Showing posts with label table top. Show all posts
Showing posts with label table top. Show all posts

Monday, 22 February 2016

Adventures in Dungeons & Dragons



This year I have broadened my horizons even further in the gaming world and have delved into the realms of role playing games and tabletop miniature wargames. So far, Dungeons & Dragons and Warhammer 40k are the ones I play the most. I have even been trying to paint the miniatures for these games, as if I don't have enough things to do already!

I will be honest, prior to playing D&D I had very limited knowledge and little idea of what it actually entailed. I remember loving the 1980s cartoon Dungeons & Dragons, and wanting a short unicorn that sounded both squeaky and gruff, but that was probably the closest I got to any D&D action. One thing I knew for certain about this game was that there would be a lot of dice rolling, and rolling a natural one was bad! I am the expert when it comes to low rolls, so I knew from the start my characters would have a hard time.


When I asked about D&D I was told by many people that it is all about storytelling, that you and your companions are weaving a fantasy story together and none of you know what will happen in the unfolding chapters. Even the Dungeon Master (who controls and organises the game) will not know the outcome for definite, they have a plan but will keep that a closely guarded secret. In this sense, it feels like an incredibly unpredictable and compelling experience. Armed with a drawstring bag of colourful dice, slightly blunted pencils and some paper, I boldly marched into the scenario. I was introduced to the 5th edition D&D; a beautifully illustrated Player's Handbook and not as daunting as I thought it would be. I was also given a character sheet to fill out. Oh, the choices! I chose to go with a homebrew race; Merfolk Erectus. This could have been a very bad choice for my first character, but I went with it as I liked the idea of a Mer-person with legs who needs to consume gallons of water every day in order to stay alive. In a separate campaign at the local games shop I was given a pre-gen character sheet, so it has been fun playing in different ways.


Playing out these campaigns with a crowd of strangers is interesting, and it is funny how we know each other's character's names but perhaps not our real names! After a few sessions the true names are remembered a bit more. We all refer to the Dungeon Master as the DM, even though we've known his name for ages. I have been quite lucky with Dungeon Masters so far, they all possess a great depth of knowledge of the world, and they have played enough times to know what works and how to keep everyone stimulated. They have also been very versatile and patient with beginners, such as myself. No one in our campaigns has been stuck on a rigid quest or killed off for making a tiny mistake...yet. I must say, my characters have suffered many misfortunes for their poor life choices. The last campaign with my pre-gen character did not go too brilliantly. My bereaved halfling had just laid her husband to rest (he made a VERY poor life choice, bless him. Involving bandits, no useful weapons and no back-up) when she was attacked by a were-boar and started to show signs of changing. On that day, she ate a priest by accident, stole a lot of bread and copper coins, ate a goblin's face, conquered the thieve's guild and then got bitten by a vampire in the night. To their credit, her companions did not reject her or turn her in. They may have purchased some shackles and a muzzle, just in case.

My Merfolk Erectus guy, Merlot Von Whet, has had a bit more luck than my halfling. He was just a name and a few abilities in the beginning but now he is so familiar to me and has his own unique personality. He is rather flamboyant, as he is of royal blood, but was banished for inappropriate behaviour in the palace. He always seems to have a heavy purse, despite his banishment. He is a druid, and can use Wild Shape to shape shift into various animals. As he has levelled up, so has this spell, and it has gotten him and his companions into a few...situations. It is not entirely his fault, as I am still grasping when it is ideal to shift and when I should let him stay as he is. The occasion when Merlot was a mouse and shifted back to humanoid form whilst crawling in someone's trousers was a valuable lesson to learn. Rolling low for initiative meant that the man was wearing metal armour and Merlot was horribly wounded. Luckily he is a bit of a healer, and time heals all wounds, right?

The sheer amount of trouble my companions and I get into is insane, we are only trying to do good deeds and help local villages out but things do not always go to plan. I guess that is the beauty of the D&D experience, because things would never go smoothly in real life. The most recent 'mishap' in the campaign at the games shop involved the slaughter of what we thought were a group of bandits. It turned out they were not bandits at all, they were emissaries for the Royal Fleet, and we ended up feasting with one of their brothers! There was a lot of guilt at the table as we listened to him speak fondly of his noble brother and how eagerly he anticipated his arrival. Gulp! We still finished the banquet and stayed in their castle, though. it would be rude to decline such an invitation.    

