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How Fantasy Flight REALLY started their engines...

To be perfectly honest, this article was supposed to be a review of one of Fantasy Flight's newest releases - Android: Netrunner.  I was probably going to glow about how they managed to capture the magic in from the old collectible card game, while cleaning up the mechanics and rules a little bit.  The review was likely going to be an embarrassing drool-fest.  Unfortunately (or fortunately, depending on your point of view), due to Fantasy Flight's popularity, and my adventures in trying to get to GenCon (which you can read about here) I left without the game.

So, I thought I would go back a little bit, and look at an earlier Fantasy Flight game.  

Before we go back to 1997, let's take a second to see where Fantasy Flight is today.  They are one of, if not the biggest name in the hobby-gaming industry right now.  They proudly hold the banner high in the world of "American-style" games.  With many Fantasy Flight games, you will get deep thematic elements, beautiful graphic design, and engrossing game play.  You will also get the opportunity to buy an untold number of expansions for your games at a later date (but I digress).

Twilight Imperium 3rd Edition (Pic by Martti R. on BGG)

Now, according to their website , their first game release was 1997's Twilight Imperium.  Today, Twilight Imperium 3rd Edition is the gold standard for epic space war games (6-8 hours a game is the play time most people I know have said it takes).  But I want to take a look at another Fantasy Flight game released in 1997.  This game was designed by Christian T. Petersen - founder of Fantasy Flight, and designer (or co-designer) of such games as Twilight Imperium, Starcraft, and Game of Thrones.  However, this game has all but vanished from Fantasy Flight's history.

That game...is GolfMania.  The game of CRAZY Golf.


GolfMania is a light card game where players are trying to score points (in the form of golf holes).  They do this by playing negative cards on their opponents, and positive cards on themselves.  After all cards have been played, each player rolls a die, and compares this die to a number on the left side of the current hole card.  If they roll equal to, or below to this number...they succeed at the "drive" on that hole.  Everyone else is out for this hole.  The remaining players then roll the die again, and the lowest roll wins the hole, and scores the points shown in the ball.  First person to 18 points wins the game.
Pic by Raiko Puust / BGG

And that's basically GolfMania.  To be blunt, it's not a very good game, especially the random "whoever rolls lowest wins" way of deciding holes.  The drive roll at least has some take that action, and ways to modify the dice to make it more interesting.  The winner of the hole is just whoever rolls lowest on an unmodified roll?  Really?   There's probably a good reason why Fantasy Flight has all but disavowed all knowledge of this game's existence.  

However, for me, this game holds a little more of a place in my personal gaming history.  This was the first game I ever bought at Origins that wasn't Magic: the Gathering.  I'd gone to Origins the year before for a day, and basically bought a bunch of Magic singles, while giving very short shrift to every other game company there.  If they didn't have Magic, they didn't matter.  In 1997, though, I had experienced Settlers of Catan, I saw there was more out there than Hasbro games and CCGs...so I went to Origins with my eyes more open.  Now granted, I probably missed out on a bunch of incredible games, while being drawn to stuff like GolfMania (probably why I love bizarre themes to this day)...but still, a little game like this was one of the sparks that led me into the hobby.  

I hope readers enjoyed this peek into the dark, hidden past of Fantasy Flight Games.  I'm sure if I look, I can find other releases by big companies / designers that they hope will be erased by time...and I'll be sure to share them with Games & Grub readers.







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Sassy (H)Wheat...

Farming.  When I hear the word, I imagine early mornings, and late nights.  I imagine hours riding giant machines, going back and forth down a seemingly endless supply of carefully laid paths of dirt.  I imagine the late summer fields of corn waving in the breeze.  I imagine it being tough work, but kind of boring.

When it comes to farming in games, it's about the same.  I can only think of a handful of farming games off the top of my head, the main one being Agricola.  Agricola is one of the top games on Board Game Geek, but in all honesty, while I enjoy an occasional game... I find it tough work to do well, and I end up being a little bored by the end of the game.

