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Barry has just played... 

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Let's tile a bathroom!

1/3/2020

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Azul (2017) review

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Designer : Michael Kiesling
Artist : Philippe Guérin, Chris Quilliams
Publisher : Next Move Games, 
Plan B Games


2-4 players
30-45 minutes
ages 8+
language dependent : No


Written by Barry
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​With three versions of the game now in print, (Summer Pavilion, Stained Glass of Sintra and the basic version of Azul) the sky seems to be the limit for Next Move Games. All three games are abstract tile placement games, share the delightful tactile feel and have had some generus buzz built around them. Winning an award or 10 in the progress, like the 2018 Spiel des Jahres and the As d'Or. Having never played the to newer versions, I cannot give you a comparison or rank the titles in any shape or means at this time. Maybe in the future this will come to pass.
Two to four players will have the privilege of collecting these delightful otherworldly tiles and try to apply them on their wall. Of course this sounds very simple, but there are ways and means of collecting and attaching them to your wall, that will add a challenge. Each player will have their own plateau to place their tiles on and score their own points. While in the middle of the table, tiles will be randomly placed on a number of beer coasters, (there is no other way of saying it) to squabble over. This is technically the heart of the fun, or discomfort of the game. Planning ahead and calculating what the other players will take or discard will take up a vast amount of your gaming experience. And the great thing about it is you can still play the game haphazardly and probably still fair well by the end of the game. Making it an easy game for any level of experienced gamer. Just like anybody can slip on a pair of socks but weather there a matching pair all the correct way round doesn't really matter. ​
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So let's go back to the beer coasters. When your turn comes around, you can select one of these beer coasters and remove the tiles from it. From those removed, you can only keep one set of the same pattern. As seen as there are only 5 different patterns (or colour) in the game, you're more than likely keep one or two of the four tiles that are placed there. All of the remaining tiles will be removed to the centre of the table. The centre of the table is treated like one giant coaster. At some stage in the game, a player may decide to collect all of the tiles of one pattern from this space. As the game goes on, more and more tiles will be added to this. First player to do so will have the benefit it of being the first player in the next round. Of course it has an advantage but it also has a disadvantage explain later on. Taking from this pool can have some benefits of its own, as you can grab a greater number of same coloured tiles in one action. Totally beneficial. Also someone could leave you with no choice but to pick up large group of same coloured tiles to add to your board, which could lead to your downfall. This is one of the great dilemmas of the game. Calculating what you need and guesstimating what the others will need. Picking and choosing while forcing the other players to leave you the best scraps. This is not evident in the first and possibly second round, but as the game goes on, you will find and that this is all you're doing.
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Let's go back to the tiles that you have decided to keep. These will go to your individual player board, where you have a 5 by 5 gridded wall to try and decorate. But before you can add these tiles to your wall, they will have to be placed off to the side of a column that you wish to add them to. As soon as all of the tiles from the coasters and the middle of the table have been collected, this is when they can be applied to your wall. But only if you have the correct amount for the column. Each column requires a different number of same coloured tiles before they can be added to your wall. One column requires one tile. Another two tiles, three tiles, four and then five. It is only now that they can be added to the wall and you will score points for each that does. Again restrictions are in place to make the game a thoughtful, challenging and hopefully fun experience. Each pattern can only be attached to the wall all in a column that doesn't already have the same pattern. Think sudoku. Not only are you trying to get the correct colours in the correct column, but also so in the right quantities. If you do not have the prerequisite to move a tile onto your wall, the tiles you've collected it was stay in that saved space until you do have the required amount. This can lead to missed opportunities in scoring. And the hope of getting them fulfilled the next round. Observant players may take a gander at your previous rounds treasures and play it to their advantage, as I stated before, taking the things you need leaving the tiles you don’t need to collect in you negative point box...​
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Moving onto scoring, there are multiple ways to get points from this game. These are all relatively simple, but the strategy relies on how and which spaces on the wall you fill. Placing a tile on the wall will give you a point. Adding a title to an adjacent tile will give you a number of points depending on the number of adjacent tiles, either horizontally or vertically. So as you can see, placing a tile in the right column at the right moment can give you big numbers. This is the strategy that will separate the mice from the men. But it relies on what tiles come out of the bag and onto the coasters, what tiles the other players leave for you to take and which columns you place these tiles into. To win every time you'll need to be a clairvoyant. Or just aware of the scoring strategy. Two things I haven't told you about the scoring are 1) there is a bonus chance to get extra points at the end of the game and 2) you can lose points by taking the wrong pattern or number of tiles. ​
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The bonuses are very simple. You get extra points for each column horizontal or vertical. On top of that, if you manage to add 5 of the same coloured tiles to your wall, they score you mega points as well. But the gut-wrenching part of the game is losing points from round to round. How does this occur? Going back to the very beginning, when you collect tiles from a coaster or the middle of the table, your add them to one column next to your wall. These all need to be of the same colour. And the correct amount needed for the column. If you have more than you need, they cannot be added to another column. If you have no space in a column or it cannot be added to a column due to the fact that you already have that colour attached to your wall in that row, these count towards negative points. At the bottom of your bored there is the negative point boxes. You will add these unused tiles to this one by one, from left to right. And even the first player marker, which is a tile, will go there as well (see, being first player has benefits and negative effects). When a scoring round comes along, this is when you total up every negative point that every negative tile gives you. If you miss plan or have other superior players screwing you over, this can really sting, as each box gets a little more negative. One time that this happened to me, made me hate the game immediately. If I had reviewed the game then and had been a vain critic, my rating would have been very poor. But that's not the kind of critic that I am. Everything deserves more than one chance and not be judged by its cover. Plus this is it go-to game for my wife, hence I have no choice but to play. LOL
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Even if you're not enjoying the game, they never tend to last very long. Normally after five rounds the game or come to a close. As  the finishing condition is when one player or more has as five tiles in a horizontal line. This is very easy to achieve as the first column only requires one tile of one colour. As long as someone one fills this column each round, round six never exists. It is then that you look at your final scores to decide who the winner is. With relatively simple rules to follow and a rapid playing time, this is a perfect family weight game in a family sized box. Play loose or play it with profound concentration, the choice is yours. ​
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Chunkiness is the key. The boards are thick and sturdy. The tiles are gloriously smooth. And the sack is not bad too. Although I'm not a fan of the black cube, which you place on your board to keep your score. This sucker will slide around from time to time, with so much movement having to move and removing tiles from your board, the board with shuffle or the cube will get knocked. All very minor when you consider the rest of the presentation. Presentation is at its best in the accompanying Rulebook. Well written and well presented with plenty of examples. There is even a variation to the game. By simply flipping your player board over, you will go from a wall that tells you where to put a particular tile, to a wall where you have to decide where to put a particular tile. Still following those Sudoku rules.
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Technical Score 9.5/10
The game is brimming with wonderful tactile components, although it a little dull to look at. Simple rule set and quick dplaying time makes for a good family game. 