My next campaign date is late April, which gives me plenty of time to paint up my halfling. I look forward to finding a cure for my vampirism and breaking the curse of the were-boar affliction, with the help of my D&D posse. As true in any quest, all you need are good companions and good (ish) ideals. But don't shape shift whilst messing about in someone's armour, it does not end well.           

Thanks for reading!

Marisa xx

Thursday, 24 September 2015

Ninja Bowling by Odd Hackwelder




I always get excited when a package arrives at the door, it is going to be something I kickstarted or something shiny from Amazon. Yesterday it was Ninja Bowling by Hacko Games, and I dived straight in for some good old fashioned bowling fun - with a twist. Ninja Bowling is a dexterity card game, picture traditional bowling pins being decimated by ninja throwing stars and you have got the idea. It is easier than actual bowling for me, and there is no need to wear the musky rental shoes. 

The game was designed and published by Odd Hackwelder, the man who created Monster 55 and M80, an assortment of fun and light card games that are simple to learn but also challenging (in a good way!) if you are a little clumsy and slow to react like me. 


To begin, players set up six pins in a triangle formation, almost like they would be set up in a alley. Players then take it in turns to throw three stars at their opponents pins. When you throw the stars, your hand can not go past the front of your own pins. If a star lands on a pin, or multiple pins, then those pins are swept to the side and removed. After one round, count up the pins that were knocked out and whoever got the most gets a Spare card. If your stars managed to touch all of the pins then you get a Strike card. In the two player game, if a player gets a Spare and then wins the next round too then their Spare becomes a Strike! The winner is the player who gets three Strikes. 

The two versions I ordered were the two player version and the mini multi player version. The two player version is a normal playing card size and the mini version is for two - six players. The mini version is very similar to the normal one, with the exceptions that you are collecting your opponent's cards when you achieve a Spare or a Strike and you may target any player during your turn. 



The game is simple to pick up, easy to assemble and quite fun. It gets a bit competitive as you hurl the stars across the table at each other. It was looking good for me at one point as I had two Strikes and my swinging wrist action seemed unusually coordinated. But, alas, victory was swiped from me as I threw some stars too hard and they slid off the table. I had polished it earlier in the day, I blame my loss on that.

I imagine a ninja would go bowling this way, but would they wear the rental shoes that squeak awkwardly and unstealthily when you trip up trying to administer an under-arm bowling action?         

Thanks for reading!

Marisa xx

Wednesday, 23 September 2015

Kickstarter Feature - Sandwich Masters by Big Punch Studios


In the realm of table top games there is a vast choice to choose from and it appears that the list keeps growing and growing! Kickstarter is a useful platform for game designers to release their creations, and Big Punch Studios are unleashing their first game through it in their new campaign. Big Punch Studios is a collective of four creatives; Nich Angell, Lucy Brown, Jon Lock and Alice White. All four imbue the talents and diverse skills needed to make their company a stonking success, they are responsible for the popular comic series of Afterlife Inc. as well as working with Titan and the BBC, and I had the pleasure of interviewing them recently about their new venture into table top territory with their game Sandwich Masters. You all know that I cannot resist a game with a food theme!

Sandwich Masters has gone live on Kickstarter recently, can you tell us a little bit about it?

Sandwich Masters is the first game that Big Punch Studios has produced. Normally, we make comics (we're the creators of Afterlife Inc., 7STRING, Cat & Meringue and Big Punch Magazine), so it's nice to exercise our love of games for a change!


Sandwich Masters is a game about sandwiches. And strategy. Oh, and sabotage. Players compete to build sandwiches, complete orders and earn noshbucks. But in the race to earn money, standards are easily forgotten. Each good ingredient has an evil counterpart. Customers won't notice the distance (is that beef or a live cow, bacon or facon?) but if someone plays a Health Inspector card, expect a hefty fine! You can also play Attack Condiments (a sneeze, broken glass) to ruin your opponents' perfectly good sandwiches.

 How long did it take you to perfect Sandwich Masters?

The original concept for Sandwich Masters came to us while stuck in a traffic jam well over a year ago. For a while afterwards we toyed with the idea on and off, coming up with random gameplay mechanics that were either adapted, adopted or discarded in later days, before dedicating a solid week where the four of us would seal ourselves away from the outside world and finalise the game. Most of the development was done in that intense session. After that, we progressed to test copies and demoing it with our local gaming community, before finally arriving at the product we have today.


