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Category Archives: Competitive

Competitive Game

Several years ago my husband and I stumbled upon Kooky Kalooki while we were out shopping. It says it’s a Jamaican card game, and since his mom is from Jamaica, we thought it would be a great gift for her. Despite never having heard of the game before, his mom quickly became the expert (9 times out of 10, she wins).

If you’ve ever played Phase 10, it’s a little like that, but more complicated. Everyone starts on Round 1, so everyone is dealt 9 cards and is trying to get 3 sets (more on sets later). If I’m the only one who gets 3 sets, I move on to Round 2 and get 10 cards for my next hand while everyone else is still on Round 1. So once you play a few hands, you can all be working towards different goals (the tricky part for whoever is dealing is remembering how many cards everyone gets). Now, in the rules you’re supposed to play 9 rounds or to a certain amount of points, but we play until someone completes Round 9. The way we play always takes longer.

For each Round you need a certain number of sets and/or runs:
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Our board game collection takes up a serious amount of space. Most game boxes have an excessive amount of empty space inside (aka “slack fill”). Regardless of the reason (plastic/cardboard trays are the usual culprit), the wasted space makes the boxes bigger. It is also rare that the publisher leaves room for expansions, which means that you have your original game box, and each expansion. For our 7 wonders collection, this was a large stack of boxes. It also meant that when we wanted to play 7 Wonders, we had to get all the boxes, open each up and collect the various cards and extra bits from each one, creating a lengthy setup (and tear down) process.

Enter the The Broken Token Organizer for 7 Wonders (aka the Wondrous Organizer).

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This is the final entry in a seven part series on superhero games. This entry is about X-Men Under Siege.

This is a board game from the 90s, so it has that “classic” feel to it. There are 18 figurines of the different characters to choose from, and each character also has a small board listing Fighting Skill, Durability, and Intelligence and special abilities. The Fighting Skill number tells you how many dice you get to roll in a fight, Durability is how many dice you can roll to remove Hits from your character, and Intelligence determines how many cards you can have (total Intelligence of your 2 smartest characters). You begin the game with 2 characters with the chance of getting a third.

The board consists of 6 levels of the Mansion, and each level has a certain number of rooms to explore. Along one side of the board is a number line which is used for battles. You play cards to move your characters to different levels and rooms to explore. Each room has a small square which you flip over during exploration. If the square is blank, nothing happens (you keep the square since it’s worth points later). If the square says “X-Men” you get an additional character (if you don’t yet have 3). If the square says “Evil Mutant” you flip over an Evil Mutant (EM) card. You place the small square at the bottom of the number line and the level marker to the number indicated on the EM card. Some of the numbers have a red blood mark on them. If you lower the EM’s HP to or past that number, you receive a token (worth points later). When you defeat the EM, you keep the EM card (worth points later). If you manage to clear enough rooms (the level indicates how many), you have cleared that level and get the level marker (worth points later) along with any remaining room tokens. Each room square, blood token, EM card, and level marker is worth 1 point at the end of the game, and the player with the most points wins.

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This is the fifth in a seven part series on superhero games. In this entry, I’ll discuss Legendary plus a bunch of its expansions.

Legendary is our favorite deck building game, which explains why we have so many expansions:

  1. Captain America 75th Anniversary
  2. Dark City
  3. Fantastic Four
  4. Guardians of the Galaxy
  5. Paint the Town Red
  6. Secret Wars 1

Professor and I play this game quite a bit, so I’ll just explain the 2 player set up. You choose 5 Heroes (each has a 14 card deck) and shuffle them together to create the 70 card Hero Deck. Each Hero has at least one icon on the card indicating the Hero Type. This is important to look at when you’re choosing your Heroes because if Iron Man is the only Tech Type Hero you have, it’s going to be difficult to use some of his special abilities. Also, some Villains and Masterminds attack you unless you have a certain class of Hero or a Hero on a certain team (like Avengers).

You choose your Mastermind and Scheme, which will tell you what has to be in your Villain Deck (Villain Groups, Henchmen Groups, Bystanders, Scheme Twists, and Master Strikes). The Mastermind plus its 4 Mastermind Tactic cards and the Scheme card go in their indicated locations on the board. The rest of the “villain” cards are shuffled together to create the Villain Deck. There’s also places on the board for the rest of the Bystanders, Wounds (30 in the base), and SHIELD Officer Maria Hill (30). Each player gets a 12 card starting deck (8 SHIELD Agents and 4 SHIELD Troopers).

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This is the third in a seven part series on superhero games. Today’s entry is on Dice Masters.

