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Kickstarter Link: https://www.kickstarter.com/projects/bnbgames/noises-at-night
B&B Games Studio: https://www.bnbgamesstudio.com/
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Producer, Director, Writer, Editor, Composer: Ferdinand Capitulo
Assets provided by B&B Games
You built and defended your kingdom, and now that Winter is here, you need to battle the harsh elements and chillingly scary monsters.
Dwar7s Winter is a hand-building, worker placement, resource management game with tower defense elements in the gameplay. Each player wants to achieve the most victory points, but the only way to survive the winter is to work together.
While Dwar7s Winter is the sequel to Dwar7s Fall, it is an independent, standalone game that includes 36 highly-detailed miniatures.
It’s time for you to grab your golf clubs, put on your space shoes, and swing on over to the next rocket ship launch to Mars. Let’s have a round of golf on Mars Open
1-4 Players – Age 8+ – 1-4 Players
Game By Dennis Hoyle – Published by Bellwether Games – Illustrated by Harris Fagotto
In this out of this world dexterity game, we are golfers on Mars. Just like real golf, the goal is to take your golf ball and move it from the starting area of the course into the hole. Each player will need to keep track of their score, the number of stokes it takes to take the ball to the hole. You want to do is to have the least amount of stokes to get your ball in to the hole. The player with the lowest cumulative score after nine holes is declared the winner.
There are a total of 27 courses you can play on, each with amount of difficulty for beginners and advance player. Each provided course has a specific layout that you’ll put obstacle on the table. There are a few mountains, and even the boxes themselves are used.
Your Martian golf balls are these folded cards. Their futuristic shape gives them the ability to remain stable on the playing surface area and allows the player to perform a number of trick shots. To do a stroke, you can simple flick it with your finger. You’re allowed to rotate your golf ball so you can flick it in a different angle. If your ball falls off the table then it’s “out of bounds” and a stroke penalty will be added to your score.
While the game has a good number of courses for you to explore, you are also encourage to make your own courses.
Mars is open
So what I like about Mars Open is it’s really your game, and very open to use your creative side. The game provided some interesting examples of courses already, but it’s so much fun to just make your own setup. You can make courses that span many tables, or stack up boxes and books to make a mountain. I like to use book so you have to claim up to get your ball in the hole.
Take the whole family
Anyone can play this and I think Mars Open will be the next essential party game and family game everyone wants. It’s like having your own mini-golf course that you can have at home and a traditional game table is not needed. You can play this on a camping trip, or on the floor (which I discourage). Or bring to your next local adventurer’s pub.
Novice and Mastery
While an easy game to learn and to pick up and you can just go for it, nderstanding and learning the art of card flicking can be a whole other level. You can do trick shots, power shots, and have it curve around cardboard mountains. If you’re not into that, it’s still a game that everyone can have fun with.
I’m thoroughly impressed that Mars Open is such a fun, yet simple game to play with anyone and take anywhere. It’s endless fun right out of the box. So take the next trip to Mars Open.
Make sure the visit Bellwether Game’s project right now on Kickstarter.
The Harvest Festival is ready to begin! Take you best warriors to gather material and beware the fire breathing beast. Dragon Canyon is a resource gathering game with tactics and a bit of bluffing.
2-5 Players – Ages 10+ – 30 Mins
Published by Sharp Press Point
The goal for Dragon Canyon is to earn the most points by constructing buildings with the material you gather and to fight off your foes.
Each player starts with an identical deck of character cards. The character have the own special powers, such as fighting formidable opponents and controlling the area. The board of the game is a 4 by 4 modular set-up that changes from game to game. Two special areas of the board, the fortified town and the dragons cave have specially effects. The fortified town give a bonus on attacks and the dragon cave sends the dragon to stomp down characters preventing them from taking any resource and discarding a card from the opponent’s hand. However, the dragon can be stomped out by the Dragon Slayer.
Each turn, the current player selects a character card from their hand and places it face down on the board. Then they may flip up to either use their ability or attack. They also may simple pass to the gathering phase. Character abilities like the Primal Canine can reveal other character, preventing them to gather resources, or the Tribal Mage can move opponent’s characters to other spots on the board.
If attacking, you pick an adjacent character to reveal. Both you and your opponent roll a die and adds the result to their character’s power. Some characters are good at fighting others, so it’s good to note what you’re up against. The Ancient wood Assassin, for example, can easily win against the dragon Slayer. The defeated player sends their card to the discard pile, while the winner gains the resource from the supply for which character was defeated. If you win and you’re also the attacker you gain loot cards worth 3 points and a bonus 10 whoever collected the most.