 Have you always been into table top games?

For as long as we can remember! Like most people we started with family favourites such as Monopoly and Cludo, before discovering, in later life, the wealth of modern day games out there. While comics are our first love, we've all harboured dreams of making games of our own for a long time.

 What kind of games do you favour? And what are your favourites?

Games that are easy to learn but difficult to master. Games with a real visual appeal, be it a great design or something as pleasing as many, many intricate and beautiful pieces. Also, we've recently discovered and gotten into cooperative games, games where players must unite against the board.

How did the concept of Sandwich Masters come around? 

Sandwich Masters began life in that fateful traffic jam. I don't think anyone set out to create a sandwich-themed game. We were all just very hungry at the time, which I think helped. Perhaps in that delirious state of hunger we were all a little unhinged, because talk of sabotaging sandwiches seemed to make perfect sense at the time! 

Have you ever found anything untoward in a sandwich? My worst find was goatee hair.

One of the worst things we've ever found in a sandwich was probably the time Jon accidentally swallowed half a cocktail stick, which was hiding inside a particularly devilish club sandwich. It was not the best of sandwiches. 


What would be the worst thing for you to find in a sandwich?

A time paradox. Your death certificate. A black hole. Monday morning. Or possibly just too much salt. 

How long have you been a part of Big Punch Studios?

Big Punch Studios, as a company, has existed since 1 BP (otherwise known as January 2015). Before that, we operated as a collective of sorts, making comics together and exhibiting at shows. We still do that. It's just a bit more official now, what with Sandwich Masters, our business and our quarterly magazine publication, Big Punch Magazine.

Do Big Punch Studios have any more games in the pipelines?

Definitely! And maybe even some related to our comic book properties. Hint hint.

You have had a number of successful Kickstarters now, what advice would you give to newcomers?

Plan, plan and plan in advance. Consider all extra costs, such as postage and Kickstarter's administrative fees, before launching. Hit the ground running. Promote your Kickstarter well before it starts. Finally, enage with your backers. Back sure you reward them for their support and pledges any way you can. Make them feel a part of the project from Day 1.

Thank you, Big Punch Studios! You can check out the Kickstarter for Sandwich Masters here.

Thanks for reading!

Marisa xx

Friday, 21 August 2015

Eight Minute Empire: Legends


One of the first games I played at Thirsty Meeples was Eight Minute Empire: Legends, by Red Raven Games. This is a sequel to the original Eight Minute Empire, and it is a standalone game rather than an expansion. The game focuses on building an empire by gaining territory and using strategic moves, in a fast-paced fashion. Eight Minute Empire is one of my most played games at home. I picked it up at MCM London in May and I have played it an obscene amount of times. It is wonderful how the game is so compact, with so much to offer in eight minutes - possibly longer if you deliberate over your turns like I do at times. All of the dilemmas approach; which card to choose from the row, which block to move? Do I want to start amassing a small army abroad or produce more armies in the starting base? Oh, the choices!

Eight Minute Empire: Legends, like the original, is played on a modular board that gives you options in the set-up of your map. Once the board is assembled you may select which colour you wish to be. Each player gets a number of blocks and three cities, they place four of the blocks in a central area on the board. The blocks represent armies, that you will be sending out to seize land and populate the areas with. In the two player version I played, another colour is selected to act as a third player on the map and ten more blocks are placed in random places. At the start of the game, players bid to see who goes first using the coins they are allocated, the number of coins will depend on how many players are in the game. 


The deck of cards is shuffled and six cards are laid face up in a row, at the top of the board. The deck lies nearby, ready for the players to draw again and replenish the cards taken. Players take turns to select a card and carry out the action on it, it could be to add more armies, build a city, move armies, or destroy an opposing army block. When cards are taken, the rest are shifted to the left, and a new card is revealed from the deck and placed down. The first card in the row is free, then the rest can be bought using coins from your hand. Once shifted, the older cards become slightly more affordable and the new one is the most expensive. The Legends cards have special abilities that allow you to gain extra Victory Points. To win the game your armies must control the most territory, and your collected cards can help give you bonus points. 

If you get a card that allows you to build a city then you get to place the insanely cute castle on an area of the board where you have one of your armies, and then you can spawn armies from there in future turns. This is ideal if you have a rogue block across the sea, then you can dominate more territory.          

