After a few months absence, I finally got to back to B.L.O.B. Familiar faces greeted me as I entered the house and it was nice to be back. After a bit of catching up, the friendliness came to an end as I sat down to the first game of the day. I also forgot to recharge my camera, so I used other peoples photos found on Boardgamegeek.com.
The Resistance (BGG Link)
Game Summary
Players are dealt cards secretly that inform them on whether they are members of the Resistance or Imperial spies. Once the spies are revealed to each other, the game play over 5 missions. A leader puts together a team and everyone votes on the team. If the majority likes the team, then play proceeds to the mission. If the majority dislikes the team, then a new leader picks a new team. If ever the teams are voted down 5 times on the same mission, the Imperial spies win the mission.
All the members on a mission are given two cards, pass and fail. As a member of the Resistance, you will only play the pass card. Spies on the other hand can and should play both. The first team, Resistance or Imperials, to have 3 successful missions wins the game.
Photo by 1awesomeguy |
What I Think
Resistance is paranoia in a card box. Ferreting out the spies is the whole game and seasoned players/liars do very well at this game. You need to pay attention to how the other players vote but that isn't always a guarantee you will find the spies. Maybe with more plays the resistance does better but as of this time, I have never played a game where the spies didn't win. Truthfully they have the advantage with only needing one fail vote and crafty spies can pass the blame on to another player.
Resistance is paranoia in a card box. Ferreting out the spies is the whole game and seasoned players/liars do very well at this game. You need to pay attention to how the other players vote but that isn't always a guarantee you will find the spies. Maybe with more plays the resistance does better but as of this time, I have never played a game where the spies didn't win. Truthfully they have the advantage with only needing one fail vote and crafty spies can pass the blame on to another player.
I like the distrust this game breeds in players and if you play multiple times with the same players, that distrust carries over and a spy from the last game can be branded a spy though he/she is a resistance player this time. The game can suffer if the people playing aren't willing to role-play the parts and be a flop.
Scores
Game 1 - 6 players; Spies win
Game 2 - 8 players; Spies win
Game 3 - 8 players; Spies win
Say Anything (BGG Link)
Game Summary
A simple game of questions, opinions, betting and awarding points. A player gets the Select-O-Matic 5000 and asks a question such as "What is the most overrated band of all-time?" or "If you could have a "BIG" anything, what would it be?" The players write their answers on a dry erase board (keep it clean, this is a family game) and when done place the boards in the center of the table. The questioner then secretly pics their favorite on the Select-O-Matic 5000 and once selected the players place their two tokens on the answers.
Scores
Game 1 - 6 players; Spies win
Game 2 - 8 players; Spies win
Game 3 - 8 players; Spies win
Say Anything (BGG Link)
Game Summary
A simple game of questions, opinions, betting and awarding points. A player gets the Select-O-Matic 5000 and asks a question such as "What is the most overrated band of all-time?" or "If you could have a "BIG" anything, what would it be?" The players write their answers on a dry erase board (keep it clean, this is a family game) and when done place the boards in the center of the table. The questioner then secretly pics their favorite on the Select-O-Matic 5000 and once selected the players place their two tokens on the answers.
- One point is awarded to the person who wrote the answer the questioner picked.
- One point is awarded to each player for their tokens on the correct answer.
- One point to the questioner for each token on the answer he picked (max 3).
After points are awarded, the Select-O-Matic rotates to the player on the left and so on until the game ends after a predetermined number of rounds. The player with the most points at the end wins.
Photo by Endersgame |
What I Think
Say Anything is similar to Apples to Apples but instead of random cards that don't always fit, the players get to decide their answers which can lead to some fun times. The answers you provide can be tailor-made to the player that is the questioner of the turn but it doesn't mean it is the one that will be selected and maybe shouldn't be picked. I did find that with a group of strangers, the game can be harder. By that I mean, answers you think are good can be something the other players never heard or can be offensive to them. The question card is also loaded with 5 questions, so you can steer the question into more generalized questions if people don't know each other well.
Say Anything is a great game. I have never played in a game where laughter wasn't present or someone didn't have fun. It is accessible to everyone of any age or social environment. I plan on getting a copy for this holiday season.
Score
Game 1 - Sam and Mike tied for the win.
Impossible Machine (BGG Link)
Game Summary
Impossible Machine is a card game where each player gets a deck of 35 cards. Each turn a player can play up to three cards into the machine either at the beginning, middle or end. The only stipulation is the symbols on the cards have to match for a legal play. Once a catalyst card is played, three cards start getting flipped over on the beginning of the next players turn. Once all the cards of the machine are face-down, players score points for each of their face-down cards. Repeat for three total machines and the player with the most points wins.
Photo by StormKnight |
What I Think
The art on the cards reminds me of the elaborate traps from Loony Toons and when a long row of cards is displayed, it is fun to look at what the contraption will do. Like in the picture above, a bowling ball hits a ball on a string which knocks over dominoes that knock an apple off its pedestal and move a marble down a ramp. Once that novelty wears off, the game is a bit lacking. I had turns where little matched and you can take a turn to draw a new hand, but that will put you behind in the scoring. Since it is a light game, scoring shouldn't matter and you do have three machines to score.
The game can also be a bit cut throat due to eraser cards, which allow you too remove players cards and put yours in its place. Also if a catalyst card comes too soon the machine could be all flipped and done by the time your next turn rolls around. I find Impossible Machine to be a quick/light game with some interesting decisions but ultimately it is just luck of the draw and should be played in that intended fashion.
Score
Game 1 - Alicia 12, Chris 12, Kearn 9, Mike 11
Eminent Domain (BGG Link)
Game Summary
A card game based on role selection available on five cards. Warfare, Colonize, Research, Survey and Produce/Trade are the roles available and provide you a different ability depending if you are the leader, the player playing the role or a follower. Planets are worth various victory points and are colonized or attacked by you to flip the card and make in part of your civilization. The player with the best civilization aka victory points wins.
Photo by Kmichaelis |
What I Think
I believe I have mentioned Eminent Domain in a previous post but here is what I think again. My favorite part of Eminent Domain is the multiple ways you can win. I have seen people win by just collecting tons of planets or focusing on research and collecting the big cards or by simply producing and trading goods. I enjoy trying each of these strategies based on what other players are doing. I would have liked a little variety in the planet pictures but that is a minor quibble on my part. It is a great game and I am eager for the release of the expansion later this year.
Score
Game 1 - Mike 21, Jason 26, Chris 23, Kearn 23
Players build roads, marketplaces and houses together through the use of goods procured by your personal workers. As the players build further into the wilds, the players try to optimize their placements so as they do not set up the next player. Once a predetermined score is reached based on players, the game ends and whomever has the most points wins.
Photo by Olavf |
What I Think
I initially purchased this as a game to play with my wife. After several months on the shelf I decided it needed to be played. The game offers you some interesting choices on how you want to score points. Although you have to be careful not to setup the next player by leaving them some high scoring areas. I found that a player who gets him production engine running faster can get ahead and be hard to catch. I liked the options of choosing workers and where to place them on your personal board. It was also difficult to decide which workers to "sacrifice" to the king each time a player reaches the castle. I could also see this game suffering from a samey feel after multiple plays. I found it enjoyable and I wouldn't mind playing it time to time.
Score
Game 1 - Kearn 34, Chris 55, Mike 72