Card game. 12 cards in your hand. Do not change the order in which they are distributed. The winner is the person who arranges the cards in ascending order.
Overview
The rules are very simple. You win if you sort the 12 cards (2-111) in ascending order from left to right.
There are three face-down cards on the table. You must choose one of them and put it somewhere in your hand.
Then you return either of the cards on either side of the inserted card to the table. If it's on the edge, the card on the other edge is OK.
It's OK to put the face-up card returned by another player into your hand.
Only when all three cards are open, you can discard the three cards on the table and put out three new face down cards.
You count points in this game. Score as many as the number of clowns on the card when the game is over. The number of clowns on one card is 1-4.
Some hands can aim for a high score, while others are cheap. The player who finishes gets 5 bonus points.
When someone is done, count the clowns on the longest ascending part of each hand. Even if someone finishes, you can still get some points.
If someone scores 60 points, the player wins.
Final thoughts
This is pretty interesting. For me, mahjong has the most similar feeling of playing.
・ It is the same as Mahjong that there is a hand at the start that is easy to win.
・ You can aim for a cheap hand with an emphasis on speed, or you can aim for a heavy hand aiming for a high score.
・ I feel like I'm always thrilled whether someone can finish it.
Of course, it's not a set collection, you can't control the discarding cards, and you can't predict the card your opponent wants.
But the above three points are similar, so I feel like I am playing light mahjong.
By arranging the numbers, it is similar to "Lucky number"-and "Rack-O",
It is deeper than "Rack-O" in that there is a difference in the score for each card.
You won't get tired of it more than "Lucky Number" in that you have a variety of finished hands.
While the "lucky number" converges in a similar way each time, but in "MyRummy 111", you can aim at a minimum of 70, etc.
Sometimes you have to take a narrow path to aim for a reversal. It's interesting to be able to steer yourself on that thorny path.
The rules are simple and up to 5 people can play.
At the end of the game party, the remaining three members started playing with the remaining 30 minutes, but it was exciting. It was memorable.
I also like "Qwixx" and "The Game". This author's game fits me very well.
A cooperative game in which the box is made of cans. If you can collect secret treasures and escape on the sinking island, all the players will win.
Overview
In your turn, you can
return the sinking tile
move on the tile
give a card to friends on the same tile
discard 4 cards of the same color on the treasure tile to get the treasure.
Take 3 actions from those.
You can draw two cards at the end of your turn. Finally, draw the land cards to sink the land tiles.
The island sinks more and more every turn, so if you collect four treasures and escape from the heliport before it sinks, you win.
The rules are simpler than "pandemic", "Cthulhu pandemic" and "flash point" Adults also love the movie-like story of escaping from the sinking island together. It is a board game that is ideal for introducing cooperative games to beginners. The atmosphere of the components is simple and fashionable. For those who are new to board games, pawns are more catchy than character figures.
It's a system similar to a pandemic, but of course there are differences.
・ The tiles are removed and the range of movement becomes narrower.
・ Sometimes the board is divided.
・ Character that matches the board using tiles
Final thoughts
One game is fast because it finishes in less than 30 minutes. It is also suitable for beginners to be able to play it many times in a short time.
I play when there are people who are new to cooperative games, or when I want to play something that feels a little more story than "The Game" or "HANABI".
At the end, I feel like I'm taking an aerial shot.
This is a game in which the person who earns 2000credits as a merchant who crosses the galaxy wins. To do that, players deliver luggages, become the owner of a spaceport, send passengers, and pick up relics of the past.
Overview
A pick-and-delivery game that takes 90 to 120 minutes.
I have the 2nd edition and I can play the new rule called the standard rule, but I always play the classic rule.
The purpose is simple.
All you have to do is run around the universe, stop by the planet, buy the goods, and deliver them to the planet which wants them.
You buy goods on a planet …
And you take it to the planet which want it and sell it. And you purchase new goods there and take it to the next planet... you repeat that.
Game board↓
The place where the picture of the alien is drawn is planet.
The starting point is around the left of the center.
This board is well designed.
A three-way junction is easy to go from top to bottom, but difficult to return from bottom to top. It's not impossible to return, but it only succeeds with a low probability. Once you have the Merchant Ships equipment, it will be easier to pass.
There are branches like this everywhere, and there is a great deal of variation in the accessibility of one planet to another.
Moreover, the current economic center of this universe seems to be on the left side, The former center, now obsolete, is hard to reach on the right side. We can feel the history of the universe.
What's more, the randomly placed warp tiles make a big difference from game to game.
14 cultures are randomly placed on the game board. We don't know which culture lives until we arrive there. we are excited about the unknown universe.
When I first played with my husband, when the culture of the third planet was revealed, I realized that this was a really interesting game. ..