The game ends when each player has a certain amount of cards, again, this depends on how many people are playing as Legends is a 2 - 4 player game. At the end you score points based on how many regions and islands you control, and add up any extra points that your cards have added. This is a highly enjoyable game, it is brief but it gets very heated and after one game I always want another straight after. The board and the cards are beautifully illustrated by the designer, Ryan Laukat, with legendary creatures and mythical lands. The rich artwork, quick set-up and smooth game mechanics make this one a perfect choice, building an empire in 8 minutes or so never looked so good!

Thanks for reading.


Marisa xx

Tuesday, 11 August 2015

Burgoo - Stewing on it!


Last weekend I played two games by Tasty Minstrel Games; Burgoo and Dungeon Roll. I purchased Dungeon Roll from Orc's Nest in Covent Garden, the majestic-looking treasure chest caught my eye as I was browsing the shelves and the description on the box sounded quite fun and appealing to a fan of dice rolling games. Burgoo was given to me by a friend to help me reach my goal of playing 200 games in August, it is a loan but I have a feeling I may be purchasing it at some point. My notes on both of these games were quite lengthy, so I will concentrate on Burgoo tonight, to save my blog from turning into an essay.   

Burgoo is designed by Dan Manfredini and consists of a collection of counters, with six different images of food ingredients to make a special stew. The premise of the game is that it is a cold Autumn month, and the community have gathered together to prepare a warming stew for all. The winner of the game will be the first one to add all of their ingredients to the Burgoo, whilst sampling it the most. It is making me hungry all over again, just typing this! 


The game is set up by each player by randomly arranging ingredients of the six types into a column, this is called the Batch. In the two player version, as I have been playing it, each player constructs two Batches. They additionally take one of each ingredient into their hand and hide this from their opponent, keep it secret! All leftover counters are placed in the middle of the table and this becomes the Pot. As the game begins, there are three actions that players can take; adding ingredients, sampling the Burgoo and splitting a Batch.

Adding ingredients is how you empty your Batch; throw a robust onion into the hearty stew to give it a little kick! You can add an ingredient from the top or bottom of your Batch by throwing a matching one from your hand in the Pot. If your opponent has the same ingredient in the same place as yours then you acquire that piece in your hand, thus making your secret stash even bigger. 

To sample the Burgoo you simply grab a wooden spoon and dip it in to the simmering Pot. Or, in reality, you pick up a piece from the Pot that would benefit you in a future turn. 


When splitting the Batch you toss any ingredient from your hand into the Pot, then you split one of your Batches in any way that will benefit you, such as splitting it so you have two potatoes at the top, then when you next discard a potato you will be ridding your Batch of two. You can split a Batch multiple times, even down to one counter that is deemed both top and bottom, but you can only split once per turn. Doing this also could help out your opponent, though, so keep a watchful eye over their Batches and make sure you are not emptying their stack as much as your own!

This is an enjoyable game, I like the idea of neighbours coming together to make a big stew but trying to out-cook each other and finish up first. It is almost like a cooking show on the Food Network, with the chefs racing against time to finish their dish, but also sampling it and keeping a little stack of secret ingredients on their person. I have a bit of a penchant for games with a food theme (you may have noticed) and this one certainly ticks all the boxes with its accessibility and strategic game play. It even has a recipe for Burgoo printed in the instructions sheet!

Thanks for reading, next post will be focusing on Dungeon Roll :)

Marisa xx                   

Friday, 7 August 2015

A Trip to Draughts


This week I ventured up to London to visit the board games cafe, Draughts, to see how many games I could rip through from opening to closing. The cafe is situated in Hackey, a short walk from Haggerston station, so locating it was fairly easy. On weekdays it opens at 5pm, so we made sure we were there early, loitering around outside - even though I had a table booked in advance, because I am silly like that.



Draughts is a really unique place, it was a very fun experience and reasonably priced at £5 each to play as many games as you can handle. The food and drink were quite affordable too for a London venue, and amid the mass rounds of pear juice and Jalapeno pretzels we got quite a few games in. At the back of the cafe there is a library of games to browse through, over 500 games of all genres under one roof like a treasure trove. The staff were friendly and keen to recommend games, then demonstrate how to play them. We started off with something light to warm up; Elk Fest. This is a simple little dexterity game where you and your opponent flick counters from either end of the table. The counters act as stepping stones for the wooden elks who balance upon them, and you must move them across to the other side without the elks falling off.


