Good Cop, Bad Cop is a great team based social deduction game. In each game, players are randomly dealt 3 facedown cards which will determine whether the player is a (as you may have guessed from the title) a Good Cop or a Bad Cop. Each turn, a player may Investigate another player (by looking at one of their 3 facedown cards), pick up some equipment or even a gun, or Shoot a gun they picked up earlier.
The goal is to eliminate the leader of your opposing team. At the onset of the game, you don't know who is on your team so you need to rely on social manipulation and table talk to try and form alliances and determine who you can trust and who may be scheming to take you down. Some of the equipment you pick up can help expose team members, but if you accidentally reveal the leader of your own team then the opposing team will be able to quickly target and eliminate that player.
If you've played games like Mafia or Werewolf, you will find familiar elements here. I like the interesting twists added by the equipment cards that can give you a special advantage or even cause a little chaos by manipulating the identity cards (which could result in a person becoming a member of a different team).
Even though it has player elimination, each game goes fairly quickly so there won't be a lot of downtime for players eliminated early on. There are even some equipment cards that can 'revive' a previously eliminated player to get them back in the game.
Showing posts with label Boardgame Reviews. Show all posts
Showing posts with label Boardgame Reviews. Show all posts
Saturday, July 06, 2024
Saturday, June 22, 2024
Board Game Review - Viscounts of the West Kingdom
I recently had a fun time learning Viscounts of the West Kingdom from Garphill Games and Renegade Game Studios. This is the third in the "West Kingdom" series and yet another amazing game from Shem Phillips.
As with the other West Kingdom games, players strive to earn the most victory points by hiring various workers and using their resources to advance their goals. Similar to the first two games, you must work to build a deck of workers that will best help ensure you have the right resources and influence to carry out the tasks at the right time.
Available actions are determined by moving your Viscount figure around a Rondel that outlines a specific path around the board. The amount you can move depends on which worker you play on your turn (though you can adjust this slightly by paying coins or building a certain building). When your Viscount ends movement, you are presented with a handful of different actions.
Saturday, June 08, 2024
Board Game Review - Nidavellir
Thematically, Nidavellir is the name of the Dwarf Kingdom and the kingdom is being threatened. Your goal is to hire up an army to help repel the threat. Honestly, the melding of the theme is pretty tenuous but the art and style is fun.
At a high level this is an auction game where you bid coins to try and hire cards from three different taverns. The cards interact in a set collection / combo method to score points and give some unique bonuses and abilities.
Saturday, May 25, 2024
Board Game Review - Running With the Bulls
Have you ever had a desire to throw yourself in front of a bunch of charging bulls? Well, Calliope Games has a way to do it that’s safe for you and for the bulls. Their game Running With the Bulls lets you help direct your own group of “runners” as they try to race across the city of El Toro to a variety of possible destinations.
Saturday, May 11, 2024
Board Game Review - Blue Lagoon
Have you played Blue Lagoon?
The game has two rounds. Each round is scored the same and gameplay is basically the same in each phases with a slight rule twist in the second phases. While this is a strategy game, the rules and gameplay are simple enough for younger players or new gamers. The art and theme are great as well.
On your turn, you either place one of your explorers or one of your villages onto the game board. In the first phase, your settlers must either be placed in the water or else on a tile adjacent to a token you already placed. Villages must be placed on land next to a settler you’ve played previously. For the second phase, you remove all of your settlers but leave the village tokens on the board. On your turn you place your settlers next to one of your already placed items.
Saturday, April 17, 2021
Board Game Review - Nagaraja
Recently, my wife and I tried out the 2-player game Nagaraja. I knew hardly anything about this game but had heard some good buzz and the theme and mechanics sounded interesting.
Each round, a new room tile is revealed. Players secretly bid cards which determine how many sticks and which type of sticks they get to roll. The player who rolls the most Fate symbols on the sticks will get to place the room tile in their temple to proceed with exploration.
