Board Game Review and Rules “Le Fantome de L Opera( Le Fantôme de l’Opéra)” from Hurrican

Board Game Review and Rules Board Game Review and Rules

This is a game for 2 players only.

One of the eight characters will be the Phantom of the Opera.


The detective side wins if it can be identified by the time limit.
The Phantom side wins if the game ends with it hidden.

It's like a detective + puzzle game.

I was surprised at the big board because I knew only "Battle Line" and "Lost City" in the two-player game until I played this.

Overview

This is a board.

Board Game Review and Rules

Character tokens are placed like this.

Board Game Review and Rules

There are 8 character tokens.
The leading actress tile represents a time limit.
When the actress Tile goes all the way to the right, she runs away from the Opera.
It is a victory on the Phantom side for fulfilling that purpose.

First, decide the Phantom with a card. Only the Phantom side knows it.

Board Game Review and Rules

Move 2 tokens each on the detective side and the Phantom side during one round.

Board Game Review and Rules

Looking at the board after moving the tokens, the Phantom side announces one of the following:

① The Phantom of the Opera has appeared.
= The Phantom token is alone.
② The Phantom of the Opera did not appear.
= The Phantom token is with others.

Don't lie.

Board Game Review and Rules

So, if "the Phantom does not appear" is announced in the following situations

Board Game Review and Rules

If they find themselves innocent, flip the token over. The back is black and white.

Board Game Review and Rules

Detectives win if they narrow down the colored tokens to one person by the time limit.

At the end of the round, the leading actress will advance the track by the number of colored tokens.

If the Phantom appears, add one track to proceed.

Board Game Review and Rules

Which token can you move?

At the beginning of the round, open 4 out of 8 characters.

Board Game Review and Rules

The 1st player moves one of them,
2nd moves two people.
And 1st moves the remaining one.
In the next round, four unused cards will be used.
The player's play order also changes.

You can use unique special abilities when moving the character.

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etc...

The detective side
"wants to verify the conditions of color characters separately."


the Phantom side
"wants to make the color characters the same conditions as possible"

Board Game Review and Rules

We try to do this using the character's abilities.

It's like solving a puzzle.

In odd rounds, you can see that the remaining characters will come to the next round, so it is important to play including that.

Board Game Review and Rules

What happens occasionally

The Phantom side wants to keep the colored characters as much as possible.
If possible, I would like to create a situation where everyone can be gathered in one place and not narrowed down at all.

However, the opponent also moves the tokens, so the first move is often 4-4. Ideally 3-5 (the Phantom is 5). I know that.


but, I accidentally do this.

The situation which can become 6-2 (the Phantom is 2) if the detective side moves it in a certain way

In other words, the number of suspects has decreased to two at once, and the leading actress has only advanced by two squares.

The Phantom side is super disadvantageous.

Board Game Review and Rules

I usually notice when I take my finger off the token.

In the first round, the detective always moves first.
Of course, the detective also notices.

Board Game Review and Rules

The Phantom side is the worst in a 6-2 situation (the Phantom token in the minority).So the Phantom side pretends to be bluffing.

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be spotted!!

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Well, like that, the last is like Chess problem.

Board Game Review and Rules

The offense and defense of "let's make the conditions the same" and "let's divide" is very interesting.

The special abilities are simple enough to be remembered once you hear them, and they are also shown below the card.


It takes about 30 minutes per game, and I think it's a good work that people who like it can play all night.


Thai Taro is strangely strong, and I get angry if I continue to lose, so playing about 3 times is appropriate.


I also like the theme of the Phantom at the Opera, so it's a game that I sometimes want to play.


If you see it, please play it.

Board Game Rules and Review “Say Bye to the Villains” by Kanai Seiji(Designer of “Love letter” )

Board Game Rules and Review Board Game Rules and Review

Board Game Rules and Review

It's a cooperative game. you become one of hitmen of justice.

And when you defeat the villains , everyone wins.

It says 3 people ~ (4 ~ 6 people recommended).

but even two people can enjoy playing.

I sometimes play with Thai Taro.

Overview

Villians line up for the number of players.

Board Game Rules and Review

Status cards are lined up next to the villain.
The number of cards depends on the villain.

Board Game Rules and Review

Many status cards are positive to the enemy.

Board Game Rules and Review

Some cards weaken the enemy

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Cards that change victory conditions

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and some cards are trap cards.

The player is in charge of one of the hitmen of justice.

Special abilities and parameters are different depending on the character.

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8 heroes in the old version I have

Players play cards in order
to increase the character's parameters,

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to check enemy status cards,

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and to give the cards to those who need them.

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If you have what you need, give each other cards and cooperate.

The upper left of the card is the time cost.


It takes one hour to check the status card and hand over the card.


After spending 10 hours, it's time to go.

Each player is responsible for one villain.

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Add all the numbers on the status card to the villain and compare it to the player's parameters.