After settling in with the elks, we moved onto Machi Koro, which I have wanted to play for a while now and was happy to finally crack open the box. It is a city building and dice rolling game, and it is very addictive. You build up your city by collecting various cards through dice rolls and coin counters. Some cards give you extra benefits and hinder your opponents, I had a cheese factory stolen by my opponent! As soon as it was over I was ready to go again, but other games were calling so I relented and moved on to Imperial Settlers.   
       

Imperial Settlers is a civilisation building game, where you are playing as early settlers from major continents, collecting resources to build and trade with. The concepts and mechanics of this game were not ones I was too familiar with so I found the first round rather daunting but I soon adapted and was racking in the apples and meeples. This game is fantastic, and I ended up going home and ordering it for next day delivery.


The next game up was Agricolam as it was highly recommended by the staff at the cafe. This echoed some of the themes in Imperial Settlers, but is more of a worker placement game. You collect resources to build upon your farm and land. and take a number of actions depending on how many people live in your farm. I was so focused upon growing obscene amounts of carrots that I forgot to reproduce, so I had less people in my farm and less actions to take!


We managed to squeeze in three versions of Timeline towards the end. Timeline is an educational card game where players must use their knowledge (or guess, as I do a lot) to pinpoint when certain events occurred throughout history, and place their cards in chronological order in a row. As the hours flew by, it was so tempting to stay until closing at 11pm but the thought of missing the last train and having to wait for the night bus was too traumatic, so leaving at 10,30pm was preferable. But I must admit, on the way home we played a few games on the I-Phone...and perhaps more games upon arriving home. We have problems!  

Thanks for reading :) 

Please feel free to recommend games to me or just talk about games to me at
kookycherry@hotmail.co.uk

Marisa xx 



   

Sunday, 2 August 2015

New Games!


I purchased three new games from Marquee Models this week; Agent Hunter, Fluxx and Hanabi. I am looking forward to playing these, especially Hanabi as it is a cooperative game and I rather enjoy those. Holding a new game and unwrapping the packaging is almost like opening a Christmas present.

I have a sneaking suspicion that even more new games will enter the collection next week, as I have a few game related events lined up! Keep your eyes peeled for updates :)

Have a good night


Marisa xx  

Thursday, 30 July 2015

Sushi Dice


I thought I would start the morning off with a game that would awaken my senses and make me alert, Sushi Dice by Sit Down! Games is perfect for that. I picked up this game from Travelling Man at London MCM Expo in May, and it has become one of my favourite dice games. You are playing as a sushi chef, preparing delicious sushi platters in haste against your opponent. A deck of cards highlights the different sushi platters that need to be made, three cards are drawn from this deck before the game starts and are laid face up on the table. You and your opponent must try to create these dishes by rolling six dice each simultaneously and matching up the symbols on the dice to one of the cards. When the game begins you start rolling your dice like crazy to make the platters, setting aside the correct symbols and keeping on rolling the other dice until you match the dice to the card. When you have matched up the symbols you ding the service bell and take the card. That card is then replaced by a new one from the deck and play resumes!

 Sounds rather frantic? Well, the craziness is pushed even further to the extreme by the "Yuck" factor. On three of the dice in your hand there are little black skull symbols; the "Yuck" symbol. This means that your sushi dish you were slaving over went horribly wrong, one of the other chefs has tasted it and deemed it unsuitable for consumption. If you roll a "Yuck" and your opponent notices, they can say (or scream, as it often happens) "YUCK!" and that forces you to re-roll all of your precious dice. In a two player scenario, the first player to collect six cards is the winner, the victorious sushi chef from a cut-throat kitchen of critics. 


      
The star symbol on three of the dice is a wild card, it can count as any other symbol in order to help you complete a sushi platter. The star symbol is a life saver in most situations!

Sushi Dice is a fun and quick game, a great prelude to a gaming session and also quite addictive. It can be played with 2 -6 players and is suitable for ages 6+ so it is a good group game for families and friends. Even though the box says it takes 15 minutes, it could last all night, if you take the pressure of the kitchen. The frenzy of rolling your own dice to match the symbols, but also keeping a watchful eye over what your opponent rolls in case they should roll a "Yuck", is not for the faint-hearted!

Friday, 24 July 2015

The rain won't ruin my summer this year!