My BGG Score 6/10
(ok -will play if in the mood)
I will hand it to Azul, that it is a very interesting game. But it feels restrictive and repetitive. You have to learn how to be good at it, with a little card counting, bluffing and of course luck. You could say the same about Carcassonne, but there's something enduring and pleasurable about building a map in my opinion. 

Combined score 7.75/10
Now it's over to you...
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Festival at Epinal

3/20/2019

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On this Saturday, March 9, 2019, your mission, if you accept, will be to go to Epinal to discover the fun festival and come back with game reviews. Confident in our abilities, proud to receive this quest, we set out on a fun adventure. For the first time, I went to the festival Jeux et Cie d'Epinal, in France. Fortunately, to help me and support me in this heavy task, Barry (second time at Epinal) accompanied me and guided me in the pouring rain (as well as play the role of chauffeur).

After several hours of driving, we arrived at the site: the Congress Center. Easily found, rather well located when you come from far away and with plenty of available parking spaces, the mission seemed to be starting on a good track.

This is a free festival, which offers you the chance to discover new or old games in a good atmosphere and for all tastes. That's what the poster promised us. Once inside the room, we actually find ourselves in a family atmosphere, dare I say zen. The stands were quite spaced out, a lot of tables available, people were smiling, even very welcoming. On site, besides the games we found some service in terms of restoration (although I found the thing a bit expensive), games to bring back (wide choice in the local game stores). As for the types of games, the target audience is still family and children even if, here and there we did find games a little more focused on the expert public. The demonstrators and volunteers present were very good, friendly and quick to explain the rules with joy and good humor. A nice surprise for a festival this size. It is regrettable that some publishers did not make the trip or bring protos to test, while others were just  not present. Overall it's really nice. Too bad it is a bit far, (a 3 hour plus car journey) if not with pleasure I would go back (especially in such a charming company). Especially since the festival only lasted for three days! Wow.