Designer Grant Rodiek, laying the smack down on me
Fortunately, up and coming game designer Grant Rodiek decided that what farming needed was a good swift kick in the overalls.  Farmageddon takes the basic concept of planting, fertilizing, and harvesting crops - and turns it into a fun-filled battle to the farmer's market.

In Farmageddon, players will be battling over a limited amount of farmland, with a goal of having the most money in your harvest pile by the end of the game.  Of course, it isn't going to be easy.  Your opponents are armed with a litany of action cards, many of which are going to do some bad things to your crops.  If you are lucky enough to have a crop survive an entire cycle of the table, and it is fully fertilized, then you can place it safely into your score pile.

The basics of the game are, well, basic.  Each player starts the game with two crop cards and three action cards in their hand.  The three Planting Field cards are placed in the center of the table, and you're ready to play.  On a turn, a player starts by drawing two crop cards.  The player can then do a number of things in a turn:

Plant Crops - Take a crop card from your hand and play it on an open Planting Field.

Fertilize Crops - Take a crop card from your hand, flip it face down, and place it on a planted crop.

Play Action Cards - This action is only allowed to be done twice per turn.  Action cards can be played on any legitimate target.

Harvest Crops - If a crop is fully fertilized, and it is not the turn it came into play, then you take the crop card (and any monetary bonus or penalty cards on it) and place them into your harvest pile!  Hooray points!

A player can do all of those (save for playing action cards) as many times as they can and/or want to in a turn, they then draw two action cards, and pray their crops don't get destroyed or stolen in the next couple minutes.

The game goes until the last crop card is drawn, at which point each player except the one that drew the cards gets one last turn.  Most money in the harvest pile wins!

There are a couple things I've found refreshing about Farmageddon, in the sea of "take that" card games it is bravely sailing into.  The most obvious thing I love is the art.  Farmageddon has some of the best drawn card art I've come across in a while.  I love the cartoonish crop animations.  Major props to Brett Bean.
Some of that great card art.

I also greatly appreciate that there are several different strategies to success you can follow towards victory.  One of my hangups in most "take that" style games is that there's only one way to play and win the game.  Here, there are some different paths to victory, though admittedly there's still a lot of randomness and luck involved.  You can try to be the big cash crop guy; playing nothing but Wary Squash and Grumpy Melons, and trying to keep them alive by defensively using Foul Manure cards.  There's a rather fun "Chaos" strategy I've seen pop up which involves trying to horde all the fields the entire game, and focus all actions on stealing / destroying other's crops.  My favorite strategy is to play Captain Quiet: humbly planting smaller crops like Sassy Wheat, and sitting idly by watching the chaos around me.  I then strike out late in the game (with a metric ton of cards in my hand), stealing as much as I can, and scoring other people's crops.

Farmageddon is a fun, fast-paced farming themed game.  There's a sentence I never thought I would type.  Even if my friends do things like this...

It may be hard to see, but that's a Pesticides card, worth -$5, played on my Stinky Truffle, worth $3.  My friends are not nice people.







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We Do The Monster Smash...




Headed into GenCon, one of the most anticipated titles was a “Shufflebuilding” game from AEG entitled Smash Up. During the convention, it was hard to turn a corner or go more than a few table lengths in Hall E without seeing someone playing it; and now, a little more than a week later, it seems to have overtaken the gamer zeitgeist. Rightfully so…

Simply put, shufflebuilding means players will choose two faction decks and shuffle them together to build a deck. With 8 factions to choose from in the base game, this equates to 28 different pairs to play with from the onset. Though some pairings are, in my opinion, better than others, each set has a distinct personality to discover: Trickster Aliens feels different than Trickster Wizards. Likewise, Wizard Pirates feels vastly different than Wizard Ninjas.

To start, players draft their factions in a “snake” type methodology, meaning player 1 will draft a faction, then P2, then P3, etc. Once P4 has drafted his/her faction, the draft order snakes back around, with P4 getting the first pick in the 2nd round, then P3, then P2, and so on. Once players have picked their 2 factions, they shuffle the decks together and deal themselves 5 cards off the top.


