Say the Word Review

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Say the Word is a game by Rosie Roberson and Joyce Johnson, published by Peaceable Kingdom. It is for 3-6 players. In this game, players will be working together to tell a story using a total of 10 to 12 word cards. They will have to correctly repeat the story from memory. If the players are able to do that, they will win the game.

To begin, the story master is chosen for the round. They will then choose a character card or write the name of a character on the anybody board. They then have the option of choosing a challenge card to make things more interesting. These cards are then placed face up on the table. The word cards are shuffled and each player is dealt 3 cards not including the story master. A clue token is also given to each player except the story master. The story board and dry erase pen are given to the story master to track the word cards with. Play now begins.

The game is played in a series of rounds equal to the number of players with each player having an opportunity to be the story master. Beginning with the player to the left of the story master, they will choose one of the word cards from their hand and use that word in a phrase or sentence to start the story. They then show the card to the other players before placing the card face down next to the character card. They must then draw a new word card and play passes to the next player. The next player then chooses a word card and repeats the story that the last player just told and adds a word from their hand in a phrase or sentence to the story. They then show their card and place it face down next to the other face down card. This keeps going with players adding words to the story until either 10 or 12 word cards have been played, depending on the number of players. The last player does not add an extra card but must repeat the entire story from memory. If they are able to do that, the players win. If a player is unable to remember a word card, they can give the story master their clue token. The story master then acts out the word without talking. Other players may also give up their clue token if a player has already used all of their tokens. If players have no more clue tokens and a player still can’t remember a word card, the round ends and the players lose. The story does not have to be word for word but the word cards must be remembered in order. Once the round is over a new story master is chosen and everything starts all over.

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COMPONENTS
This game comes with everything you need for a family fun night of gaming. There are lots of cards included with this one. They are all really well made and the word cards and challenge cards look really nice. However what does it for me is the hilariously funny art work on the character cards. These things are great. I commend the artist on their black and white designs. I especially love the zombie. Who wouldn’t? The clue tokens are made of thick cardboard and are well made. The story board works really well with the dry erase pen that’s included with the game. It’s really easy to write on. I love the family friendly feel of everything inside the box. I think this is a really nice looking game for families of all kinds.
9 out of 10

RULEBOOK
The rulebook for this one is really nicely done. Everything is explained really well and is easy to read. There are plenty of pictures and examples on how to play the game. There’s nothing difficult to understand and it will only take a few minutes to read. From that point, you’ll be able to play the game without having to look back at the rules.
8 out of 10

GAMEPLAY
This is a great family friendly party game. Unlike most party games, this one is a co-op. Everyone will either win together or lose together. When playing with the younger kids, it will be important to help them to remember the words that were used in the story. The older kids shouldn’t have too many problems. As for us adults, we might need a little help from the kids to try and remember. Our memory just isn’t what it used to be. What? Just me? In any case, this is great for a fun family game night. The kids love the silly characters and love telling stories. I really like that the game helps them explore their imagination. You will find yourself laughing quite a bit at the direction some stories will take. This is definitely one of the best party games that we’ve played. The kids love it and so do I.
9 out of 10

OVERALL
Say the Word is a light family friendly party game of story telling. It’s really simple to learn and play. Most play sessions lasts about 30 minutes or so, depending on the number of players. The younger players may need a bit of help trying to remember the word cards used. I really like that this is a co-op game instead of a team or individual player game that most party games tend to be. The artwork is really silly and the game will most likely tend to go that way as well. You will laugh a lot while playing this one. It’s a great family friendly game that every family will love. I definitely recommend it for families of every kind. Enjoy how creative your kids can really be by allowing them to use their imagination to tell a silly story. I did and I loved it.
9 out of 10

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For more information about this and other great games, please check out Peaceable Kingdom at their site.

http://www.peaceablekingdom.com/

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Princess Matchup Game and Puzzle Review

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Princess Matchup Game and Puzzle is a game and a puzzle by Cynthia Jabar, published by Peaceable Kingdom. It is for 1-4 players. In this game, players will be matching cards in memory style and then are able to put together a puzzle with all the cards. The player that makes the most matches will be declared the winner.