Board Game Rules and Review

In this case, speed9, power11, life6

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In this case, speed4, power10, life16

The character with higher speed acts first,


If the number of powers is higher than the value of the opponent's life, he wins.


If life is bigger than power,


The endured character attacks the opponent's life with power.


If the power is greater, the second player wins.


If the first character can endure, it is a draw.


In the above situation, Hitman Tatsu wins.

Basically, the goal is to win, but if a card like below is hidden in the status card

Board Game Rules and Review

You must draw with the villain.

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You can use this card to reduce your strength.

When play this game with two people, the number of cards that raise the parameters isn't sometimes enough, and it is often the case that both of us are defeated by the villain.


Originally, the hand is severe, so luck is even more important for two players.


The success rate is about 50%.

Still, the combination of villains and situation cards creates various stories, which is interesting.

There is a rule that you should not directly say the number of how many villain's parameters will increase even if you look into the card. This kind of limited communication is also fun.

Board Game Rules and Review

Depending on the combination, a tremendous villain may be created.

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He is a dark doctor who doubles the card effect of adding parameters

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The worst enemy, Nogami Tenzen.

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I hide his special ability so as not to take away the enjoyment of you. Seriously evil!

Even in the manual, it is written not to be used by beginners.

Board Game Rules and Review


 

 
We're random picking, so we are excited when he comes out.

We rarely win.

The target is from 3 people, but I actually recommend it for 2players.

 

 

” Tzolk’in: The Mayan Calendar(Tzolk’in: Der Maya-Kalender” Board Game Review and The Strategy I take

Watashi ga toru senryaku6/5000The strategy I take

A masterpiece of worker placement with the theme of Maya civilization. The authors are the same as "Marco Polo".

tzolkin

It's a simple but rewarding game which you can enjoy a variety of scoring patterns and strategies, with the simple choice of placing a piece or taking a piece and taking action. It's a heavy game that takes about 60-90 minutes per game even for two players, but it's really interesting.

Overview

The person who earns victory points in all 26 rounds wins.

Players use workers to collect food and resources to build buildings, acquire techniques that make it easier to collect resources, and advance the temple level where top players can get points.

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The feature is that the worker is placed on the gear.

At the end of the round, all the gears rotates and the work that the worker can do is upgraded.

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How to get points

①Raise the three temple levels on the upper right of the board, and you will receive victory points equivalent to the raised levels twice, in the interim settlement and the final settlement.

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Some buildings give you victory points, while others have the effect of improving your skills and reducing the food you need.

The monument can be scored at the end of the game.

The number of workers multiplied by x points, or the number of light blue buildings multiplied by x points etc... You should build a monument that suits your strategy.

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The top is the monument and the bottom is the building. The building is replenished but the monument is not. Only 6 monument cards per game.

④ Technology that makes it easier to obtain resources and food. Some of them can be scored.

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You can score by placing a worker on the largest gear and offering a crystal skull.

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gear

This time, what I forgot and checked in the manual

・ Workers are not placed one by one in order.
・ Workers are placed as many as the player want, after that the turn ends.

・ Victory points that can be scored in 3 temples. There is a temple which you can get a lot in the interim settlement and a temple which you can get a lot in the final settlement.

I had forgot this, but this time both of us played with a strong awareness about that.

It's a good rule to make a sharp edge in the early and late stages.

tzolkin

Mistakes we did a lot

We always say, "Oh! I failed! I should have done this!" "Let's play again!". That regret is also the charm of this game.

・Gears that have failed and are misaligned

 

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 Gold will be out of sync in the next round.

 

 

・Oh my god, one worker has to be taken …

 

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These three will work in 3 turns!

 

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Oh my god …I forgot that it has to …

 

 

 

・I remembered it when I put it, but I forget the ability to dedicate the skull one step higher and lose a few turns.

 

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favorite points

There are many ways to win and it's not monotonous at all.

This time, we tried various strategies such as building a lot of houses using the technology that gives us 2 points when building a building, mass production of crystal skulls, and mass dedication strategy.

 

 

 

Final thoughts

It's been a while since my previous play, but I've always thought that it was an interesting game. After playing this time, that feeling became stronger. It wasn't heavier than I remembered. I thought it was a game which I could really try various tactics.

 

 

What impressed me this time was the handling of food (corn).

 

"Tzolk'in"

 

There are several games of worker placements such as Agricola, Stone Age, and Le Havre that distribute food, but among them, "Tzolk'in" has a great deal of versatile to food.

First, there are four distribution rounds throughout the game.

Plus, you pay extra food when you use more than one worker each round.

This is pretty tight. 1 worker needs no food, but 2 workers need 1 food, 3 workers need 3 , 4 workers need 6 and so on. It increase rapidly.

In normal worker placement game, it is often the case that the next player's turn comes when one worker is placed, but "Tzolk'in" is a system in which one player places as much as he wants and then changes to the next player.

However, this additional food cost rule is in effect, and you can't put it too much, so the late player can also do what he wants.