Before going into the gather phase, a Harvest event might trigger. When there’s a line of four cards, either horizontally, vertically, or diagonally, the Harvest Festival is here. Each player collects the recourses their character cards are on, then all of those characters are discarded.
Then on to the gather phase, each of your character collect resources on any character that is face-down. On the note of collecting resources, each resources that is collected will go to the caravan of your player card. In this game, resources are not readily available at first, but will be at the beginning of your turn as the resources from your caravan is moved to the stockpile. So in the claim phase, you are able to spend any number of goods from your stockpile to obtain buildings. After the claim phase is over, it’s the next player’s turn until one of the building decks have been depleted. If that’s the case, then it time to trigger the end of the round and everyone gets one more turn.
Buildings increase in value with the number you have. Some buildings will make opponents discard characters from their hand when they are built. At the end of the game, the player with the most points wins the game.
Let’s Build it!
The main point of Dragon Canyon is placing your guys, gathering material, and build as much as you can. The overall game has a two-part structure. First is where you place your characters to help you gather material then second you spend that material to earn building with which is your points. However, planning is important and that is because your material can’t be used immediately. What I like about that is that no one player can jump right a head and make a quick turnaround. Also building what buildings is important to whether you get the most points as possible, and to make buildings that effect you in a beneficial way.
Play or Stay
The heart of the game is playing your characters and take their powers to your advantage to get the materials you need to build. Card are placed face down and the player will decide at that time whether to do combat or to keep it so they can gather.
I believe the main decision point for each player is either attacking or gathering. Gathering, while easy enough to take the material can be barred from an aggressive player. It also helps that player who is attacking may have a shot of getting the loot card, the reward that is collected to player who wins the initiated attack. Not only that, but you can get rescores dropped from the defeated character. Going deeper to all this is that once a character is revealed, it a matter of time that another player will take the opportunity to counter it and even collect its resource.
Let’s go the Harvest Festival
I like that the board’s state is fluid and that character cards never stay too long. Triggering a Harvest Festival can work in different ways. One is characters return (but through the discard pile) but also gather your resources. The other is breaking off gathering points from your opponents. It will not only stop an opponent from gathering that spot, it will remove them from the board and make more room.
You revealed my character card!
Since players are playing cards facedown, it will lead to the question of if there’s any bluffing in the game? From my plays of the game, I believe that most of the decision are strategic ones and not something you can put something down and strike fear in the opponents. I’m never putting some down so that other players won’t go there and most of the time it will be the case of trying to gather. I also think that attacking is on the advantage from the player of initiates it since there’s points to be earned.
And the dragons
With the name Dragon Canyon, the game itself has very little to do with Dragons and there’s only one dragon in the game. In my plays, it’s not used much since is merely a way to slow down other players.
Dragon Canyon soars overs by taking resource gathering to a new level. The gameplay has surprises and keeps it’s interesting by having strategic decisions each turn. Fun for all gamers. An excellent game and has my crowdfunding recommendation award.
Kickstarter Link: https://www.kickstarter.com/projects/2031295251/cock-block
In this Kickstarter Preview, I have my brother Marc and my friends Jeffery, Victory, & Richard play a round of Cock Block from Kevin’s Got a Gun. This is a game about you trying to be the first rooster to score with chick in this fun and hilarious take-that game.
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Producer, Director, Writer, Editor, Composer: Ferdinand Capitulo
We all know that Zombies love eat. They will eat almost anything, including your flesh so why not throw food at your longtime rival chef and make your escape. It’s feed them, or be them. Here is my preview for Feeding Zombies.
Players 1-2 – Ages 10+ – 15′ minutes
In Feeding Zombies, as a chef, your goal is not turning in to a Zombie by making sure your rival chef get bitten first to become of the horde.
On your turn, you play food cards, throwing food on the side of your opponent. All zombies have a favorite food so they will become attracted and move closer. Zombies happened to follow each other so, when a food card is played and the front zombie moves up, zombie in the center row follow. If a zombie reaches the fourth row towards your opponent, they get bitten. In short game, all it takes is one bite to lose the game. In “petit feu” mode, each chef receives three tokens which they flip for every bite. If all of them are flipped, then it’s game over. However, they can trade these tokens for menu cards. Any empty spaces in the center row always gets replaced immediately.
Menu cards help by having a power effect. One can get rid of 2 zombies and another can put a zombie at the other end of its column. They can also be obtained by discarding the necessary food cards. The other way to get rid of zombie is taking one out with a knife, except you can only use it if a zombie is on the third row.
In addition to your typical zombies, there are two more worth mention. First are lightning zombies, that when feed both their favorite food, move to the left or to the right into an empty space. Then zombies from the center fill in column. At last is the ninja zombie. It must be fed two food cards to move. It will move even from inside a column and will move to the front of the column either to the right or to the left.