As for our original mission ... So we tried no less than thirteen games. Here are these titles with a (very) short summary and opinion. Plus we pick out our top 3 gaming experiences of the event.
​Attention, these opinions are first impressions within the framework of a festival (noise/fighting for a table/rules not explained correctly/fatigue from continuous playing), as always in this type of events. These opinions can change by playing the game in other configurations, like at home or different player counts or after watching a Rodney Smith video =).
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Res Arcana
Sand Castle games

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Being a big Splendor fan, this game is the next evolutionary step in this genre. From each player taking their individual roles which will grant them a bonus resource every round to the large array of options for things you can acquire, this game does everything in big steps. You are mages each with your own small deck of cards that you will cycle through and either use to protect yourself against attacks or spend resources to put these items in your persons. Not only are they resources but there is also gold which is hard to get hold of. This makes the game a little bit more interesting in the fact that everyone will find different ways to get to different things. Whether it be monuments, creating items, or becoming the lord of the places of power. There is a lot of choices and decisions to be made in this resource fest. There is also a lot to get your head around and many different combinations of items to collect and build. This is definitely a game that I want to reply now that I have a little bit of knowledge on how everything fits together.

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A game by Thomas Lehmann never goes unnoticed. For the occasion, we had the pleasure of playing with a third person, whose name I unfortunately forgot (sorry). The theme makes you incarnate magi in duels without mercy. This is a point-based points race game based on resource and card purchases. The big originality is that we play with a hand of cards, defined at the beginning of the game and we do not receive others during the game. Simple, fast, little thematic, clever. Clearly the type of games to deepen.


space gate odyssey
Ludonaute

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I’ve already done a first impressions article for Space Gate Odyssey which you can find here. But after a second play, I still want to play this again. And with a larger play count. The game is still a nice brain puzzle of efficiency, where you’re creating a maze for your ants to run around in. And then hopefully give you the points that you need when they arrive on planets. Even playing a slightly altered strategy, I’ve found other things that I want to try afterwards. Although surprisingly light in mechanisms, this game is enjoyable and a little head scratchy as players try to complete actions without giving the other players benefits.

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I finally got my hands on this new game by Cédric Lefebvre (designer that I appreciate a lot, humanly and playfully). This space game invites you to build your station to be able to send your settlers to take possession of untapped planets. A mixture of several mechanisms that work. It's simple, the material is nice (even if the icons are too small). Thematically, I did not feel the basic construction and spatial exploitation side. It stays in a semi-light game world but with some subtleties.


slide quest
blue orange games

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This is a kid friendly game about balancing and sliding. Inside the box is a specially built platform that is held in place by four levers, each of the four edges of the base box. It is these levers that players will be lifting and dropping to make the main board tilt. There are a variety of maps that are put onto this platform which depicts a route, a start and finish space, and some obstacles, which are inserted into holes to give a 3-D effect. From then on, the players place a hero and the starting zone and use the levers to make him roll (he has a ball bearing inside) along the path and complete different objectives. Like push bandit into holes or move dynamite next to a monster. All very simple, just like in Loony Quest. But it did not hold my interest. Possibly because there were no kids playing with us. Definitely a family game, but not one I found myself having fun with.

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I liked ​Loony Quest ... but this new title is clearly for the even younger ones. The materials are interesting, the basic idea is nice but the game is much less. No real challenge, the look is very childish, replayability seems limited. I am disappointed.


7 ronin
Grey Fox Games

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A two player, out thinking, abstract a two player game. Where one player will have seven ronin to protect a village. While another player has a horde of ninjas ready and waiting to attack the village. Players will place their heroes and warriors on locations behind a screen before revealing to see which zones they attack and defend. Each Ronan has their own special power which they will used to try to illuminate the ninjas. Before any unhampered ninjas get to perform special actions depending on the area of the map that they approach the village from. It takes a little while to get use to colours, powers and actions, but it surely worth replaying to get into the theme and strategy layed out in the rules. An elegant to play, back-and-forth abstract game that requires lots of coffee and some ESP to win, but not necessarily to have fun.