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What's more, if you pay for food, you can exchange it for your favorite resources, build a building without resources, or put a worker on the gear of the future in 2-3 turns. It is like buying time with money (corn).

So the food in this game is more important than the food in other games. It has a great presence.

The management of this food is troublesome.

If you want a building before your opponent builds it, or if you are competing for the top of the temple level, you may pay as much as you can and it will be zero.

Once it reaches zero, it doesn't increase easily. It's really hard.

It is like a hanging cage from Pirates of the Caribbean 2 and Final Fantasy 9.

If you have momentum, you can continue to swing significantly.
= If you have enough food, you can use it to get enough food again.

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Once it stops, it is very difficult to shake it a lot.
= Increase zero to 3 and increase 3 to 7 … and you have to gradually increase it over many turns.

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Only a few workers can use it, so it's hard to get on the right track!

Ideally, you should always keep abundant food and circulate it to provide a stable supply of food,

but when "this is absolutely necessary", you may consume a large amount of food or develop your civilization without securing food.

In order to get a lot of food, you have to turn the gears in several steps,

so if you do not systematically place workers in the food zone, you will be in a "stopped cage state" unknowingly.

I think it is important to keep shaking the cage.

Also, when you have only 0 to 2 food at the beginning of your turn, you can take the action of "begging for corn", which is to get 3 corn by lowering the temple level.

Before I thought this was a strong penalty and should be avoided.

But considering that stagnation from that "stopped cage state",

It may be a good deal to trade one level down and three cones.

(especially red temple level after the interim settlement)

I want to try it next time.

tzolkin

This is a masterpiece. I hope you play somewhere. Even two people play is really fun.

Memory Board Game Review and Rules “Memo Dice(AMIGO)” That Makes You Realize “You Now Have a Shorter Attention Span Than a Goldfish”

Memory Board Game Review and Rules Memory Board Game Review and Rules

This is a memory game. The part of the brain used in this game is a little different from other memory games.

Memo dice
compornents

 

 

Overview

On your turn, roll the dice with various patterns.

Memo dice

 

After checking , hide it with the cup of the color of the pattern that came out.

Memo dice

 

The next player rolls the dice and hides it with a cup in the same way.

Memo dice

 

Memo dice

 

There are only 3 cups for each color.

Memo dice

 

When the fourth die of that color comes out, hide it with a yellow cup and the answer phase begins.

Memo dice

 

The player using the yellow cup starts answering.

 

In other words

・ It is not decided how many cups will be lined up each time.
・ No one knows who to start.

 

Answer as much as you can remember the picture of the dice from the first cup.

Memo dice

 

If you answer correctly, you will get a cup. (1 point except for the yellow cup. 2 points for the yellow cup.)

Memo dice

 

Memo dice

  

 

 

If the answer is incorrect, the next player gets a cup.

Memo dice

 

The next player will answer from the next cup. It continues until the yellow cup is opened.

 

  

  
It's interesting that I don't know which cup I will answer because I don't know how many cups the previous player can answer.

So I have to remember it as extensively as possible.

It is difficult to take a strategy of concentrating on a part and memorizing it.

 

 

2 points if you can answer the yellow cup. Of course, when you make a mistake in the yellow cup, the next player will get 2 points.

Memo dice

 

Memo dice

repeat this until someone exceeds 20 points.

 

 

Final thoughts

The using part of the brain is clearly different from other memory games.

If classic memory games like "Sagaland", "Chicken Cha Cha Cha" , "Ravensburger's memory", "Magic Labyrinth", "Déjà Vu",etc. are typical training machines like this,

Memo dice

 

 

"Memo dice" is this.

Memo dice

Machine to train armpit muscles

 

 

I feel like I'm using the muscles of my brain that I don't normally use.

 

 

What's the difference?

 
After all, the classic memory game is like remembering a huge picture from the beginning to the end of the game.

Memo dice

But in "Memo dice", the answers change one after another in a short span. Whether you remember or not, you always have one chance. The rotation is fast.

 

It is a big difference from other memory games that repeating memorizing the answers that change one after another with one chance and trying to memorize one constant answer from the beginning to the end of the game by repeating mistakes several times. 

 

 

The pattern is hard to remember.
Some pictures, such as "blue elephant" and "black moon," match the colors relatively.
There are also pictures that do not match, such as "blue apple" and "blue ladybug". The player is confused.

Memo dice

 

 

It is interesting to memorize these 5-9 symbols over and over again, using different parts of the brain.

 

 

I remember 4-5, but often the one in the middle is missing from my memory. I suddenly miss one.

Memo dice

According to a Microsoft survey, "modern people who depend on internet surfing can concentrate in 8 seconds”"You Now Have a Shorter Attention Span Than a Goldfish”.

When playing this game, there is certainly a situation where "only one is missing".
So, I feel as if can concentrate for only 8 seconds? ummm...it might be true.