28 September 2019

PinkFae Archive #47: Board Game Review: Geoquest

Today we have another board game review from the PinkFae archives. This one is for a game released through Gamecrafter called Geoquest.

The front cover of the box for Geoquest. The title, in yellow, with a compass rose in the center of the capital letter Q, in the upper right, with the subtitle 'Geocaching Adventure Game', superimposed over a photo of wooden steps built into a trail leading through a forest.

One of the advantages of living in the early 21st century is that there are print-on-demand services available for just about everything you might want. Games are no exception; through the Gamecrafter website, anyone can design and sell their own board or card games! This means that if anyone wants to play a game based on a certain topic, but such a game does not exist, they can make their own. Such is the case with the new game Geoquest.

J Keller and his son Jason are board game enthusiasts who wanted to find a game that captured the enjoyment they get from their other hobby, geocaching. They were unable to find such a game, however, so they created their own. It's only just recently become available on Gamecrafter, but they were kind enough to send me a copy. I was able to play with some of my friends, so today I will review it for you.

And as an added bonus, next week, I will post an interview I had with the creators! Until then, we start as always with the ratings.

21 September 2019

PinkFae Archives #46: Party Gaming: The Dangers of Playing with Non-Gamers

This week's entry is another one from the PinkFae Archives. Today's article focuses on playing 'party games,' or perhaps 'games in a party context.' It was originally published on 18 December 2016.

A group of people at a party sitting around a table playing The Resistance.

I recently went to a November holiday party. We played The Red Dragon Inn and a few other games. I became quite angry during the course of the evening, as people were playing the game wrong.

OK, that's not really a fair statement. Technically, there's not a wrong way to play a game, as long as everyone is having fun. But, of course, I was not having fun. And that can be the problem with playing games at a party. People play games for different reasons. The problem comes in when those reasons are at odds with one another.

This is not to say that board games have no place at a party. Rather, that the decision to play a game depends on several factors. Not least of which is the people with whom you are playing.

14 September 2019

Board Game Review: Azul - Stained Glass of Sintra

The game components alongside the game box. There is a pink bag with translucent tiles in various colours that resemble small pieces of glass, about the size and shape of starburst candies. There are several round tiles, a scoring board, long rectangular tiles with notched bottoms that come in four sets of eight, and wide rectangular tiles with notches along the top designed for the long pieces to fit into. There are also four plastic pawns and a tall but skinny cardboard box decorated to look like a tower of stained glass windows..

Last year, I wrote a review of the popular game Azul. Not long after that, they released a sequel in which, rather than tiling the walls of the building, you're installing stained glass windows. Needless to say, when I got a chance to play it at Geekway to the West earlier this year, I took it. And I really enjoyed this game. It's similar enough to the original that it definitely feels like it's in the same family, yet different enough to justify owning both.

So now, let us look at Azul: Stained Glass of Sintra by Michael Kiesling, published by Next Move Games. I'm going to approach this review as if you've never even heard of the original, just in case there's anyone out there who is brand new to the Azul family. I ask that everyone else bear with me.

We start, of course, with the numbers:

07 September 2019

My Review of The Dark Crystal: Age of Resistance

The promotional poster for Dark Crystal: Age of Resistance. The three main characters, the gelflings Deet, Rian, and Brea, standing on a rocky mountain surrounded by purple glowing filaments of energy, looking at the crystal of the castle in the background, as the three suns of Thra are setting beyond it.

I don't know if you know this, but I am a huge fan of The Dark Crystal.

Ok, that's a paltry attempt at humour. If you read this blog at all, you know that I hold The Dark Crystal up as the greatest example of true fantasy that has ever been created. I have written before about the astounding amount of creativity that I feel went into this film. Tolkien did something wonderful when he created Middle Earth; he took elements of existing mythology, added many of his own ideas, and blended it all together into a cohesive (and incredibly well-detailed) world.

Almost all fantasy (excluding 'modern fantasy,' obviously) has followed on that pattern to some extent. Some fantasy worlds do away with non-human races (like Game of Thrones), others add or remove or alter some non-human races (Earthdawn added the Obsidimen and T'skrang, for example), but they're otherwise all more or less the same basic idea of pseudo-medieval settings with magic.

This is not the case with The Dark Crystal.

31 August 2019

Educational Games

A man sits at a table with two children who appear to be in kindergarten or first grade, playing a board game with them. The game is a modular board made up of tiles containing roads through grassy fields, and the players are placing brightly coloured plastic pieces on the board.
This image is from the K-State Research and Extension, made available under a Creative Commons CC BY 2.0 license.
When I think of educational games, I tend to think of boring, clunky games that simply ask players to perform the task they're supposed to be learning. For example, a third grader who's supposed to be learning multiplication might play a game in which they draw a card with a multiplication problem on it, and if they correctly solve that equation, they get to move their piece along the track on the game board.

Boring. Clumsy. Essentially no different from flashcards.

Of course, a lot of games that exist teach valuable skills without making it the point of the game. Dungeons and Dragons gives players lots of practise at basic mathematics just as a result of the bonuses, penalties, buffs, and so on involved in rolling dice for task resolution. Abstract strategy games like Chess, Go, Santorini, and Hive hone players' planning, reasoning, and critical thinking skills. Most games offer opportunities to refine social skills. And so on...

24 August 2019

PinkFae Archive #45: How to GM Part 6: Beginning a Campaign or Session

Today we have another entry from the PinkFae Archives. This one is another installment in the 'How to GM' series. It was originally published on 10 December 2016.

A road, beginning at the bottom of the image and stretching away from the viewer into the background, fading in the distance. In the foreground, the word 'start' is stenciled on the road in large white letters.

Last time, we talked about running a game session. However, there is an important corollary that goes along with this idea. That is the the understanding of how to begin a game session. But this concept of a beginning doesn't apply exclusively to game sessions: the beginning of a campaign is just as important (in some ways, more so!). So we're going to talk about beginning things in today's session.

For those less familiar with gaming, a trope exists about most campaigns beginning in a tavern. The location of the beginning is less an issue than the nature of the characters themselves. I wrote an in-depth discussion of the concern on my other blog. In short, the first session of a campaign often starts with the characters, who have never met, in the same tavern. There are problems with this approach, which we will discuss later in this article. The important point here: the beginning of a campaign or game session is very important.

17 August 2019

PinkFae Archive #44: Board Game Review: Widow's Walk for Betrayal at House on the Hill

Today's entry is another PinkFae Archive. This one is another board game review, but unlike most of the reviews I've written, this one is a review of an expansion. It is thus far still the only review I've written for an expansion. It was originally published on 3 December 2016.

A display photo of the Widow's Walk box.The cover art shows a three-storey mansion in silhouette, with a pair of tombstones nearby, as a creepy old woman, perhaps a ghost or witch, looms over the mansion, grinning wickedly, as she reaches her hands down towards the mansion.

Back in 2004, Avalon Hill released an innovative board game called Betrayal at House on the Hill. A friend had a copy, and I got to play it, and loved it so much I bought a copy. It became popular, and many of my friends loved playing it. It soon went out of print, though... but demand increased. So in 2010, they released a second edition, with improved parts and corrections. It continued to be popular. So everyone continued to wonder why such a popular game had no expansions. Earlier this year, they announced the first expansion: Widow's Walk.

This review is going to be a little different. Instead of reviewing the game itself, I'm going to review an expansion. If you're not familiar with the base game, you can read my review over on my other site.