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A game of bluffing and tactics in the Japanese feudal world. Very minimalist in its material (and yet really beautiful), the game is very pleasant and offers a good challenge. It will take a good blow of bluffing, but also a lot of luck to prevail in this asymmetrical game that works really well.

guilou's #2 game of the festival


mississippi queen
super meeple

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Soon to be reprinted by Super Meeple, this is a racing game based on the American Queen Steamboats that were used to transport passengers along the Mississippi. Each player’s boat has an engine which can change up and down gears, which adjust the speed and number of spaces it can move. And each has X amount of coal, that can be used to change the speed a little bit quicker. Mechanically interesting as the random generated river winds left and right, with passengers to collect en route. It felt like a light racing game for the family and is lacking something to make it a bit more intriguing. Hopefully this is something that will be added in the (probably deluxifier) reprint.

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This is the proto of the reissue of Mississippi Queen. Racing motorboat game where you have to juggle speed and use of coal to take passengers and arrive at the destination first. Difficult to issue a final opinion especially that the two-player configuration. A small novelty, not necessarily the most interesting. The game is nice but the advanced tiles will soon be indispensable.


scarabya
blue orange games

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I fell in love with this puzzle game that uses Tetris pieces as it’s core. Player all have the same playing board, which has scarabs depicted on random spaces that when collected give you points. And rocks that block the placement of your Tetris pieces. This is a synchronized puzzle game to see who can best manipulate their pieces to divided their board to get the most points. As one by one each player will take the same piece and lay it to enlarge their camp, leaving the scarabs uncovered in groups of two. With very simple rules (even though I messed them up several times), this was a simple pleasure where the replayability comes from the challenge against the other players. Something my family will love to play but may quickly be forgotten due to it being the same repetitive game.

barry's #1 game of the festival

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A little game by Bruno Cathala and Ludovic Maublanc. We are on a tetris tile set with a handicap. We’ll pass on the theme that is not present, and we end up with a simple and fast game. The goal is to surround scarabs in spaces up to four squares. The scarab still need to visible in this space and will bring you as many points. The tile to be laid is defined by a map. All players play at the same time. It's a solitary game in a group. Family style, replayability can be quite important as long as you adore the concept.


 nagaraja
hurrican games

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Exploring a temple Indiana Jones style is what this game promises. But it doesn’t deliver this experience due to the fact that the main mechanic is an auction. Yes, you’re going to be bidding for tiles to add to your player board. These tiles have paths that you can follow to take you to treasure that is allocated at the edge of your player board. Your cards, which have two functions that include, values of sticks (that are like dice) for the auction and powers that you can use if these stick like dice roll blank. This stick dice is a great idea but a little lost in this game. Again the construction of paths to take you to treasure is a nice idea but is lost entirely in this bidding war that you and another player will have. Some nice ideas, some fantastic artwork, but it didn’t convey the theme I thought the game was implying.

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Another game by Bruno Cathala but this time with Théo Rivière. We recognized immediately the graphics of Vincent Dutrait. A game for two players (again a forgetfully theme). The objective is to be the first to recover 25 victory points with the help of treasures or relics that you will be able to unlock, thanks to tiles in your temple. The material is nice but the game is pretty average. It moves, but it is clearly missing the little slice that makes me want to come back. Yet there are good ideas inside.

ice team
the flying games

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A polar bear race where they will be swimming, running and surfing on floating ice. For something that looks like a young child’s game, Ice Team has a lot of depth and strategy to it. Cleverly eliminating parts of the track may hinder your opponent in this two player, for polar bears per player race can help you. Or it may help your opponent, as swimming can make traversal of large open areas a rapid way to catch up. With a random course set up to the change the layout of icebergs, players will have a handful of replayable experiences. As it’s not about being the first across the line but it is also about how many fish you can pick up. Or steal. With some really nice ideas like freezing fish to stop players stealing them and sliding ice blocks, plus disintegrating ice all add up to a fun experience. Although only for two players.

barry's #2 game of the festival

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I'm not necessarily a fan of this range, which I find a little too young for me. Once again, a game from ... Bruno Cathala (he is everywhere) but this time with Matthew Dunstan. I must say that I was really pleasantly surprised. Besides the really nice look (they have class polar bears), the game has very good ideas (surfing on the ice or frozen fish). Young and old can find this enjoyable. A good game, light but nice. And in addition presented very beautifully with a giant version is very nice! (not retail)


the Quacks of Quedlinburg
North Star Games

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An interesting bag building game and the first of its kind that I have played. Drawing different ingredients at random from your bag to add to your cauldron to create the most powerful potions. With a high push your luck factor, as you do not wish to make your potion explode with the wrong ingredient, but also make it the largest potion possible. This benefits you in points as well as being able to buy better ingredients to add to your bag. Lots of choice and replayability in the ingredients that you can collect and I believe it adapt well to all types of playing styles. I can see how this won the Kennerspiel des Jahres, but I found it a tad repetitive, as I longed for the last round. I want to play it again, but with a shorter playing time and maybe 3D ingredients…!