Nagaraja is a tile laying, route building, hand management game. Each player is a treasure hunting archaeologist trying to find the most treasure in one of two ‘twin temples.’
Each round, a new room tile is revealed. Players secretly bid cards which determine how many sticks and which type of sticks they get to roll. The player who rolls the most Fate symbols on the sticks will get to place the room tile in their temple to proceed with exploration.
Tuesday, January 05, 2021
Board Game Review - Cosmic Factory
As a family, we don't always enjoy "real time" games as they tend to stress out some of our players. But we do generally enjoy tile placement games such as Carcassonne as well as drafting games like Sushi Go or 7 Wonders. So we decided to give this a try.
In Cosmic Factory, you are drafting tiles which you will then try to place in such a ways as to create clusters of different types of planets grouped between strings of asteroids and blank spaces. You will score each color group depending on the number of planets (and the length of your asteroid path) and then at the end of the game your final score is based on the combined total of the score for your asteroids and the LOWEST scoring color.
Wednesday, November 25, 2020
Board Game Review - One Key
One Key is a co-operative deduction game from Libellud with a feel and mechanic similar to a couple of their other games: Mysterium and Obscurio. In One Key, the concept is that “the key” has gone missing and it’s up to the group to find it. In this case, the “key” is linked to (or is represented by) a piece of odd and whimsical artwork.
To setup the game, one player is selected as “the Leader” (the clue giver) and they draw/deal 11 of these whimsical cards then randomly decide which of those cards is THE “one key.” Over the course of 4 rounds, the Leader will draw and reveal 3 additional cards.
The Leader uses a token to tell whether each card has a “strong”, “weak” or “uncertain” affinity to the key card. The other players (the “Travelers”) choose one of the 3 cards and looks at the token to decide if the Leader felt it was a strong or weak (or uncertain) link to the key card.
Based solely on this information, they discuss amongst themselves which of the 11 available keys should be eliminated. In the first round they must eliminate 1 card, the second round they eliminate 2, the third they eliminate 3 and the final round they eliminate 4 cards to (hopefully) leave the One Key sitting by itself. If at any time the players choose to eliminate the One Key, they immediately lose. They win by making it to the final round of the game and not eliminating the key during the final selection process.
To setup the game, one player is selected as “the Leader” (the clue giver) and they draw/deal 11 of these whimsical cards then randomly decide which of those cards is THE “one key.” Over the course of 4 rounds, the Leader will draw and reveal 3 additional cards.
The Leader uses a token to tell whether each card has a “strong”, “weak” or “uncertain” affinity to the key card. The other players (the “Travelers”) choose one of the 3 cards and looks at the token to decide if the Leader felt it was a strong or weak (or uncertain) link to the key card.
Based solely on this information, they discuss amongst themselves which of the 11 available keys should be eliminated. In the first round they must eliminate 1 card, the second round they eliminate 2, the third they eliminate 3 and the final round they eliminate 4 cards to (hopefully) leave the One Key sitting by itself. If at any time the players choose to eliminate the One Key, they immediately lose. They win by making it to the final round of the game and not eliminating the key during the final selection process.
Saturday, August 15, 2020
Board Game Review - The Quacks of Quedlinburg
In the quaint little village of Quedlingburg, the miracle doctors and quack surgeons have quite the business going. How would you like to try your hand at brewing a wondrous concoction to cure all ails?
In Quacks of Quedlinburg, players toss ingredients from their bags into their bubbling cauldrons. The more ingredients you can get in the pot, the higher your score. But if you toss in too many white ‘cherry bombs’ your entire potion will explode and you lose your hard earned work for that round.
In Quacks of Quedlinburg, players toss ingredients from their bags into their bubbling cauldrons. The more ingredients you can get in the pot, the higher your score. But if you toss in too many white ‘cherry bombs’ your entire potion will explode and you lose your hard earned work for that round.