Admittedly, there is a heavy “screwage” aspect to the game. Your minions will often get blown up, bounced, moved, etc. There is also a lot to keep track of, especially in a 4P game where you need to monitor how much power is on a base, tally modifiers, keep track of what belongs to whom, etc. Detractors of the game mention that 4P games tend to look like the component dumps of a well-known video reviewer. They also complain that, with modifiers and multiple minions on a base, tallying things up every turn can make the game feel too “mathy.” I will concede the first point. The game’s sweet spot seems to be—for me—with 2 or 3 players, as 4 gets a tad too chaotic for my tastes.


I don’t however, think that the game is too mathy, because everything is simple math. The highest you’re going to count is, I believe, 25. For adults, that shouldn’t be that hard. If you’re playing with kids, it’s also an excellent opportunity to practice adding and counting. The only time the game gets too “mathy” for me is when I’m playing with/against Robots and myriad microbots come out. At times, the microbot +1 abilities and stacking can get a bit fiddly to keep track of. I’ve remedied this by putting some d10 in my box, but I can understand if people don’t like doing that.

Plenty of room for expansion. (Thanks to GFBRobot.com/GeekInsight for the photo) 

Lastly, I’ve heard a lot of people disappointed with the fact that Smash Up doesn’t come with a way to keep track of your score. This was justified by some of AEG’s higher ups by saying that the inclusion of score markers would have upped the price for the game, and I can respect that. It’s not that hard to rustle up some d20 to use, but that doesn’t mean I wouldn’t like to see something more “official” included in future expansion packs. 
Overall, Scott and I both greatly enjoy Smash Up. While we haven't played every combination of factions, we have seen each card dozens of times, so we’re starting to chomp at the bit for expansion factions*. In any case, Smash Up will continue to hit our tables with great regularity and we look forward to seeing how the game expands in the future and how it’s implemented on iOS.  

And, for those wondering about the base factions and their specialties, here they are:

Aliens – Aliens are pros at bouncing minions back to their owners’ hands. Many alien players will also utilize the 1VP ability of the Invader to their advantage in addition to switching out a base with the Terraforming action. When playing with the aliens, you’ll be able to recycle minion abilities constantly. I typically like to play against Aliens with Robots (to quickly overwhelm the bounceback abilities) or Ninjas (to sneak in at the last minutes and not give them opportunities).

Dinosaurs – Boasting the largest minion in the games (basal stat wise), the dinos are simply BIG, and many of their actions will only serve to make them and their fellow minions bigger. Typically, I like to pair Dinosaurs with Wizards to allow for multiple growth actions on a single turn, or with Zombies to allow my actions to dig the monstrosities back out of the discard pile to break bases in multitudes.

Ninjas – Masters of stealth, I think I hate playing against the Ninjas more than any faction in the game. If they aren’t neutralizing your stuff (via poison, infiltrations, etc) or bouncing back to your hand to play more minions (Acolyte), they’re popping in at the last second to add 3 or more to the power (Shinobi) on a base and go from 2nd to 1st. The tricksters seem to be a good foil to the Ninjas due to their discard abilities which can yoink the stealth cards from hand.

Pirates – One of the most popular picks in my group of friends, the Pirates seem to be very well balanced. They have minions that are immune to attacks (Buccaneers) , ways to destroy or move minions (Saucy Wench, Cannonballs, Sea Dogs, Broadside, etc), and perhaps one of the most annoying minions in the game (First Mate). Considering their versatility, it’s no wonder people first pick this faction with great regularity.

Robots – The robots are your typical swarm deck, aiming to flood the battlefield from the onset with microbots (whose power scales with each additional microbot added to the field). Through the use of things like Zapbots as well, it’s not unusual for a Robot player to put 3 or more minions into play on a single turn. Though most of these bots are small, easily bounced/destroyed 1 or 2 power minions, the Robots can bring in the heavy weaponry (like the indestructible Warbot). And, just in case you flood the battlefield too quickly with one of the 18 minions in the robot deck, there are safety valves present in a paid of card drawing actions (Tech Centers) to replenish your hand.