The explanation in my head at that time is like this.
start
I went to a nearby planet. culture A lived there. There are items that A sells. I bought it. The cultures that buy A's items are B, C, and D. I still didn't know where they lived.
I will buy it for the time being.
With it loaded on the ship, I headed to another planet nearby for the time being.
It was culture G that lived there. Sorry. However, culture A will buy the goods sold by culture G!
This was a chance. There was still one room available, so I planned to buy this item, go back the way I came, and sell it to culture A to earn a profit. Let's go back and forth.
Meanwhile, another player reached the red planet. The culture that lived there was D! G will buy D's items. That means that the triangular trade route of selling D to G, selling the G I bought there to A, and then selling the A I bought to D … will be completed!
When that happened, various strategies came to my mind.
Should I buy a ship that can carry a lot? Should I buy a fast ship with a small load?
Should I make money on the triangular route for a while? I can buy and sell two products at a time if I collect profits. Should I change to a larger ship and carry 3 products at a time? Or is it better to move frequently on a fast ship?
Or such an idea is also good.
D⇒G is difficult to pass and is inefficient, so why not go further and develop better sales channels? It is also good to develop a new planet aiming for a deposit.
"Thank you for coming" "Thank you!"
A deposit is a currency that can only be used on the planet, given to the player who discovers the culture for the first time. This deposit is very useful as we have very little money in the early stages.
What this feeling of freedom! Super fun!
The system for managing the number of items on the board is sophisticated.
For example, when Item A is sold, it will be placed in a black box and a tile will come out of the black box instead.
Inside the black box Passenger tiles waiting to be transported from a specific planet to a specific planet A demand tile that indicates that demand is rising on a particular planet and that culture will buy the item at a higher price. And it contains the item tiles that have been sold so far.
Therefore, it is random when the products that have been sold will come back. In other words, even if a route for efficient triangular trade is built and everyone rushes there, Naturally, the number of goods has disappeared, and we have no choice but to develop other routes. Gradually, more profitable demand tiles will accumulate on other planets, so the system is designed to encourage new development.
Due to the spaceport rule, you can usually only load and unload one item on the turn you arrive at the planet. At the spaceport built by the player, you can buy and sell multiple times on the turn you arrive.
Since 10% of the transaction value is kicked back to the player who built the spaceport, if you build a port on the planet that is often used on the route, you will get unearned income.
The number of goods in stock on that planet, the ease of movement between planets, the efficiency of the route, the type of your ship, the equipment of the ship, whether to build a spaceport, etc …
While calculating such variables in our heads, we will select the route that will make the most money and develop our business.
And the player whose assets reach the target amount is the winner.
Final thoughts
Games with fluctuating market prices are fun because you can enjoy the feeling of running your own business.
Ultimately efficient triangular routes were discovered and everyone rushed there, but as inventory decreased and other planets' product requests increased, the value of that route gradually declined, and each one Players voluntarily choose to develop new sales channels.
It happens naturally even though the game rule isn't instructed to do so.
At that moment, you can feel as if each person is in control of the company.
It takes a long time to play, but I definitely want you to play this game. The rules are simple, and the difficulty is not so severe, so it is a masterpiece that even beginners can enjoy.
The hassle of setup is a feature of this game. When cleaning up, if you put the First Contact Card, goods, and spaceport tiles for each culture in one bag, it will be easier to play next time.
All you have to do is place the cards, start the game, and take out the revealed culture bag. Depending on the situation, the game may end without revealing about 2 cultures until the end, so it is recommended storage.
A game in which you roll big dice and fight monsters to survive to the end or reach 20 victory points.
Overview
Each player is in charge of one monster. Life is 10.
You win if you reduce the life of other monsters to zero or earn 20 victory points.
Roll the dice on your turn. You can roll up to 2 times in total while keeping dice you like.
The contents of the dice are attack, recovery, energy (money), victory points.
The attack is "one monster on the Tokyo board" vs. "many others". There is one monster in Tokyo. Others are placed around.
The attacks of a monster in Tokyo hit everyone else.
Attacks of monsters other than Tokyo hit only a monster in Tokyo.
If other monsters have life to spare , you will be barrageed.
The monster in Tokyo at the beginning of his turn will receive 2 victory points. Moreover, the attack hits everyone.
Tokyo looks good.
But the monster in Tokyo cannot recover.
Recovery dice are wasted. Of course, the player will re-roll, but it will be useless if it comes out with the third throw.
If you stay in Tokyo until your next turn, you will get 2 points, so if you can, you want to stay.
Whether you can stand another rotation depends on how much the other player's physical strength is being reduced.
If other players use the dice for recovery, the attacks will decrease.
And you cannot leave from Tokyo yourself.
You can only withdraw from Tokyo when someone attacks you.
The player in Tokyo decides whether or not to replace the attacking player.
If you can afford it, you can remain, and if your life is insufficient, you should change it.