Friday, May 01, 2020
Board Game Review - Obscurio
Obscurio is a semi cooperative board game where players are working together to try and escape the confusing Library of a terrible Sorcerer. One player takes the role of the Grimoire, a mystical book that provides (silent) clues. The other players take on the role of the daring wizards who foolishly ventured into the Library and stole the Grimoire. When playing with 4 or more players, one of the wizard players will have "fallen under the Sorcerer's spell" and will be acting as a traitor trying to keep the group from escaping.
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GAMEPLAY OVERVIEW
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Prior to each round, one or more "traps" are identified to add some twists and make things a little more difficult for the wizards. After the trap is identified, the clue-giver (Grimoire) draws an image card which will be the one CORRECT door for the given round. After studying the image for a few moments, the clue giver then draws two more image cards which will be used as clues and sets them on a special book for all players to see. The clue giver next takes two "butterfly tokens" to point arrows at pieces of the clue images to emphasize those aspects as important.
After the clues are marked, all "wizard" players close their eyes except for the traitor wizard who gets to look in a special folder and select up to two additional image cards to be used as incorrect doors. This is done once the traitor knows the clues that the clue-giver has presented which means they can pick doors most likely to mislead.
Now that the traitor has selected their cards to mislead, an additional set of random cards are drawn to bring the total to 6 door/image cards. The wizards open their eyes and those 6 cards are randomly placed around the game board. A timer is turned and the wizards each need to move their player token to one of the 6 doors.
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GAMEPLAY OVERVIEW
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Prior to each round, one or more "traps" are identified to add some twists and make things a little more difficult for the wizards. After the trap is identified, the clue-giver (Grimoire) draws an image card which will be the one CORRECT door for the given round. After studying the image for a few moments, the clue giver then draws two more image cards which will be used as clues and sets them on a special book for all players to see. The clue giver next takes two "butterfly tokens" to point arrows at pieces of the clue images to emphasize those aspects as important.
After the clues are marked, all "wizard" players close their eyes except for the traitor wizard who gets to look in a special folder and select up to two additional image cards to be used as incorrect doors. This is done once the traitor knows the clues that the clue-giver has presented which means they can pick doors most likely to mislead.
Now that the traitor has selected their cards to mislead, an additional set of random cards are drawn to bring the total to 6 door/image cards. The wizards open their eyes and those 6 cards are randomly placed around the game board. A timer is turned and the wizards each need to move their player token to one of the 6 doors.
Friday, February 21, 2020
Board Game Review - Apocalyptic Picnic
I got Apocalyptic Picnic with the direct goal of it being a fun, light card game that would appeal to my daughter. Our family plays a lot of games but my daughter is not a big fan of many of the games we play. She's a fan of the party game vibe and she does LOVE light card games, especially those with a zany feel or somewhat outrageous mechanics. Based on the description of the game, we felt like this was something that would be right up her alley that we could play together as a family.
Opening the game, we were impressed with the sturdy box and insert. The box shape doesn't fit neatly on our shelf but it holds the cards well and is set up for good organization. The cards themselves have a nice feel and a fun graphical design. The theme and artwork are quirky and cartoony but just gruesome enough to evoke the theme.
The idea of the game is that you have come to a large family reunion picnic. You have 5 cards in front of you that represent your immediate family. To begin the game, one of your family members has already become a zombie. Your goal each turn is to manipulate the cards you draw and play to "bite" or otherwise infect other players' family members to turn everyone else into zombies while you keep the last non-zombie family member in front of you.
Opening the game, we were impressed with the sturdy box and insert. The box shape doesn't fit neatly on our shelf but it holds the cards well and is set up for good organization. The cards themselves have a nice feel and a fun graphical design. The theme and artwork are quirky and cartoony but just gruesome enough to evoke the theme.
The idea of the game is that you have come to a large family reunion picnic. You have 5 cards in front of you that represent your immediate family. To begin the game, one of your family members has already become a zombie. Your goal each turn is to manipulate the cards you draw and play to "bite" or otherwise infect other players' family members to turn everyone else into zombies while you keep the last non-zombie family member in front of you.
