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Showing posts from November, 2020

War Chest (Acquire-To-Zendo)

⚔️ What Is It Good For, Absolutely Nothing... 2018, 2 or 4 players Complexity: moderate The old general arrived on the heir to the throne's birthday and presented him with a gift: a chest that he claimed contained all the knowledge he would need in order to rule. Inside was a set of coins and some instructions... Let's See It In Action In War Chest , you and your opponent will square off to take control of the field of battle. It can be played one-on-one or two-on-two (for the duration, I will be assuming that it is one-on-one, but the rules don't change all that much if you're playing in teams). Each player has four units under their control, each of which is made up of four or five coins. There are sixteen total in the base game, and the composition of your army can be predetermined--the rulebook contains a recommended first game setup, as well as setups designed to evoke specific historical battles--or decided via snake draft. Each unit is unique, having either a spe

Tsuro (Acquire-To-Zendo)

🚢🏻‍♀️ The Long And Winding Road... 2004, 2-8 players Complexity: light Tsuro  is another instance of what's referred to as a "filler" game--something to kill time between bigger games while other tables finish up. It plays in about fifteen minutes and doesn't require a whole lot of brain space, but it's still fun and challenging in its own way. Let's See It In Action In Tsuro , you and one to seven friends will take turns laying out the path ahead of you, trying to make it last as long as possible, and managing how it effects the other people you run across. So... a metaphor for life. The game is played on a 6x6 grid. Each player starts at the edge of the board in the position of their choosing. On your turn, you place a tile from your hand in front of you and then follow the path until it runs out. If your tile advances you onto another tile that's already in play, you keep following the path. If you run off the edge of the board, you're out. Tiles

Tiny Towns (Acquire-To-Zendo)

🐰 They're Furry, They're Funny... 2019, 1-6 players Complexity: moderate You are the mayor of a town of small woodland creatures, and you've found a patch of land to develop. Now it's up to you to turn it into a bountiful little burg that is safe from predators. Let's See It In Action In Tiny Towns , you and up to five friends will take turns naming resources and using them to flesh out the 4x4 grid in front of you. Each player will take a turn as the Master Builder. That player calls out a resource and each player must take a cube of that color and place it on their board. You must place it, and you cannot move it once it has been placed. Each player may then build--taking cubes from their board and replacing them with a building whose pattern they have matched. "Matching" is loose--the arrangement on your board can be rotated or mirrored from what's on the card and still count. The newly-placed building only takes up one space, so building things fr

Ticket To Ride (Acquire-To-Zendo)

πŸš‚ And She Don't Care... 2004, 2-5 players Complexity: light/moderate Ticket To Ride  is one of the games at the vanguard of the modern gaming renaissance. It's a wildly popular eurostyle game that is easily accessible to both children and adults. And it's about trains, so it's automatically populate with the old-man/little-boy set. Let's See It In Action In Ticket To Ride , you and one-to-four friends are developers building railroad lines during the US railway expansion boom. Each player gets 45 trains in their color, two to three tickets to try and fulfill, and a hand of train cards. On your turn, you take one action. Your first option is to take cards. There is a row of five cards, and you can take two of them--although if you take a wild card, that is the only one you can take. For either of your card draws, you can choose to take a card blindly from the top of the deck. Cards in the row are immediately replaced, and if there are ever three or more wilds in tha