Danny from ZiaComics.com teaches us how to play the Ghosts Love Candy from Steve Jackson Games
In Ghosts Love Candy you will play as one of six ghosts. There are six kids all dressed up for Trick or Treat in the neighborhood (playing field). Every round a piece of candy is given to each kid. Since you are a candy loving ghost, you scare the kids and take their candy.
Be careful, each kid has special abilities that can be triggered. These abilities can greatly affect the outcome. You must also be careful not to scare any kid so much they run away (When the total ghost points exceed the bravery level of the kid). If you are the last ghost played on a kid that runs away you take that kid into your scoring as negative points.
You will receive points for the candy you take. Since every ghosts likes different types of candy you will receive a randomized candy score card that is kept secret from other players. Candy Corn might be worth 5 points to you, but only 2 points to another player.
Ghosts Love Candy is for 3-6 players, plays over 8 rounds, and is easy to learn. Kids will love the artwork, cute theme, and easy game-play. Adults will enjoy these things also, but will appreciate the strategy that can be used by implementing the abilities on the kid cards. Ghosts Love Candy is scheduled to be on the shelves in your favorite Local Game Store (Zia Comics) in May 2017.
Danny from ZiaComics.com teaches us how to play Zombie Dice from Steve Jackson Games. The basic idea of the game is eat brains. Don’t get shotgunned.
In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims.
Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes and can be taught in a single round.
Each turn you take three dice from the box and roll them. A brain symbol is worth one point at the end of the round. Footsteps allow you to re-roll this particular dice. Shotgun blasts on the other hand are rather bad. If you collect three shotgun blasts during your turn it is over for you and you get no points.
After rolling three dice you have two options. You may decide to score your current brain collection adding it to your total. You can also decide to push your luck by grabbing new dice so you have three again and roll once more.
So you wanna play Munchkin? Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it. But be warned, many a friendship has been lost over a game of Munchkin.
This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience… with none of that stupid roleplaying stuff.
You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm, or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon.
To make it even better, it’s illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they’re laughing, you can steal their stuff.
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards – treasure and encounters. Each turn the current players ‘kicks down the door’ – drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons, and powers they have acquired during the game or run away.
Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in “bad stuff” which usually involves losing levels and treasure.
In May 2010, Steve Jackson Games made the “big announcement.” Many rules and cards were changed. See The Great 2010 Munchkin Changeover for details. Of note to Munchkin fans, the Kneepads of Allure card, which had been removed in the 14th printing, was added back to the game but modified to be less powerful.
Hey, hey, hey, it’s time for another Board Game Blog! Today we are going to take a look at “Chez Geek: House Party Edition” by Jon Darbro and Steve Jackson Games.
Chez Geek is a satirical competitive game for 2 to 5 players. In this game you are playing as college roommates living in a house together. You are trying to work your menial jobs, slack off, hang out with friends, and party your socks off!
To begin, each player gets a job card. These can range from Web Designer, Corporate Drone, Slacker, Drummer, Professional Research Subject, and more. Each comes with their own Free Time, Income, Slack Goals, and special abilities.
The object of Chez Geek is to reach your personal slack goal before the other players. You do so by playing life cards from your hand of 6 cards on your turn.
Life cards range from things you shop for like books, food, cigarettes, weed, booze, etc (Blue cards), guests you call over, or try to send to another player’s room (Green cards), activities to go on like watching television, sleeping, going to a cafe, surfing the internet, getting nookie, etc. (Red cards), and whenever cards which will usually increase slack, income, or other shenanigans (Orange cards).
On your turn you start by (1) drawing up to your hand limit (usually 6 cards); (2) rolling for any variable free time, slack, or to get rid of an annoying guest; (3) calling people over by playing guest cards (Green cards) by rolling the included D6, on a 3-6 they stay if they are good, on a 4-6 they can be sent to someone else if they are bad, and pets stay automatically; (4) spending free time (the number of life cards you can play on a turn is dependent upon how much free time you have, e.g. 2 free time equals 2 cards, by going shopping (Blue cards) spending the appropriate free time and income, doing activities (Red cards) again spending free time but not always income (in some cases, e.g. RPG’s and Nookie, rolling for the amount of slack gained), and playing whenever cards (Orange cards) which don’t require free time or income, and can be played out of turn as well; and finally (5) discarding any remaining cards that you do not want, or cannot play.
Certain activity card types (marked TV) can also be played out of turn on other players as an interruption to the things they were going to buy or activities they were going to go on. Often resulting in less slack than they would have previously received from the card they were about to play.
And that is it! The first player to reach their slack goal wins!
This is a very tongue-in-cheek type of game with cultural references aplenty. The game is highly recommended for players at least 18 years or older as the subject matter of some life cards (weed, booze, nookie, etc.) can be a little too coarse for young audiences.
The artwork is done by famous “Munchkin” and “Dork Tower” artist John Kovalic. His art is quite the hilarious sight to behold. “Chez Geek: House Party Edition” even includes the first two expansions to the game: “Slack Attack” and “Block Party”.
Chez Geek retails at $34.95 and includes 202 Life cards, 17 Job cards, 4 blank Life cards, and 1 blank Job card (to make your own off-the-wall additions), Slack tokens, and a six-sided die (D6). There are two newer expansions available now: “Slack to the Future” and “Spring Break” each retailing at $10.95 respectively.
I give it 5 dead end jobs out of 6.
Until next time, keep playing games, and “Party On Dudes!”
-Trevor L. Cooper is an avid board gamer. When he is not gaming he can be found at Zia Comics, home of all things awesome.