What happens often
When I am relieved that I am finally back from Tokyo, the attack dice comes out...
I'm dragged in, attacked intensively, and lose.
No matter how many victory points you earn, if you lose.
You can't bring victory points to heaven.
Final thoughts
When you play a game with people you just met and behave kindly, collect victory points from the first turn. Such a person wins.
When you play games with people who can beat each other mercilessly, just go with the "Take care of life" strategy.
Well, after all, this game makes me laugh at the sadness that the attack dice unintentionally come out in the third throw and you are dragged into Tokyo.
The attacked side is equivalent to being given the right to live and kill. It is the relationship of the first meeting that the attacked person will forgive it. It is a familiar relationship to drag in without mercy.
Also, you can buy special cards with energy.
There are disposable cards that give you victory points, and cards that have a lasting effect.
It's fun to customize monsters with these cards, and you'll want to play it a couple of times in a row.
After all, depending on the dice, the luck factor is strong, but it is a fun game packed with various factors such as strategy and customization.
I don't play with my husband, and I don't play with elderly people who don't understand the world view.
However, I sometimes play this with people who have just started playing board games.
It's a good game that you can play right away and get excited.
I think it's a masterpiece that has been loved for a long time.
Each player has their own black bag. From this bag, every round, players draw worker tiles and place them on own board. By doing so, players will take action and earn points.
The re-play rate at my home is quite high.
Overview
There are 7 types of tiles.
Place the drawn tiles on your board.
The actions you can take are like these.
Moving your Merchant token on the map of the main board, you can build a house where your token is and pick up items along the way. They will be points.
The person with the most victory points wins in the 16th round. The victory point is 1 point for 1 gold as it is. The items you picked up are also points.
The easiest way to get the points is VP by multiplying Number of houses and score of the Development Track.
The Development Track is at the bottom of the mainboard. You can proceed with action, or proceed with the bonus of taking Scholar.
Not only the house you built, but also the number of citizen tokens is multiplied by the Development Track. Citizen tokens are what can be obtained on a first-come, first-served basis in various places.
For example, you can get it when you get 5 Knights earlier than anyone, or when you take the Development Track 3 steps earlier than anyone else.
16 rounds are pretty quick. At the beginning, only 4 tiles can be drawn, so only 1 action can be done. And even in the second half, when drawing tiles, your tiles sometimes are terrible, so you can not take any action, 16 rounds are not so long.
We mainly play this with two people. In the first half, we organized the system in the bag, In the second half, we build a house every round. We often play like this.
You have to think about the composition of the tiles in the bag that suits your strategy. It's like a deck building.
In the deck building of cards, used cards and acquired cards are placed in the discard pile, and there is a time lag before they can be used next time.
In "Orléans", used tiles and acquired tiles are immediately returned to the bag. In other words, the tiles you used may come out immediately, or the Monks you have earned may not come out at all. Depending on your luck. (Monk can be used in place of any of the other Character Tiles. ) That part feels different from the deck building of cards.
What happens often
The tiles to be drawn are suddenly biased.
I am having an accident! I can't do anything!
The dilemma you feel when increasing worker tiles.
When you take a worker tile, you will get a bonus too.
Farmer → Agricultural products (normal) Craftman → You can put one Perpetual Motion Technology on your board (slightly strong) Trader → Get a building card = Get an action that only you can use (strong) Boatman → Money (weak!) Knight → The number of tiles you can draw increases (strong) Scholar → the Development Track advances (strong) Monk → No bonus, so it's convenient but difficult to take Monk …
When you want any bonus, you don't need its worker. When you want any worker, you want another bonus.
That dilemma often happens. This is annoying.
I can't draw the Monk that should be in the bag at all.
Monk which I put in a bag even though I didn't get a bonus doesn't come out at all.
However, it appears in the occasional "plague" (a devil event which workers are randomly removed from the bag). Murphy's law.
You Come Now!!Why!
Final thoughts
As I wrote, if you prioritize the bonuses that are strategically necessary, the number of unnecessary workers will increase in the bag. Then I couldn't draw the tiles as planned … It's painful but interesting.
It feels like impurities are mixed in the bag.
Should I try to use the impurities by increasing new actions, or
should I throw them away to get scoring chance by action in the Town Hall?
There are various ways to deal with them.
It is interesting to plan what to do in each games.
The usual strategy is to get one of the following buildings by Trader's action. The buildings that make Boatman and Scholar like Monk.
Take a lot of Scholar and raise the Development Track. Then get a school and turn Scholar into a Monk. This is strong after all.
I'm tired of this, so I'm looking for a new strategy.
I wanted to try a different pattern, so I traveled from the beginning and tried to collect high-scoring products, but I got a point difference of about 1.5 times lol
It's a game that makes you want to try various things.
It can be a hassle, but it's a good idea to have something like a screen that completely hides what actions other players are trying to do.