To begin, there are a couple of ways that these cards can be played with. For younger players, there is the Face Up Match Up. To play this way, simply arrange all the cards face up on the table and mix them up. Players then take turns matching pairs of cards in numeric order beginning with 1 and working their way up to 12. For this version, there is no winner or loser. It is all about making matches.

The next way to play the game is the Memory Match Up version. In this version the cards are all placed face down on the table in classic memory style and are then mixed up. Players then take turns flipping over 2 cards to try and make a match. If they make a match they collect the 2 cards and are then give the opportunity to make another match by flipping over 2 more cards. If a match is not made, the cards are flipped back over face down in the same space they were originally in. Once all matches are made, you can choose to either see who had the most matches for the win or simply disregard this all together. There does not have to be a winner or loser.

The last way to play the game is as a puzzle. On the back of the cards is a princess castle in 24 pieces. Players can work together to try and put the pieces in the proper place as they would a normal puzzle. Again, there is no real winner or losers here.

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COMPONENTS
This game comes with 24 lovely illustrated cards. The cards are quite sturdy and rather thick, almost like game tiles. The illustrations are really cute. My daughter loves anything to do with princesses so the artwork for this was right up her alley. The cards have a rather glossy finish to them as well. I’m guessing that’s in case sticky or dirty hands play with them, then the cards can be wiped off. I really like the cute factor of the cards and everything fits really neatly back inside the box. One last thing about the cards is that they’re double sided. One side has the matching version and the other side has the puzzle designs. Overall this is something that my daughter and I like the look and feel of.
8 out of 10

RULEBOOK
The rulebook is quite small and fits neatly inside the box. Of the 4 pages that make up the rulebook, only 1 page is actually used for the rules. The middle 2 pages show the solution to the puzzle in bright color. The back page has a cute princess picture that is also shown on the box cover. It’s super simple to read and understand. There are also some suggestions for parents on how to use the game as a teaching tool. Really nicely done and fits the game quite well.
8 out of 10

GAMEPLAY
This game is a retheme of every classic memory game ever made. It’s simple to play for every age group. It’s really cute and my daughter really loves the design. I do like that the back of the cards have a puzzle that can be put together for when you get tired of making matches with the game. That was a really nice addition to a rather cute version of Memory. My daughter really enjoy puzzles so the theme of this one really made her happy. Even with young children, this will not take long to play at all. It’s a really nice, cute game that will appeal to little girls everywhere.
8 out of 10

OVERALL
Princess Matchup and Puzzle is a super light and educational game and puzzle combined. It takes about 10 minutes or so to play, depending on the age of the kids playing it. There are several different ways to play including putting the cards together to make a princess castle in puzzle form. It’s really cute and my daughter loves the artwork for it. There are lots of ways to use this game as a teaching tool. The bright colors and princess theme are sure to delight any little girls in your family. I would recommend it as a great little stocking stuffer or gift for your daughters, nieces or family friends daughters. It’s rather inexpensive and rather cute. I crown this one a winner.
8 out of 10

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For more information about this and other great games, please check out Peaceable Kingdom at their site.

http://www.peaceablekingdom.com/

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Battle Sheep Review

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Battle Sheep is a game by Francesco Rotta, published by Blue Orange Games. It is for 2-4 players. In this game, players will be controlling rival herds of sheep that are battling for the most space in the pasture. The player that occupies the most spaces will be declared the winner.

To begin, players choose colors and receive 16 sheep tokens of their chosen color which are then stacked into a sheep stack. Players also receive 4 pasture boards. Players will then take turns placing pasture boards by at least one side to the others to create the board. The first player is chosen and beginning with that person, players then place their starting sheep stack on a pasture space on the outside edge of the board. Play now begins.