Tricksters – I guess it says something about me that these little a-holes are my favorite faction. The Tricksters are griefers, masters of denial and resource denial. Many of the minions in this faction (Goblins, Brownies) will cause you to discard if you try to affect them, while others will outright kill off your minions (Gnome, Leprechaun) if they don’t think they’re up to snuff.  If that weren’t bad enough, many of the Trickster actions are ongoing effects that cause you to waste a card to get rid of them (Flame Trap, Pay the Piper), or just shut you down outright (Mark of Sleep, Take the Shinies, Block the Path)

Wizards – Probably my second favorite faction in the game, Wizards don’t seem like they could win a game by themselves, but are a fantastic catalyst to the more outrageous combinations in the game because they enable you to play multiple things during your turn and/or manipulate your deck so that you are drawing what you want. Cards like Enchantress will make sure you have a full hand every turn, while complimentary cards like Summon, Time Loop, and Archmage will guarantee you have board advantage more often then not.

Zombies – Admittedly, when I first started playing SmashUp, I thought the Zombies were a little OP, as they won 11 of the first 15 games in which they were played. Having played more with my wife and family, I don’t think the Zombies are OP anymore, though I do hold the opinion that they are the most user-friendly faction in the game. Here’s how to play the zombies: get them in the graveyard as quickly as possible, then bring them back into play continuously. Thankfully, many of the zombie cards are designed to get them into the discard pile. You can do this slowly (Walker) or en masse (Mall Crawl). Once there, you can play them as minions will things like “They’re Coming to get you!” or even swarm a base with the best named minion in the game “Tenacious Z.” My favorite play is to pair Zombies with Robots to give a steady swarm of monsters throughout the game: Lead early with the robots, let them get destroyed, bring them back in force with a steady helping of zombie actions, then reinforce them with the undead.

Breaking a Base -- Zombie Wizards (me) vs. Pirate Ninjas (Wife) -- Pretty sure my wife won this one. 

*Through art on BGG and various posts by AEG bigwigs, we know that Ghosts and Plants will be 2 of the next factions. Also rumored to be in the works are Apes, Bear Riders, and some sort of Steampunk fun. The validity of these last three is TBD, however.

**Also Also… just in case Mr. Rowland or his friends with clout happen to be reading this, here are the top 5 factions I’d like to see in the future:

1.) Sharks – Seriously, they get their own week. They should get their own faction. I’d personally like to see “Sith Sharks,” equipped with Darth Vader style breathing apparatus to help them survive above water.
2.) Carnies – I want to pair a Ninja with a Bearded Lady. Ya know, just because.  
3.) Chefs/Cook – Yes, I’m biased. So what?
4.) Spies – A picture was spoiled on a geeklist somewhere, so I’m hoping these are in the works.
5.) Dragons – Obvs. 

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...if Just For One Day

Much like Origins, I was only able to make it to GenCon in Indianapolis for one quick day.  As I discovered, one day at GenCon is WAY harder to pull off successfully than it is at Origins.  I'm not going to get too in-depth into things, Eric will have a real report of the full con in due time.  I did want to share a few points that stood out to me.  For the record, I went on Thursday.



1. Oh my Knizia, was it busy.  I've been to GenCon before, in fact, I believe this was my fifth.  I have NEVER, and I truly mean never, seen the exhibit hall as busy as it was on Thursday this year.  Not just the exhibit hall either, but the parking lots as well.  I usually park over at the mall a block over, and even on Saturdays, I usually can find a spot on the third level.  This year, at 9:30 AM, we had to circle the garage for nearly 25 minutes before a single spot opened up.  Absolutely insane.  Several other lots had already filled up as well.

Luckily, the on-site registration hummed like the machine it is, and we were through in under 15 minutes.  This is something I've always appreciated about GenCon, they seem have their act together when it comes to registration (though I've heard stories that Will Call and Events Registration were pretty tough to get through at times).  