Light, Fast, Fun
Feeding Zombies is light and fast, and you’re trying to lure the zombies to your opponent. The rules are easy to teach to any one and even to younger gamers who aren’t afraid of the zombie theme. This is something you can bring out during lunch break or right between games.
What’s on the menu
As a card based game, Feeding Zombie is about the importance of playing card as to how much you can draw. I think you should always play cards to attract zombies to your opponent’s side and by doing that, playing more cards will make you able to draw more cards. It also helps if you do get a better hand of different food cards so that you can have zombie advance. You may also consider trading in for a menu cards since some of their powers are very useful.
And on a side note, the game is also playable solo. It’s very much of the same game but more a to-the-point and even a “defend the castle” sort of feel to it.
I’m quite impress on what Feeding Zombie does. It a really good two player game that bring excitement and trills to the table while being light and totally fun.
It usually beings with being lost in the woods and finding an abandon cabin. This beings with you smashing down the cabin door. The game of Monster Slaughter is where you’re the monsters going after the humans and taking a bite out of them.
2-4 Players – 45 – 60 mins – Ages 14+
Publisher: Ankama – Design: Henri Pym – Lead Artist: Edouard Guiton
In Monster Slaughter you are a wonderful family of monsters trying to kill all the human teenagers who set foot in a cabin in the middle of the woods. The goal is collect the most points by breaking down doors, taking a bite out of flesh, and to carefully predict which of the humans will die in a certain order.
There are four families in total each with a father, mother, and child. You can be the Vampires who can ability to search better than the other monsters, or the Golems who are just known for their strength. The werewolves are quick and nimble and get around the cabin faster than anyone, and finally the Zombies who just won’t stay dead. Each family member has different skills and what they do better in. The Father has more strength, the child have more actions, and the mother fall in the middle. Each player will now decide what order they think the humans will die in.
The game begins with the humans hiding in one of the rooms in the cabin, so their figures are placed off to the side for now. The players move in to the house and try to figure out where their first prey is. Each turn they move one of the family members. That chosen family member cannot act again until all have acted. They can take a peek by looking at the top card to a particular room of the cabin. They must also break down doors. This not only earns them a point but it also scares the hiding human and shuffles that room’s deck.
To find where they are, they can search around the room they are in by rolling the dice and drawing cards for each success on their dice rolls. Sometime it can be items which can hinder other monster’s attempts to attack the humans. If they do find a human, their card is revealed and their figure is placed on to that room. Now you can attack this human, but be careful, each human has their own ability to fight back and won’t go down easy. A point is rewarded for each successful hit give to the human. When a human dies, an extra point is given to the monster that defeated them, and then all players reveal they first dead human victim token. Getting it right will earn one brain token worth 3 points.
However, a human can be scared and moved to a different room which their time before death can be prolonged, giving the monster player a way to plan their kill order. When a human is no longer in a room with any monsters, they hide, removing their figure from the board and shuffling their card in room’s deck they were last seen.
After each round, when every player uses one of their monsters, an event card is drawn changing up some of the rules of the game. The game ends when all the humans are devoured or when dawn has broken after 12 turns. The player with the most points is the winner of the game.
This time you are the Monsters
What I really like about Monster Slaughter its finally turns the tables and you get to be the monsters. Not just one, but a family of three of them and each their then own unique ability. The game, to me, feels very thematic. You start lurking about the cabin and seeking out the humans. Then SMASH! The door breaks down and the scared little humans scrabble to hide away in the rooms.
The cabin in the middle of the table
The physical game itself is a spectacular center piece. It has a very large table presents and the actual game box is used as part of the board. Partitions are added as walls and they layout is designed in such a way that makes each room feel distinct. The doors are on a whole other level. These are not some top-down-put-between-wall markers. The doors rests, sandwiches itself in the walls. When you collect after you break down the door, you remove the enter door leaving a hole where it was, and it also counts as a point. This is very nice touch to the game.
I really like games where there is only a finite amount of actions available in its entirety. In the style of the game, every move matters. Each monster can only move once until all the others in your family move. That means it’s very important to plan things out and what monster you’re going to use.
Who’s our next victim?
The most challenging part is trying to line up your kill list and even getting your ultimate target. Killing the humans in your particular order will give you more points and doing damage to them will also help. It will be tricky to how you can sway the chances of your next victim. This is where the scare action comes in handy, “helping” the humans buy their time to hopefully for you to put their death later and at a more appropriate time.
I’m having a bash with this game. A box that transforms into a cabin that immerse you right in the experience and getting to be in the perspective of the monsters; Monster Slaughter is a great additional to any horror game night. It’s an excellent game and one that I’m giving my crowdfunding recommendation award to.