On a player’s turn, they may split their sheep stack into two stacks and then move the new stack in a straight line as far as it can go. Another sheep or the edge of the board will stop the stack. Any number of sheep can be moved into the new stack but at least one sheep must be in both stacks. Players can move any of their stacks that have sheep in them. If a sheep stack is blocked on all sides by other sheep or the edge of the board, they are trapped and can no longer move. Jumping other sheep is not allowed. Once a player is no longer able to move any sheep, their turn is complete. When all players can no longer move sheep, the game is over. The player who occupies the most pasture spaces wins.

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COMPONENTS
The game consists of several really nice sturdy pieces. There are hexagonal pasture pieces that make up the board. These are thick cardboard and are rather nicely done. The sheep tokens are thick plastic and have great artwork on them that is very cartoonish. The feel and look of everything is really nice and very cute. There’s really not much else to it but that. Even with just board pieces and sheep tokens, the game is quite nice.
8 out of 10

RULEBOOK
The rulebook for this game is nice. It’s not very large and only consists of a few pages. It’s bright and colorful with several great pictures and examples. Everything is explained really well and is quite easy to understand and learn. Like the game components, there’s not a lot to it but in this case, more is better. It will only take a few minutes to read through the rules and then you’ll be ready to play with no problems.
9 out of 10

GAMEPLAY
The game itself is pretty fun. It’s not very complex but there is a good bit of strategy to it. It’s very easy to get yourself backed into a corner with no way to move your sheep. You really have to be thinking about your opponents moves as well as your own. It has a bit of a Checkers feel to it except instead of removing your opponents pieces, you’re trying to block them in. That doesn’t sound like it would be much fun, but it is. It’s not a really elaborate game and it definitely is more fun with more players. Even with 2 players though, it’s still rather good. It won’t be something that you’ll be playing for hours though. Most gaming sessions will last no more than about 10-15 minutes. I’d really call this more of a great filler game.
8 out of 10

OVERALL
Battle Sheep is a light game of moving stacks of sheep and occupying pasture spaces. It’s very easy and can be played in less than 15 minutes even with 4 players. The artwork is very cute and fun and the pieces are super sturdy. You will have no problem playing this one with the kids as the larger pieces are great for small hands. My daughter really enjoys the silly looking sheep artwork. It’s really easy to learn and family friendly. No blood and gore or missing limbs in this battle, just plenty of hungry sheep. This is a fun game with a simple concept. Fans of simple strategy games or children’s games should enjoy this one. I recommend it as a great alternative to checkers. It’s definitely a game that the kids will enjoy.
8 out of 10

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For more information about this and other great games, please check out Blue Orange Games at their site.

http://www.blueorangegames.com/

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Rattlebones Review

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Rattlebones is a game by Stephen Glenn, published by Rio Grande Games. It is for 2-4 players. In this game, players will be customizing their dice to score points as they visit the Fabulous Festival of Dice. All while attempting to find the elusive Rattlebones himself. The player with the most points at the end of the game will be declared the winner.

To begin, the board is placed in the middle of the play area. The 12 board tiles are shuffled. 7 tiles are then randomly placed on the blank board spaces while the remaining tiles are set aside, not to be used. All of the action die sides are placed with easy reach of all players. Players choose colors and receive 3 monkey pawns and a mouse pawn in their chosen color. Each player places their 3 monkey pawns on the start space and their mouse pawn on the 0 space of the score track. Players are given 3 dice, one of each color. All dice should be setup as standard six sided dice with the 1 space showing the Rattlebones icon. Gold pieces and Blue stars are placed within reach of all players. The train piece is placed on the 0 space of the train track facing clockwise. If the stock or gamble tiles are used then the stock tickets and/or gamble die are placed near the board. Depending on the number of players determines where to place the Rattlebones pawn; 55 for 2 players and 65 for 4. The starting player is chosen and play now begins.