To start with, we have 5 starter packs:

  1. Uncanny X-Men
  2. Avengers vs X-Men
  3. Justice League
  4. The Amazing Spider-Man
  5. Age of Ultron

And we’ve bought a lot of booster packs which give you more Character cards and dice.

Each starter set is basically the same. You get three different types of dice: Basic Action, Character, and Sidekick. You also get three different types of cards: Character, Basic Action, and Color Reminder. Finally, you get two dice bags which are okay.

You decide which three Basic Action cards you want to play with (they give you extra abilities during the game), then assign those card to three different colors (like Blue, Pink, and Green). You then place three dice of the same color on each of the cards. During the game you can buy these colored dice which then give you the chance to use the ability on the Basic Action card.

Each player gets 8 white Sidekick dice which go into your dice bag.

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I was pretty excited about this game. It’s like One Night Ultimate Werewolf (ONUW), but there are a few interesting differences.

In this game each player makes their “secret” move in turn which can make it harder to figure out who’s who. However, once everyone has made their move, you take an identity token from the middle of the table. You can either be truthful or take the “wrong” token. It can be risky taking a different token than your actual identity because that tells at least one other player that you’re lying.

The game says you only need 3 people to play, but I would recommend playing with a lot more people. We played with 4, and it felt like we couldn’t really bring out the intrigue. It basically became “you’re lying”, “no I’m not” with the other two players deciding who was more believable. So you could tell when it was time to vote who was going to die.

I think that with more people, you could have more accusations and discussions, and I hope we get to play with a larger group to get a better feel for the game.


This is the second in a seven part series on superhero games. Today’s entry is on the DC deck building game, the expansion Crisis (pack 1), and Heroes Unite.

First the base game.

In this deck building game, you get a Super Hero card. These cards are larger than the other cards and give you a special ability to use during the game. For example, Aquaman lets you put any cards with cost 5 or less you buy or gain during your turn on top of your deck. So Aquaman doesn’t suck.

During your turn, you use the Power indicated on your cards to buy other cards/defeat Super-Villains. In the beginning you don’t have a lot of Power because all you have are Punch cards (+1 Power), but as you build your deck, you become more powerful. Also cards you gain might have special text on them which can allow you to pull off some nice combos. It can be important to have cards with Defense capabilities because some of the attacks can be pretty rough.

This is a semi-co-op game. The goal is to defeat all the villains in the Super-Villain stack, so in that respect you’re working with your fellow players. During the game you can add villains to your deck, and some of these cards attack your fellow players. Also, at the end of the game, each card has a victory point value, and the player with the most victory points is the winner. So in that respect you’re also fighting against each other.

Now the expansions.
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Space Cat had recently acquired Indigo, and since we knew we were going to be having a 4 player game day, we asked her to bring it over.

It’s a fairly simple game, a lot like Tsuro. You lay down tiles which lengthen various paths. Instead of moving your ship down the path, you move gemstones. The goal is to get as many gemstones as possible by getting them to your goal area. The tricky part is that in a 4 player game, you share your goals with other players. So if I manage to get a gem, that means I’ve also given one to an opponent.

In placing tiles, you can’t directly connect two goals, and if you create a path that makes two gems run into each other, those gems are out of the game.

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This is the final entry in a four part series on Terra Mystica. In today’s entry I’ll talk about playing Terra Mystica on the various platforms (Android, Tabletopia, and the board).

There are definitely advantages and disadvantages to each platform. These are our personal pros and cons.

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This is the third in a four part series on Terra Mystica. In today’s entry I’ll talk about playing Terra Mystica on Tabletopia.

Professor and I have played around with Tabletopia a few times. The first full game we played with it was Dinosaur Island. It took a little getting used to. Thankfully there’s a feature that lets you have hotkeys to zoom in on different parts of the game, which also helps with moving around a larger game space. Once you get the hang of the clicking and dragging, that’s no big deal, though I do think that lengthens game play a bit. There’s a little bit of an issue with pieces locking into place. I was trying to put three workers on a space, but apparently there wasn’t enough room to lock them all in, so one locked on the space and the other two went flying across the board! It was really funny, but I can see it getting frustrating.

We also played around a little with Terra Mystica, which I found easier to navigate. It could be because I’d already played another game with Tabletopia, and I’ve played Terra Mystica multiple times, but the biggest thing was that I didn’t feel like I needed to zoom in. I could move my pieces and get my resources and see everything at once. I really liked that.

We were able to play a full game of Terra Mystica with President Gamer and Shutter, who now live across the country from us. This was really exciting, since it had been almost a year since the last time we’d gamed with them. We sent them the info on Tabletopia and Terra Mystica and set up a gaming date.

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