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The First game I had to read the rule (it was late at night and the demonstrators had gone, but not their games). Well we must say that we could not miss the chance to  play this Kennerspiel. Especially since I had heard a lot of good things about it. You are healers who have to find Potions recipes to sell on a market. But finally what a cold shower. Yes the game works, it moves, but ...  that’s all? It's a mix of bag-building with some original and well-found ideas. A family game at it’s base, to which one has artificially added mechanisms to become more for player. Too much manipulation, a lot of chances, not really smooth when discovering it, little choice, very repetitive, very little interaction, each player plays in their corner without looking at the other cauldrons. A real disappointment (and yet we were in very good company).


Lindisfarne
runes editions

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Many moons ago I played this game as a Prototype. At that time it felt like a roll and write game as it was rolling dice and writing on paper. You’ll allocate at least one of your results to one of three charts to try to get superiority there. This final version has rune tokens and dice, with some exquisite Viking card art. The mechanisms have not changed but there are more ways to gain points in this version of the game as you collect cards. Whether you have had the highest value of saved dice or the highest collection of the same number, these will give you the first choice from a selection of cards in the zone. So, more of a set collection game where you will be collecting cards for the color or their panoramic view that you can complete. As well as individual scores for each card and special powers on some. This is a nice medium white dice rolling set collection game that will have you pondering for a while but never leaving you swimming for options.

barry's #3 game of the festival

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A game that immerses you in the Viking universe. The goal is to plunder Europe and bring back wealth. A collectible game where you will have to try to win on several tracks to recover fresco cards or objectives to fill. Several ways to score, a lot of replayability, a strong interaction, the presence of chance (but can be lessened), fun and deceitful. I really have the desire to play it again. My favorite of the show! (and in addition the large version on the demo table was awesome).

guilou's #1 game of the festival


zombie bus
sweet games

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Yahtzee​ for kids who are into zombies. That’s all I can say about zombie bus. It is a simple game for a family audience, where on the players turn they reveal a Zombie and roll some dice. The dice have various body parts depicted on them as well as the zombie cards. Having results that are the same as the zombie card means that you can damage that zombie. If you managed to tick all the boxes, that zombie is dead and you score points for them. But also at the same time, in the middle of the table is the bus that the game is talking about. And on it is a group of cheerleaders that everyone has to rescue. The dice also have other results, like the star and joker. Collecting a certain amount of stars on your turn can be used to rescue a cheerleader. Rescue all the cheerleaders will deplete the deck of zombie cards the game will end. Yes this is a cooperative game we are a family can work together to kick some ass before the zombie kick yours. Or eat the cheerleaders.

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I love zombie games and I am generally good bate. But that did not take. Still, the atmosphere is there. Cheerleaders, special zombies, the second degree, the presence of dice ... But we are faced with a game where ultimately the choice is obvious. We did not feel like doing things, we let ourselves walk through the game. The zombies for, the vast majority are almost all the same. There was not really any epic or fun moments. We threw our dice without really thinking. And we watched the time pass. Too bad.


Honga
Haba 
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Keeping your pet satisfied while doing your errands can be a handful. That’s what Honga is about. A very stunning looking have a game where players will draw cards at random and then play them on to the board at a certain angle that will allow them to one stroke the sabertooth tiger and to collect a resource or perform an action. A simple mechanic that will make younger children very happy and very angry when the sabertooth gets no affection and eats their resources. With plenty of paths to scoring points and some beautiful cartoon art components, this game is sure to please the young family and teach responsibility as well as management skills.

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Hard to do better than Karuba (which I like a lot in style). Honga offers nice material, and the idea of Honga that comes to attack you if you forget it, adds a constant pressure. And yet, the game struggles to convince. The chance of the cards dictates the way you play and the most profitable actions appear on their own. Really not convinced. Children can find their account but for how long? To try again can be …


That’s pretty clever
Schmidt / Stronghold Games

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A basic “roll and write” game, which means that a player will roll some dice and then players can write down the results on their sheet to tick some boxes. As simple as that. Although each color die has its own area to be ticked. Some of these areas just accumulate into points. And some areas create columns, that when once filled will allow you to tick another box somewhere else. I simple idea about taking boxes like playing bingo. But proving you are best at it by either rolling well or checking off the right areas at the right time, is not much of a game. For me it’s a little something and nothing.