On a player’s turn, they will roll one of their dice. They may spend 1 or 2 gold at the beginning of their turn to roll an extra die or two. Each die rolled allows a player to either move a pawn or take an action. When the player rolls a number, they will then move one of their pawns the amount rolled. If the Rattlebones icon is rolled, they will move the Rattlebones pawn one space backwards on the score track and then moves one of their pawns one space forward. Depending on the space the player’s pawn lands on determines what the player is then able to do. Most of the time a new action side is added to the die rolled.

The other option available is when an action is rolled, usually later in the game, the player is able to perform the action rolled. There are lots of different options from taking gold from the supply or taking a star piece from the supply. Some actions will move the train, earn points on the score track or even allow the player to roll the gamble die to earn points.

This all continues with players rolling dice, adding new sides and taking actions until the Rattlebones pawn and a player pawn meet or pass each other on the score track. When that happens the player with the most points wins the game.

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COMPONENTS
There are some really unique and interesting pieces to this game. The board has some interesting artwork that resembles a fair or carnival with Rattlebones himself in the middle. The various board tiles are similarly artistic and look really nice. The dice and die sides are interchangeable and snap on and off fairly easily with the included side popper. I really like the way the dice are done. They are really fun to play with. There are some great cardboard pieces for gold, star pieces and stock tickets. The best parts though are the amazing looking wooden pawns. There are 4 colored pawns in each color as well as the Rattlebones and Train pawns. These are so cool. The monkeys and mice are really well done and the other 2 pawns are just as amazing. I’m blown away by the unique design and feel to this game. It definitely drips with the carnival style theme. I really like it a lot.
9 out of 10

RULEBOOK
The rulebook for this game is rather nice. There are lots of great pictures and examples throughout. Each board space and action side for the dice are explained thoroughly. There is nothing difficult to read or understand. I really like the excellent page of component pictures. I also really appreciate the game summary on the back of the book. It’s very helpful. I really like the look and feel of the rulebook and think that it’s very nicely designed.
9 out of 10

GAMEPLAY
This game is really fun especially if you like rolling dice or customizing stuff. There is really quite a lot of luck involved with this game as the dice are prone to do what dice do, which is hate me. The great part about this game though is that you can take some of the randomness and luck factor out of the game through the customizing of your dice with the action sides. I really like that you can adjust your dice based on the way you want to play. If you want to just collect gold, so be it. If you only want to collect stars, you can do that too. It’s really up to you and the spaces that you land on. I think that the game has quite a lot of replayability as the game will change based on the available board tiles each time. What might have been the best strategy the last time you played, won’t necessarily be the same strategy you’ll use this time. Overall, this is lots of fun and I rather enjoy it quite a bit.
9 out of 10

OVERALL
Rattlebones is a light game of dice chucking fun. It’s a very normal length game with most sessions lasting about 40-45 minutes. The artwork and theme are very nicely done. I really enjoy the carnival style look and feel. Fans of rolling dice or customization should really enjoy this one. It’s rather simple to learn and play. The main thing is learning what each icon means on the board tiles and action die sides. It has quite a bit of luck in the beginning but later on through customizing the dice, it can be very strategic. The game will adapt to your particular play style rather well. This is a really great game with a very fun concept and mechanic that I haven’t seen used before. The closest thing that I could liken this to would be a deck builder or possibly a game like Quarriors. In any case, it’s really unique and a lot of fun. I highly recommend it.
9 out of 10

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For more information and this and other great games, please check out Rio Grande Games at their site.

http://riograndegames.com/

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Hoot Owl Hoot Review

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Hoot Owl Hoot is a game by Idea Duck, LLC, published by Peaceable Kingdom. It is for 2-4 players. In this game, players will be working together to help safely return a parliament of young owls to their nest before the sun rises. If the sun rises before all the owls are safely home, the game is over and the players have lost.

To begin, players should decide which difficulty level to play; beginner, intermediate or challenge. This determines how many owls will be used during the game, from 3 to 6. The sun token is placed on the sun start space. The cards are shuffled and each player is dealt three each. These are placed face up in front of the player. The remaining cards are placed face down in a pile. Play now begins.

