When you have a long-standing, regular games group, you will probably have already established certain “house rules” that define what’s considered good behaviour at the table. Chances are many of them are actually unwritten rules that have just come out over time and are based on the types of people you play with. In this article, I want to try and talk about a few of these rules that are probably generally useful to have at games night, whether this is with a long-established group or people you’ve just met.
After graduating from Oxford, specializing in criminal law, it was time for me to travel and see the world. Little did I know that every journey I took would present me with a mystery I had to solve using my formidable spirit of deduction and unfailing determination. Tiny clues would lead me along a trail of discovering more and more proof which would lead me to the perpetrator. However, until then, all the people I met were Suspects by Sebastien Duverger Nedellec, Paul Halter and Guillaume Montiage from Studio H.
Staunch competitive players may feel that co-operative games are a bit pointless. After all, it makes more sense if there is only one winner, rather than several, or so their reasoning might go. However, even if you love co-operative games and even if you prefer them to competitive games, there are some games where you don’t feel like you’re achieving anything – and that might feel pointless to you. In this article, I want to look at this in a little more detail.
There is something hiding in the city. I’m sure of it. I keep finding clues and my detectors are picking up very strange signals – but I need proof! Hard facts that I can present to the science community to make them believe that I have found a Cryptid: Urban Legends by Hal Duncan and Ruth Veevers from Osprey Games.
Rob Ingle works for Stop, Drop and Roll Games Studio and has been an artist for a long time. As he says himself, he is straightforward, honest and punctual. He is skilled in illustration, design and all manner of creative work.
We all know how some games can take a while to set up. Sometimes it’s because there are just a lot of components and different pieces to take out of the box and place on the table. Other times, it’s because you have to sort components a certain way, after they were all mixed together in a previous play of the game. The opposite can also be true, where you have to shuffle tiles or cards, after they ended up all in order when you finished playing the game last time. In this article, I want to look at both: games that sort or shuffle themselves during play and are virtually immediately ready to play again, as well as games that expect you to shuffle or sort components before you can play them again.
My last board game convention was Airecon 2020 and it was the last event of its kind in the UK – and as it turned out, there wasn’t going to be another in-person UK board game convention until 2021. It was a wonderful event, even though everything felt weird. Nobody was sure whether to shake hands or not. The special guests who had flown in from the USA weren’t even sure if they would be able to get back home. Luckily, they did make it back safely and it wasn’t long until the UK went into full lockdown. So, I was keenly looking forward to Airecon 2022, the first board game convention I was happy to attend after a two-year break.
Co-operative games come in all shapes in sizes, just like any game. So there should be something there for anyone, irrespective of what you’re looking for, as long as you want an experience where everyone works together to win the game as a team. In this article, I look at a handful of different types of co-operative games, giving examples of games that fit into the category, so that, hopefully, you can find something that suits you.
A game about quickly grabbing creatures that are totally different & counting your beetroots (Saturday Review)
Shuffle your deck of creature and vegetable cards, put the pile facedown on the table and spread the cards out, so everyone can reach them and after explaining a handful of rules, you’re ready to play A game about quickly grabbing creatures that are totally different & counting your beetroots by Andrew Beardsley and Behrooz Shahriari from Stuff By Bez.
I don’t know if you’ve ever come across it, but the final round, or sometimes the final few rounds, of a game often feel different to the rest of the game. There is the common term “end game” and the concept of an “end game trigger” in modern board games, so there is a relatively clear distinction between how a game finishes and the rest of the game. In this article, I want to discuss how games feel different as they come to their conclusion and what different types of “end game” formats there are.