Monday, October 07, 2019
Game Review - One Night Ultimate Super Villains
If you've ever played party games with a medium to large group of teenagers, there's a good chance you've played Werewolf (or Mafia). This game involves randomly assigning some small number of players to be the Werewolves and the rest of the players to be innocent villagers. The game then plays over alternating phases where the Werewolf team will "murder" another player in their "sleep" and then everybody wakes up and votes on a player to eliminate. Naturally the Werewolf team hopes that a villager gets voted off while the villagers want to eliminate the werewolves. Gameplay continues until all of the werewolves are eliminated or the majority of villagers are eliminated.
In recent years, Bezier Games has been releasing numerous special roles and variants to the game. One of their most recent additions is One Night Ultimate Super Villains.
In the Super Villains version, the werewolves are replaced by (you guessed it) super villains. Each super villain has a special ability that lets them interact with the game in a different way. The game also comes with a pile of unique Role cards for all of the other players. Instead of just being an innocent bystander, the "villager" players may take on roles of super heroes or other characters with different abilities.
In recent years, Bezier Games has been releasing numerous special roles and variants to the game. One of their most recent additions is One Night Ultimate Super Villains.
In the Super Villains version, the werewolves are replaced by (you guessed it) super villains. Each super villain has a special ability that lets them interact with the game in a different way. The game also comes with a pile of unique Role cards for all of the other players. Instead of just being an innocent bystander, the "villager" players may take on roles of super heroes or other characters with different abilities.
Thursday, September 12, 2019
Board Game Review - Cabo (2nd Edition)
As a family we play a number of games with a standard deck of cards. In fact, my daughter often prefers the simplicity of these card games over a full board game. Cabo is a game that has the feel of some of those games, most notably a game called "Golf" (or as my family plays it "9 Holes").
Cabo is played with a deck of cards ranging in value from 0-13. Each player is dealt 4 cards face-down and allowed to look at and replace 2 of them. Then players take turn drawing cards and either discarding them or putting them in place of one of their cards. Turns continue until one player thinks they have the lowest card values in front of them and that player "calls Cabo." Every other player gets one more turn and then cards are revealed and players get the score of the cards in front of them. If the person who "called Cabo" has the lowest score, they get 0 points. If they didn't have the lowest score, then they score the points on their cards plus a 10 point penalty. The game continues with new rounds of the same gameplay until one player's score goes over 100 and the person with the lowest score wins.
Cabo is played with a deck of cards ranging in value from 0-13. Each player is dealt 4 cards face-down and allowed to look at and replace 2 of them. Then players take turn drawing cards and either discarding them or putting them in place of one of their cards. Turns continue until one player thinks they have the lowest card values in front of them and that player "calls Cabo." Every other player gets one more turn and then cards are revealed and players get the score of the cards in front of them. If the person who "called Cabo" has the lowest score, they get 0 points. If they didn't have the lowest score, then they score the points on their cards plus a 10 point penalty. The game continues with new rounds of the same gameplay until one player's score goes over 100 and the person with the lowest score wins.
Saturday, July 13, 2019
Board Game Review - Just One
While I usually gravitate towards heavier, more strategic games, there are many people I play with who prefer lighter games or party games. Even though I prefer more in-depth games, there are times that I even turn first to a lightweight/party game. So when Just One crossed my path, I was intrigued.
The concept is simple. One player is designated the guesser for the round and draws a card with 5 words on it. That player doesn't look at the card but rather puts it on an easel facing away from them so the other players can see the words. The guesser specifies a number between 1 and 5 to identify the word to be guessed. The guesser then closes his or her eyes while the other players begin silently thinking of single word clues. Once the clues are determined and written down, the guesser opens his or her eyes and has a single chance to guess the word. Right or wrong they score a point (or don't) and then the next guesser gets to draw a card and start the next round.
Sounds simple, but the catch of the game is that any duplicated clues are removed and cannot be used to help the person make their guess.