On a player’s turn, they will perform 3 steps; play a card from their hand, move either an owl or the sun token and draw a new card. The first step is to play a card from the player’s hand. If a Sun card is in the player’s hand, they must play it. This will move the Sun token up a space on the sun track. If no Sun card is in the player’s hand, they are free to play a color card. This takes us to the next step. Moving an owl or token. As I stated a moment ago, sun cards move the sun token up a space. However, color cards allow a player to move an owl to the next unoccupied space that matches the color card played. If the next space is occupied by another owl, the player is able to move past the occupied space to the next available space. Players can say “HOOT!” each time they pass over another owl token. The game can end in one of two ways. Either the sun token can reach the end of the sun track, thus heralding sunrise and the defeat of the players, or if the players are able to help all the owls back to the nest before the sun token reaches the end of the track, the players win.

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COMPONENTS
This game has some really cute parts to it. All of the tokens are made of thick cardboard. They are really cute and fun. They are great for smaller fingers. The cards all have bright colorful filled circles on them and are easy to distinguish between the colors. The board is laid out really well and is easy to set up and play with. I like the art especially the owl tokens and so does my daughter. I think this is a well designed children’s game.
9 out of 10

RULEBOOK
The rules for this game are eco friendly and are printed on the inside of the box lid. The rules are not that difficult. There are a few pictures that explain the game a bit better but it’s not really necessary. Everything is super easy to learn and explain. My daughter had no troubles with learning how to play.
9 out of 10

GAMEPLAY
The game is a lot like Candyland in a sense, that is if Candyland had a game timer. The fact that this is a co-op game is great. My daughter and I both like working together to win the game. The colored cards were easy to figure out. My daughter had no trouble playing the game at all. She really like hooting like an owl as one owl passed over another. It was really cute. Of course after winning the game and getting the 3 owls home, she immediately wanted to get the other 3 sitting in the box home as well. Looks like another great game that has excited her enough to want to play more of. I call that a win.
9 out of 10

OVERALL
Hoot Owl Hoot is a light children’s game of color recognition and decision making. It takes about 10-15 minutes to play. It’s very easy and kid friendly. It has several difficulty levels so it can grow with your child. It’s a great little co-op game that my daughter really enjoyed. As I stated earlier, my daughter felt bad for the remaining owls that we hadn’t played with so of course we had to play again to get them home as well. My daughter is turning into quite the little gamer which makes her Daddy rather proud. I really like how fun the game is and that it appealed to my daughter so well. I’m expecting that she’ll have names for each of the owls the next time we play the game. This is a great children’s game that parents will enjoy as well. It’s definitely more fun than Candyland. I highly recommend it for parents of young children. You’ll hoot with delight over this one.
9 out of 10

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For more information about this and other great games, please check out Peaceable Kingdom at their site.

http://www.peaceablekingdom.com/

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Ars Victor Limited Edition Review

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Ars Victor Limited Edition is a game by Stephen DeBaun, published by Trip West Games. It is for 2 players. In this game, players will command a furious fighting force of the future as they try to defeat their opponent. The player that is best able to control key parts of the board and destroy their opponents army will be declared the winner.

To begin the game, either the quick start rules or normal rules can be used. For this review, I will simply cover the quick start as most players will want to jump right into the game. First, choose a pre-generated mission from the rulebook. There are 4 included in the rules. Players will then choose between either the red team or the blue team and then draw their initial hand. Players then will take the units listed on the scenario. The map tiles are laid out as indicated by the mission. Players then place their 4 initial Vanguard units as shown on the mission. Play now begins.

On a player’s turn, they will perform 4 steps; bleed glory, play card, order units and draw card. The first step is to bleed glory. In the quick start game, a player will reduce the enemy’s Glory based on the Capture points and Headquarters situation.

The next step is to play a card. To do this the player will play a card from their hand and take the Command tokens equal to the card’s number. The player then draws a new card.