With all of these people, it meant that just traversing the exhibit hall was more of a mosh pit than a shopping experience.  It made me appreciate the open aisles at Origins MUCH more.  This giant crowd leads me into my second point.


2.  It was hard to get to the games!  Because of the extended time it took to get parked, we didn't make the hall until 10:45.  By that point, roughly the front quarter of the exhibit hall was the line for Fantasy Flight Games (I heard estimates that the line was nearly 3 hours long at one point).  Nearly every aisle, and even the front wall seemed to hold some portion of the folks lining up to purchase the new X-Wing Minis game (mostly), among the other releases they had.  They weren't the only ones though, Wizards had a massive line to get in to see the new D&D items, AEG had a massive line, Wizkids had a line that circled their booth...it was about impossible to get into any of those major booths.  

If you did make it into their booths, forget about getting a demo.  Those tables were full, and in some cases, 2-3 deep waiting for a demo.  Somehow, I managed to get within 5 feet of a Fantasy Flight table demoing a new Star Wars living card game...I consider myself lucky.  I do give most of the companies credit though, I didn't see too many sell-outs beyond Android: Netrunner (the #1 game I wanted to buy there, sadly) and Seasons.  Fortunately, by early afternoon, it was possible to make it into these booths to look around.  If they had early buyer deals though, those were long gone.


3. I didn't buy much.  Granted, I didn't have time to stop by all of the indie booths, and try out those games, and I'm rather sad about that fact.  Still, in two or three rounds of the hall, I didn't find a great deal of games that interested me enough to really stop.  I am absolutely sure there were great games I missed, and I hope to learn about them in the very near future.  However, it just did not seem like there was a big "wow" factor to many of the new games I saw at the show.

4. What I did buy was nice and cheap.  This is my favorite part of GenCon - you can get some insane deals.  I was shocked at some of the deals I found on new games.  I found Africana by Z-Man for $30 (retail $45), and Roll to the South Pole by Rio Grande for $23 ($35 retail), even got a 6-pack of Star Trek Heroclix ships for $20 (about $35 retail).  A friend I was traveling with found Puerto Rico for $15 new.  And some poor company was trying to give away some version of Carcassonne for $1, and could find no one to buy them.  Deals, GenCon has them.

Tauren Warrior

5. Awesome people I'll end my comments by discussing the awesome people I did talk to.  Every booth jockey, every opponent I had in a game, every person I accidentally elbowed in the back was as nice and as pleasant as you could possibly imagine, given the insanity all around.  I think that's what makes it all worth it... this hobby is so much more than just the games, it's all about the people that make and play them.  I sincerely hope that next year I can spend more time talking to them.  


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The Stars and Their Places

Admittedly, Kickstarter has produced some great success stories: D-Day Dice, SotM: Infernal Relics, Pixel Lincoln, Viva Java, etc. etc. However, to only back projects on one crowdfunding site is to overlook myriad worthwhile projects. For some hidden gems, head over to IndieGoGo.com, the European equivalent to KS.

No, IndieGoGo isn't as streamlined or organized as Kickstarter (though it seems many believe KS's new layout to be a step backwards): there's not really a way to separate board/card games from digital games, and there's no obvious marker to designate the level at which you backed a project (leaving you to wonder if your transaction truly went through). But... despite these flaws, I'd argue that the quality of games are equivalent to anything you find on Kickstarter.

One of those high quality games is Among The Stars by Artipia Games, makers of the well received Drum Roll and soon-to-be-released Briefcase. Among The Stars tells the story of a Galaxy recovering from the attacks of "The Black Ones" (apparently Greeks can get away with blatant racism more easily than Americans). In the aftermath of this war, alliances have been formed; alliances which dictate that space stations must be built in order to both protect against future attacks and return some semblance of normality into the lives of the myriad races who fought valiantly.