Every summer I have dreaded the rain coming, as it meant that I would not be able to skate outside or my pic-nic would be ruined. I was always desperate for glorious sunshine or I would become undone and sulk until the weather cleared up. But this summer I have finally found indoor activities to keep myself from despair. It is pouring down with rain today but I am not sad one little bit, as I have just joined a gym to release some energy and at home I am surrounded by fantastic games. My skates are sitting upstairs looking glum, but I will find a roller disco to give them a good roll. As for now, I have a very busy afternoon ahead of me...


I have set up a little conveyor of games to play. First up is the tile placing strategy game, Blokus, which was one of the first games I was introduced to last year that started me getting hooked. Then a spot of Famiglia, which is a deck building Mafia game I picked up at the UK Games Expo in May. after that we have M80, which is a great and tense card game I got on Kickstarter this year, I will be going into more detail on this game and others by the same games designer later next week. Last but by no means least, we have Coup on the table. This is another one of my favourite bluffing games, I hope I can claim victory in this round!

Wish me luck! :)

Marisa xx

Tuesday, 21 July 2015

What to play first tonight?


I have a nice little spread here of games, and I just do not know which one to start with. Why, you ask? Because I want to play all of them right away! It has been a few days since I have had a reasonable fix of gaming, so I am eager to dive right in. Perhaps I will ease into it with Pairs or Just Desserts, or go straight for the jugular with a frenzied game of Sushi Dice. Only time will tell...  

Friday, 17 July 2015

Board Games night at Marquee Models

This week I went to Marquee Models for my first board gaming night in the store, and had such a good evening! There were lots of new and friendly faces there and stacks of new games to try out, as well as a few old favourites perched on the table. I ended up playing Sentinels of the Multiverse, Skull, The Resistance, Werewolf, Breakneck Blitz and King of Tokyo. It was an interesting mix of playing co-operative games, bluffing, sabotaging, negotiating and a dice rolling game to end with. There was so much going on I could turn this post into an essay, but instead I will just write about a selection of the games I played.



I have played Skull before many times, and it is one of my favourite bluffing games. The coasters are beautifully designed and the game is really simple, yet effective. In your hand you have three flower cards and one skull. Each player lays a card face-down on the table, then each player in turn adds one more card face-down. On your turn you have the option of adding a card to your pile or you can say that you bet you can turn over a certain number of cards without revealing a skull. Other players may then challenge you, saying that they can turn over even more cards without revealing a skull, or they can Pass. This is when things get exciting and tense, as you must turn over your own cards first then choose someone else you think may have just laid flowers. The challenger could be serious or they could be baiting you, leading you into a trap because they know you have laid a skull and were bluffing.



This game is really fun and perhaps requires a straight face when challenging. Many a time I have laid a skull in my pile and have tried to bluff it, but ended up having to reveal my own skull because no one challenged me!


Werewolf was a crazy game. We had fourteen people huddled around a long table with suspicions growing already from past betrayals in bluffing and deduction games. The moderator handed out the cards and I was one of the werewolves! I knew this would end badly for me, all the villagers would sniff me out quickly as I am terrible at acting innocent when I know I am the blood thirsty killer. Although, I am also terrible at acting innocent when I truly am innocent, I suppose I just have a guilty-looking face. 

During the game, everyone shuts their eyes and the moderator tells the werewolves to open their eyes and choose someone to eat. Then when everyone opens their eyes they are told who is dead and they discuss who they suspect is the wolf, then vote on whether to run after them or not with pitch forks to kill them off! This game makes me imagine how a small medieval farming town would act if it were plagued by a werewolf, and how paranoia and fear would fester making everyone suspicious of their neighbour. A few innocent villagers were killed in our game before the werewolves were revealed. I was the first werewolf to be discovered; typical. I need to work on my poker face.


King of Tokyo is a fighting dice game, with a Japanese movie/TV monster theme. Think of Godzilla or Gamera smashing up a city, then turning on each other! You play as giant mutant monsters or robots who are destroying Tokyo and beating up each other to become King of Tokyo. On your turn, you roll six dice up to three times and can choose to either hit your opponent/s, take health points, take victory points or take energy cubes that you can save up and buy energy cards with them. I do not know how I pulled it off but I managed to win the second round with just one health point left! Naturally, I had to take photographic evidence of this.


So, Board gaming nights are a great thing and a good way to try out new games. It is also nice to meet people with a passion for games. People bring their own games to introduce to others, to share the experience and to pass on the joy. I shall be returning to Marquee Models for more mayhem next month.

Thanks for reading!

Marisa xx