The third step is to order units. This is where most of the action happens. In this step, the player will spend points to move units and to attack by placing Command tokens on the unit. Combat can be either close or ranged. Ranged combat requires a clear line of sight to the target. To attack, the player will roll the number and type of colored dice as shown on a unit’s attack section. Any skulls rolled will cause a hit depending on the unit’s defense and toughness and applying terrain effects. Player’s must also take into consideration any special abilities of units as well. Once a player’s Glory is reduced to 0, the game is over. The player that still has Glory is the winner. If both players run out of cards, then the player with the highest Glory is the winner.

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COMPONENTS
There are lots of different pieces and parts to this game. There are lots of map tiles, capture point tiles and end caps to hold everything together. These are all thick cardboard and have a cartoonish look to them. The unit cards, banners, command cards and different markers are quite detailed and they also have the same style of artwork. I really like the way that the units are set up and how each one looks. There are lots of different unit types and each one is really neat. There are 3 different types of attack dice; red, white and blue. Each color represents a different strength with white being the weakest and blue the strongest. Everything is rather well designed and quite unique in look and feel. I really like it.
8 out of 10

RULEBOOK
The rule book is really well designed. From cover to cover, everything is explained really well. There are lots of pictures and examples throughout the book. Everything is explained in great detail with nothing left out. There is also a page of strategy tips for both beginners and advanced players. As I mentioned earlier, there are 4 different missions included in the rulebook. From there, it’s up to you or you could just go to the website and download some new missions. There are plenty of links to help you keep involved with the Ars community. Also included is a quick reference guide to everything from terrain and attack dice to unit cards. Overall, I really like how well everything is put together. It’s a really complete guide to the game.
9 out of 10

GAMEPLAY
For a wargame, this game is really quite simple and easy to learn. The quick start rules will really get you setup and into the game within a few minutes. Most wargames take MUCH longer. I like the simplicity of how it plays, especially when it comes to combat. The dice are already mapped out for hits so there’s very little guess work to be had. As stated on the box, the game plays in an hour. There’s enough strategy to please even the most hardcore of wargamers but is simple enough that us newcomers can get on board as well. It’s a game that my son was able to understand quite easily and rather enjoyed. All in all, it’s designed rather well.
8 out of 10

OVERALL
Ars Victor is a medium weight wargame that is easy to play. It has a very quick set up time and most gaming sessions last no longer than an hour. There’s plenty of strategy without being too much for new players to understand. The artwork is very light and cartoonish so there’s no problem with it being too violent for younger players. The design is really nice and tight with lots of fun to be had. It will appeal to both new and old wargamers alike. I really enjoy the game and definitely recommend it for anyone looking to get into wargaming.
8 out of 10

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For more information about this game, please check out the game at it’s site.

http://www.arsvictor.com/#/

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Preview Review of Quest for the Open Tavern

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Recently I was given the opportunity to check out an upcoming new game. I received a play test copy of the game along with rules for play. This is my thoughts and opinions on the presented materials. Enjoy!

Quest for the Open Tavern is a game by David Thompson, published by Digital Capricorn Studios. It is for 2 players. In this game, players will take one of two different roles, either as a party of adventurers known as the Wayfarers of Devastation or the Governor of the town of Hommlette known as Xaggy. One will be trying to party with lots of chaos, drunkenness and vandalism while the other is trying to keep the town safe. Also in the mix will be hordes of undead zombies, dastardly demons and drunken wizards that will lay siege to the town as well causing an uneasy alliance between the Wayfarers and the Governor. The player that can reach their objective first will be declared the winner.

To begin, the four Hommlette cards are placed face up in the middle of the table to build the town. The Adventurers, Governor and Encounters decks are shuffled separately. One card is then removed from each deck and set aside, not to be used in this game. The Adventurers player receives the 3 Adventurers cards while the Governor player receives the 3 Governor cards. The Encounters cards are placed face down near the town. The Adventurers player receives 1 three character token, 2 two character tokens and 2 one character tokens. The Governor player receives the remaining tokens of 1 three character token, 2 two character tokens, 1 one character token and 1 bluff token. The Devastation, Booze and Oppression cards are placed face up with a wooden cube used to mark the level. Play now begins.