 

Construction of these space stations will be done by players via drafting certain locations from a hand of 6 cards dealt at the start of each year. Using credits, the main resource in the game, players will then pay for the construction of said location and gain VP either immediately or at the end of the game, depending on that location's abilities and bonuses. In addition, some locations will require you to pay not only credits, but energy as well, a secondary resource produced by purchasable power reactors. The catch? Tile placement matters in this game, and cards which require energy cubes must be placed within two squares of a reactor, thus taking up the space of a location that may have netted you more VP were it in the same space.

At the start of the game, A racial ability is given to each player and objective cards are dealt. Racial abilities are equivalent to power-ups and alter the way the game plays for each player. Some abilities grant you extra credits at the beginning of each year, while others might give you the option to build locations from the discard pile. Each objective gives players a side goal that, if achieved at end game, will grant them extra points. Most of these simply involve having the most locations of a single color, but some mix it up and reward players for being thrifty with their credits, building the most total locations, or hitting 50VP before any other player.

In addition to the Objectives and Racial abilities, each player receives 10 credits, a main reactor with 2 energy cubes placed on it, and a hand of 6 cards. Each turn, he/she has 3 actions available:
  1. Choose a card to be added to your station - if this is chosen, the player pays the requisite amount of credits (and/or energy cubes), places the location adjacent (i.e. non-diagonal) to a tile already in play, and collects an amount of VP indicated in the lower left of the card.
  2. Get a Power Station - A player choosing this option must discard a card from their hand and pay 1 credit. When this is done, an additional power station is placed adjacent to a location already in play, and 2 energy cubes are placed on that reactor.
  3. Discard a card to get 3 credits - This is exactly what is sounds like. Players discard a card from their hand and take 3 credits from the bank/communal pool. 
When there are no more tiles in a player's hand, the round ends and the year marker is moved forward. At the start of the next year, 6 more cards are dealt,  each player receives 10 more credits (unless a racial ability alters this), and play progresses as described above. After 4 rounds, known in the game as "years," the game ends. Players tally up their VP, add VP granted at end game (indicated by text in a yellow box rather than a white box), determine Objective bonuses, and add VP based on exhausted power reactors (1VP per) and leftover credits (3credits = 1VP). The player with the most VP wins. In the case of a tie, the player with the most locations in his/her station wins.



After reading the description, Jones Theorists and other gamers might claim that AtS resembles 7 Wonders, another popular game that involves card drafting. While there are many similarities, I think this game has enough differences to merit a spot in your collection.

The most glaringly obvious difference is the area in which you play cards. As opposed to 7 Wonders, there is an additional layer of importance based on WHERE you play your cards, not just WHAT and WHEN.  Secondly, resources seem to be a lot more scarce in Among the Stars. In 7Wonders, a lot of cards produce resources that can be utilized to build other things that provide other resources. There are very few locations in AtS that provide credits. With the average cost of a location being 3-4 credits, you will typically only get to play 2-3 locations in a round. So, care must be taken in deciding what action to take an when. Lastly, the distinction of color is a little looser in AtS than in 7Wonders. There are color distinctions in AtS; for example: Red bordered cards are military and typically cost more, give more VP, and require energy cubes. However, color is primarily used for end-game VP bonuses. So, a player in AtS may benefit from building a monochromatic space station, but in doing so they leave themselves open to active hate drafting from other players AND pass cards that reward diversity. 

I should also not that, instead of simply divvying up the cards into 3 ages, players in AtS shuffle a number of Special Cards (designated by a "S") into the main deck equal to 6x the number of players. In doing this, you add a level of unpredictability into the game. You might place something in your grid hoping for a special card that isn't even in the main deck. If all this weren't enough, there are also Conflict cards that may be added or removed from the main deck so that players may customize the level of direct aggression they want. It's actually a great addition that lets me play the game one way with my wife and another way entirely with my game group. 


From a personal standpoint, I really liked Among the Stars... for many of the same reasons I like 7Wonders. The addition of a grid-like layout only served to add another layer of strategy to the game. For those trying to decide between this and 7Wonders, I will note that this game seems to work better when played with 2 or 3 than 7W. In my experience, it seems to be a little less intimidating to casual and non-gamers as well, so it might be worth taking into consideration.