For example, the guesser may draw a card and call for word #3 which is Pasta. The other players may then write their clues on their own dry-erase easels. Perhaps they write the words: food, sauce, Italian, Italy. So before the guesser opens his or her eyes, the other players compare their clues and eliminate any duplicates. As per the rules, even slight variations count as a duplicate so in the example above, the words Italian and Italy would have been eliminated. In this case, the guesser would have to make a guess with the only clues being Food and Sauce.
The concept is simple. One player is designated the guesser for the round and draws a card with 5 words on it. That player doesn't look at the card but rather puts it on an easel facing away from them so the other players can see the words. The guesser specifies a number between 1 and 5 to identify the word to be guessed. The guesser then closes his or her eyes while the other players begin silently thinking of single word clues. Once the clues are determined and written down, the guesser opens his or her eyes and has a single chance to guess the word. Right or wrong they score a point (or don't) and then the next guesser gets to draw a card and start the next round.
Sounds simple, but the catch of the game is that any duplicated clues are removed and cannot be used to help the person make their guess.
For example, the guesser may draw a card and call for word #3 which is Pasta. The other players may then write their clues on their own dry-erase easels. Perhaps they write the words: food, sauce, Italian, Italy. So before the guesser opens his or her eyes, the other players compare their clues and eliminate any duplicates. As per the rules, even slight variations count as a duplicate so in the example above, the words Italian and Italy would have been eliminated. In this case, the guesser would have to make a guess with the only clues being Food and Sauce.
Monday, October 22, 2018
Board Game Review - Lost Cities: Rivals
More than a decade ago, my wife and I picked up a copy of the card game Lost Cities. This simple game of card management and trying to outguess your opponent (and the deck) has been a mainstay in our collection ever since and one we still play on a regular basis. This past summer, Dr. Reiner Knizia released Lost Cities: Rivals. As you may suspect from the name, this game is a sequel of sorts to the original Lost Cities but it has a few differences as well.
A number of years ago, a full "Board Game" version of Lost Cities was released. That version borrowed on the general theme and some of the mechanical ideas of the original Lost Cities but made some significant departures in order to create a compelling board game experience. With Lost Cities: Rivals we are closer to the original version of Lost Cities but we still have enough changes that this should be considered its own distinct game.
Lost Cities: Rivals is a straightforward card game in which each player takes on the role of an adventurer setting off on expeditions with the goal of achieving the most fame. Prior to each expedition, the player may set a "wager" to potentially double, triple or quadruple the amount of fame they receive. The deck consists of 5 different suits/colors with each suit containing 3 wager cards along with numerical cards ranging from 2-10. Cards must be placed in numeric order with the player not being allowed to backtrack. So if the player places a red 7 and later finds a red 6, they are not allowed to play the 6 and instead must pass up on those juicy points. Wager cards must be placed before any numbers are played. Thus a player is required to wager that they will do well in a color before having full confidence of getting the cards they need. So far this should sound VERY similar to the original game and indeed it is, with a few significant differences.
A number of years ago, a full "Board Game" version of Lost Cities was released. That version borrowed on the general theme and some of the mechanical ideas of the original Lost Cities but made some significant departures in order to create a compelling board game experience. With Lost Cities: Rivals we are closer to the original version of Lost Cities but we still have enough changes that this should be considered its own distinct game.
Lost Cities: Rivals is a straightforward card game in which each player takes on the role of an adventurer setting off on expeditions with the goal of achieving the most fame. Prior to each expedition, the player may set a "wager" to potentially double, triple or quadruple the amount of fame they receive. The deck consists of 5 different suits/colors with each suit containing 3 wager cards along with numerical cards ranging from 2-10. Cards must be placed in numeric order with the player not being allowed to backtrack. So if the player places a red 7 and later finds a red 6, they are not allowed to play the 6 and instead must pass up on those juicy points. Wager cards must be placed before any numbers are played. Thus a player is required to wager that they will do well in a color before having full confidence of getting the cards they need. So far this should sound VERY similar to the original game and indeed it is, with a few significant differences.
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