The game takes place over the course of a night and consists of 6 game turns. The Adventurers will begin the odd turns and the Governor will begin the even turns. Each turn consists of 4 actions; reveal an encounter, place a card from your hand into play, place characters and resolve contests. The first action is to reveal an encounter. This is done by drawing an Encounter card and placing it face up beside the town cards. Each consecutive Encounter card will replace the previous Encounter card.
The next action is to place a card from your hand into play. To do this, the active player will place a card from their hand face up by the town cards. However a player does not have to place a new card. If they already have a card in play, they can choose to keep that card instead.

The third action is to place characters. To do this, the active player will place a token face down onto an empty space on one of the cards in play in their corresponding space on the card. The other player then is able to place a character token. This continues back and forth until both players have run out of tokens to place.

The final action is to resolve contests. To do this, players flip over the character tokens according to the order on the card. The number of characters on a card are counted up. The player with the most characters on the card wins that contest and receive the reward shown on the card.

The game continues back and forth until either the end of the sixth turn or one of several different milestones is reached. If the Devastation Level is 10 and the Booze Level is 5 at the end of a turn or vice versa with the Booze at 10 and Devastation at 5, the Adventurers win. If the Oppression Level is 10 or more at the end of a turn, the Governor wins. If both players reach their goals by the end of the same turn, the Adventurers win. If none of the win conditions are met by the end of the sixth turn, the Governor wins.

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COMPONENTS
The game comes with some very great looking pieces. The cards are really nice and have some great artwork on them. The only problem is with the iconography on the cards. Thankfully there’s a really great explanation in the rules for understanding what everything means. The character tokens are really thick and durable and look nice as well. There are even some wooden cubes for keeping track of the different win conditions of Booze, Devastation and Oppression. Everything looks really nice and works together really well. I love the art and how well designed the cards are. Overall the components are great.
8 out of 10

RULEBOOK
The rulebook is currently on two sheets of paper but should be smaller and more in line with the box upon production. There is already some great pictures and examples of gameplay and setup. The iconography is explained really well. All of the different card types are explained in great detail as well. There’s absolutely nothing that is difficult to understand or read. Everything is really straight forward and easy to learn. I expect that the look of the rulebook won’t change that much. Overall I’m already happy with the design.
8 out of 10

GAMEPLAY
This game is really easy to learn and play. It has a very simple worker placement style mechanic in a blind bidding kind of way. Most of the game, you will be watching the different town conditions to try and keep your opponent in check while trying to get your own goals accomplished. Learning which locations to bid high on so that you can increase your levels is a real struggle as you will find your opponent begins to predict your moves quite well. You will have to really learn the fine art of bluffing and misdirection to accomplish your task. The game plays really quickly and usually lasts no more than about 15 minutes. There is some real strategy to the game but it’s not so heavy that you will begin over analyzing every move. The game is quite family friendly. My son enjoys the design of the game quite well. All in all, the game is really light and a great design.
8 out of 10

OVERALL
Quest for the Open Tavern is a light card game of bidding with a worker placement feel. The game is very easy to play. It has a little bit of strategy to it but not enough to paralyze your choices. The game is rather quick with most sessions lasting no more than 15 minutes. Fans of bidding games like For Sale or light worker placement style games should really enjoy this. The cards are very unique as is the iconography used on them. This is a really great design and is quite fun. The game is family friendly and can be played with little help apart from the explanations for the icons on the rules sheet. I really enjoyed this game and look forward to playing it a lot more. I definitely recommend giving this one a try.
8 out of 10

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For more information about this and other games, please check out Digital Capricorn Studios at their site.

http://digitalcapricorn.com/site/

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