As of today, the Among the Stars IndieGoGo campaign has reached approximately 300% of their 8,000$ goal with 11 days left. The 25,000 stretch goal was just hit, meaning all backers will get resin miniature spaceships to use as player markers. At 35,000$, players will get even more additional promo cards, objectives, and racial abilities.

If you'll be at GenCon and would like to play this (or any other game for that matter), feel free to send me a message on Twitter. If you'd like to check out the game before then, here are links to their

IndieGoGo Campaign Site
--and--
Official BGG site 

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Arrrrrgh ya ready for a fun family game?



There's a lot I admire about designer Chevee Dodd. First, the guy has been going to Origins even longer than I have. If you do a bit of research into the history of Scallywags, you'll note that the spark for what would later become Scallywags was planted at the convention all the way back in 1997. Chevee and I also share an unhealthy, fanboy-esque love for designer James Ernest.  Finally, Chevee has his roots in Print & Play design, an area I think is wholly unappreciated and rife with fantastic games.
Admiration aside, I was initially introduced to Chevee on Twitter several weeks before Origins 2012. Here was a guy who dove into social media headfirst; starting dialogue, networking and connecting one potential designer to another, and prolifically prototyping and blogging his efforts every step of the way. And I bought in to what he was selling, eventually convincing my wife to play in the inaugural release tournament at the convention that year. Communication with Chevee has continued to this point, and I was happy to comply when he asked if I would be willing to review his game on our website.
Scallywags 001


Considering the game has won several awards from family focused groups (Parents Choice, Dr. Toy, Tilliwig Family Fun), it should come as no surprise that Scallywags is a light-hearted, family oriented game. For those unfamiliar with how the game plays, Scallywags is essentially a game of who can use their cards to most efficiently collect resources from the center of the table. The crux in all of this hilarious gameplay is the mix of public and private information. At the onset of the game, the coins are strewn on your table; however they land is how they are played. What this means is that you will initially only know the score to be had from  25-50% of the coins at the beginning of the game.

Through shrewd use of the cards in the game, you will be able to steal, peek, etc. at various cards in the center pile. Once you've collected 8 coins (or 6 in a 4-6P game), you can't collect anymore. When all players have 8 (or 6 in larger games) pieces, the game ends, players count up the total number of points granted by their chips, and the highest total wins.

In my opinion, the sweet spot of the game is about 3 players, perhaps 4. With anything larger than four, the game tends to drag on a bit longer than the 15-20 minutes intended, even with the reduced number of coins required for end game.

Scallywags 002

"So...", you may be asking, "Is the game fun?" Admittedly, it's a lot lighter than the games I typically play. This, however, is not the say that the game isn't enjoyable. Scallywags was designed to be a light, family friendly game; in that regard it squarely hits the bull's eye.  It should be noted that this designation shouldn't be seen as synonymous with simplistic, there's quite a number of decisions to be played in regards to the order in which you'll play your cards. In my first game, I decided to play it safe: I took only coins that were face up and tried to filter through the face down cards to give the 1s or skull and crossbones to my wife. This worked quite well for me, as I won the game by a score of 24 to 15. I thought I had found a dominant strategy, and was pretty eager to test it out again to prove my pirate-y, doubloon collecting superiority. My wife, however, was having none of this. She saw through my plans, stockpiled her "Hands off me Booty" cards, waited for me to amass some treasures, stole them cold-heartedly, and then prevented me from doing the same. Needless to say, I did not win that game. 

Overall, Scallywags is a game that succeeds admirably at what it set out to be. If your game group is full of adults who want something complex, this game is probably not for you. If, however, you have some budding gamers in your household, this game is certainly worth checking out. It's a great addition to the Gamewright family and might be a great addition for your family as well.

If you'd like more information about Scallywags, feel free to order the game HERE

You can also get more information about designer Chevee Dodd by
Following him on Twitter
Reading his Google+ Posts
and checking out his blog/website

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