days are here again!

    • Medium. The first game in this weird but potentially wonderful category is Medium, in which players become mind readers trying to pluck words straight out of each other’s brains (not as gross as it sounds!). Each of you begins with a hand of word cards, and you take turns starting each round by choosing one to play face-up in the middle of the table. Then, the other player follows with a card from their hand, ideally one that they think creates an obvious connection with the word already chosen. You both count down from three then say the word that you think most directly links the two cards. If you both said the same word, great! You just scored the maximum points for the round. If not, you repeat the process up to twice more using the words you just said instead of the words on the card. This super-simple game has some genuine magic to it, and never more so than when you can look each other in the eye and just KNOW that you’re thinking the same thing!

    • Wavelength. Ah, Wavelength. I’ve used a whole lot of words waxing lyrical about this phenomenal game since it became available to buy again recently, but I can always find a few more! Wavelength is remarkable in many ways: you can play it in team or cooperatively, by video link or in person, with a large group or with just two players. It’s simple to learn, has some of the coolest components around, and can get you thinking about things as strange and diverse as “who on the Treehouse team is the most Slytherin?”, “which colour does my sister think is the sexiest?” or “what is small but not tiny?”.

      The rules of Wavelength are simple: the player whose turn it is to be clue-giver draws a card which defines a scale, e.g. famous to infamous, pointy animal to round animal, or nice smell to disgusting smell, and tells the other players what it is. Then, they spin the Wavelength Wheel of Wonder* (*not its real name) and take a peak behind the snazzy turquoise screen to find out where on the scale the target has landed, without showing the other players. They then concoct their clue, which can be whatever they like as long as it’s not too complex, to help their team mates (or all other players in the cooperative version) to guess where the target is by adjusting the red needle. Once the decision is made, the screen slides back to show the answer, and points are awarded if the needle is within the target area. It might sound a little abstract without the game in front of you, but as soon as you’ve got to grips with the (literal) mechanics of the wheel, all will become clear!

      A small safety note to finish: with just two players, we’ve found that this game can go one of two ways: either you’re so wondrously in sync that you become increasingly thrilled at your collective cleverness, or… you’re so at odds that you begin to wonder how you’re even friends. In the event that you find yourself in the latter scenario, don’t panic – treat it as a conversation starter and explore how you got there, and you’re bound to find out something about each other that you didn’t know before!



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  • The Geek and I — The Treehouse

    The Geek and I — The Treehouse



    For those already familiar with the above, here are a couple of smaller things you might not have stumbled across yet:

    • Right up at the top of the entry above the game’s title, you can find ‘reimplements’/ ‘reimplemented by’ links, which make it easy to find earlier versions or sequels of the game you’re looking at.

    • On the right-hand side lower down the entry, there’s a grey box headed ‘classification’. In it you can find the game’s key mechanics and theme(s) listed. Clicking on them will take you to a selection of the highest-rated games which feature that mechanic/ theme – an easy way to explore other titles that share a characteristic you enjoy.

    • If you click into the search box in the top right of the screen, before you start typing you’ll see an ‘advanced search’ option appear in the drop down. Clicking on this unlocks a seriously powerful box of tricks. For example, if you know our username (“Treehouse Sheffield”) you can use this to filter The Treehouse’s collection by play time, player count, complexity, minimum age and even specific mechanics. What you’ll get back is a neat list of all the games in our library that meet your criteria, with the most highly-rated ones at the top. Nifty, huh?

    #2: One central hub

    According to its Wikipedia entry, way back in 2010 BGG was given an award for being “a resource without peer for board and card gamers, the recognized authority of this online community”. It feels to me like this has only become more true over time, which means that if you are a board game designer or a board game-related content producer, you are pretty much guaranteed to have a presence on the site. So, if you know how to find it, the BGG entry for a particular game acts as one central point for creators to post their YouTube reviews and ‘how to play’ videos, for fans to share their photos and rules summaries, and for the designer(s) of the game to answer questions and issue rules clarifications.

    “If you know how to find it” is a pretty big “if” though where BGG is concerned – it certainly took me a while to find my way around the myriad different aspects of each listing, and I’m sure there’s plenty more I haven’t discovered. The key to finding the sort of content described above turns out to be the horizontal menu just below the top banner. Here are some highlights:

    • Under ‘forums’ you can find discussion threads about the game, which can be filtered to show just rules questions, often with answers straight from the designer.

    • Under ‘videos’ you can find video content complete with user ratings that again can be easily filtered by language and type (reviews, instructional, interviews, even ‘humour’ specifically about that game… if you dare to go there!).

    • The stuff stored under ‘files’ can be particularly useful – there’s often a .pdf copy of the rule book, plus all kinds of helpful player aids and cheat sheets created by users (the Twilight Imperium 4th Edition files section contains 25 pages of listings!). Some of it might be poor quality, but as ever on BGG, users can (and do) rate the content that’s added so it’s easy to sort the wheat from the chaff.

    #3: A generally wholesome vibe

    Given what a powerful force BoardGameGeek has become in the tabletop gaming industry, I think it has done a pretty remarkable job of staying true to its community focus and creating a wholesome atmosphere.

    Something that stood out when I was delving into BGG’s history is that it’s still run by a surprisingly small team – just half a dozen or so people, with founder Scott Alden still at the helm. In interviews Alden talks about resisting calls from games production companies to step in when ratings on the site go south, with the exception of some back-end algorithms to stop people setting up accounts specifically to trash/ hype large numbers of games. He does also mention the impossibility of imposing any meaningful moderation on the site given the resources at his disposal, but I’ve seen very little unpleasantness between users either on the site itself or on its lively and supportive Facebook group.

    One aspect that I now see in a different light after watching the interviews is the user-friendliness of BGG. Alden repeatedly mentions that the question ‘what would I want from this site?’ is never far from his mind, which I must admit surprised me slightly given that usability has never been top of my list of BGG’s best qualities. It all makes more sense now that I know that BGG has mostly been coded by Alden himself plus one other programmer: you get the impression that adding extra functionality to enable shiny new content has tended to take priority over polishing the user interface. Progress has been made recently though, with the new homepage finally making its appearance late last year as part of a significant facelift slowly making its way across the vastness of the site.

    Another area where BoardGameGeek has recently made long-overdue progress is in the area of promoting diversity and inclusivity. The uncomfortable significance of the fact that the BGG logo was a white man right up until 2019 only dawned on me recently, but at least a change has now been made, and features like the recent series celebrating Black contributors for Black History Month provide hopeful signs that the changes are more than skin-deep.



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  • Solitaire with the long middle column


    This game was taught to me years ago, using a regular deck of cards.

    Setup:

    • Columns 1,2,3: lay 1 card face up
    • Column 4: 6 cards down and the 7th up
    • Columns 5,6,7: 1 up.
    • The very next card goes up to the foundation and that is your starting number.

    Play:

    • The foundation pile alternate between red and black going up,
    • the columns alternate between red and black going down
    • Column 4: can ONLY be played in the foundation.
    • Also you can only go through the deck once



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