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Another game by Wolfgang Warsh. This time we are dealing with a little game dice super clever. The thing is very simple, we have a grid to fill, we throw dice, we choose and next where we check if we can unlock bonuses. The game offers good ideas with different scoring areas. Fast, simple, clever and can be deceitful. The choice of the dice for the first player will determine the choice for the following. A success.

guilou's #3 game of the festival

And there you have it. All the discoveries we made and fun we had playing. Plus it was a good laugh in our company and those we encountered. Thanks for reading and if you have any questions or comment, write them below.
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Paris was playfull (Festival PeL2018)

6/28/2018

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The sun is shining. 

The heat is comfortable.

​The wind blows genitally. Then a little more forceful, making cards fly off tables and frantic gamers scramble after them. Only to return to the table with a giggle on their lips and the game continues.

Yes, we are outdoors at a weekend festival called Paris est Ludique. ​Not "Gay Paris" but "Playful Paris." Where publishers from all over France come to demo their new game, classic big sellers and games for the future. First time and famous designers show up to to get reactions from their prototypes and maybe their signature on a contract. Also Belgium publishers get in on the act and somewhere, hidden away there is even an English one too. 

But that is not what you see as you walk around the Pelouse De Reuilly. It's all the smiling faces from the thousand guests that are walking around. From the demonstrates, content to retell the story of why their detective is addicted to cigarettes or why it's important to save the animals in the zoo. Even from the security personnel, who are amazed to see some many gentle people having fun together. And these smiles reflect in the environment all around.

This is not the first time that I have been here and felt this ambiance. PeL (Paris est Ludique) is my local big event, where I get to catch up with friends and contacts that I have made over the years. It is the second best event that I attend every year, after Essen (nothing will beat that). And I enjoy every minute of the wondering and babbling that takes place there. It's family friendly exterior entices thousands of parent to sit down and have fun with their kids.
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With it's outdoor events, gaming tournaments, there were also the awards for the editor and authors of games. So much going on but all well organised.  A lager event that is getting larger and large. In fact, this years ticket sales were 7,000 more than the year precede. A total of 20,000...(your gonna need a bigger boat!)

So I played as much as I could, so I could show you what is new and coming to our hobby. And maybe a be of that smiling has been captured on video and rubs off onto you. Roll on PeL 2019... =)

Overviews and interviews from Pel

Luxor
Atalia

Solomon Kane (KS prototype)
Mythic Games
Topiary
Aurora
Raids
Iello
Gravity Superstar (prototype)
Sit Down!
Tokyo Highway
Asmodee
Los Angeles: Vice Division
(KS prototype)
99 Monkeys
Badass Force
Funky Sheep
Arkans
​Yoka by Tsume
Ikan
Morning
Kung Fu Panda: The Board Game
​(KS prototype)
Modiphius
Ganymede
Sorry We Are French
Apocolypes at Caron City Zoo
Poc!
Jeux Opla
Fertility (prototype)
Catch Up Games
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    Authors

    Barry &
    Guilou & Arnauld

    shortcuts

    All
    1st Impressions
    99 Monkeys
    ABACUSSPIELE
    Act In Game
    Alderac Entertainment Group
    Ameritrash Games
    Arnauld
    Asmodee
    Atalia
    Aurora Games
    Barry
    ​Bellwether Games
    Blackfire
    Blackrock Games
    Blog
    Blue Orange Games
    Bombyx
    Bonjour Games
    Burky & Badger
    Buzzy Games
    Catch Up Games
    Choice Provisions
    Clyde & Cart Press
    CMON Limited
    Cool Mini Or Not
    Cosmo Duck
    Cranio Creations
    Cryptozoic Entertainment
    Czech Games Edition
    Draco Ideas
    Druid City Games
    DV Giochi
    Eagle-Gryphon Games
    Eclipse Editorial
    Edge Entertainment
    Eggertspiele
    Elwin Klappe
    EmperorS4
    Essen Spiel
    Events
    Fantasy Flight Game
    Filosofia Editions
    Flying Carpet Games
    Flying Frog
    Funky Sheep
    Game Brewer
    Game Works
    Gen Con
    Gigamic
    GMT Games
    Golden Egg Games
    GREIFERISTO
    Grimlord Games
    GRRRE Games
    Guillotine Games
    Guilou
    Haba
    Hasbro
    Helvetiq
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