Danny from ZiaComics.com teaches us how to play the party/guessing game Stringamajig by Fireside Games. This is a game for up to 4-10 players ages 13+ and should take 20 minutes for a complete game.
Stringamajig is the new party game that mixes the creative challenge of a drawing game with the hilarious antics of charades. You’ll get 60 seconds to use a loop of string to draw a shape, move it around, and interact with it to try and get the other players to guess your word. You’re trying to get them to guess as many words as you can in that 60 seconds.
Each player’s turn consists of these steps in this order:
1. Choose your word: Draw the top card in the deck and look at the front. Then look at the back of the card that’s now on the top of the deck. The numbers shown on THAT card are the numbered words you can choose from on YOUR card.
2. Draw your word: Flip the sand timer, grab the string, and start drawing! Make any kind of drawing, and then start interacting with it. Strum that Guitar, move the tentacles on your Squid, or spin the rotors on your Helicopter! You can’t make any noise, and part of the string has to remain touching the table while you animate your drawing. The other players call out their ideas. When a player guesses your word correctly, give them the card and draw a new card, moving on to your next drawing.
3. Score: When time is up, you get a point for each word that was guessed correctly, and each player scores 1 point for each correct guess they made. After everyone has had 2 turns as the drawer, the game is over. The player with the most points wins.
Challenge Words are harder to draw, but worth 2 points if guessed.
2-Player: Make your drawing in the air with another player. Don’t Look: Draw with your eyes closed.
Forbidden Word: Guessing a certain word will cost a card.
Danny from ZiaComics.com teaches us how to play the abstract strategy area control/area influence game, Grackles, by Fireside Games.
Grackles are noisy, iridescent birds that love to gather on telephone wires at sunset throughout the southwestern United States. In the lightly-themed abstract strategy game Grackles, you line up your birds on the telephone wire to score as many points as possible.
Each turn, players choose between drawing and placing a tile, connecting two spots on the telephone wire with their birds, extending a line of birds, or rotating an empty tile.
After the board has been built to five tiles by five tiles and all available pairs of spots on the telephone wire have birds on them, the player with the most birds on the telephone wire wins.
This episode Trevor and Danny discuss their Top 5 Lists of Game Publishers. If the company currently manufacturers games or has in the past, they qualify. Publishers differ from designers. Publishers are responsible for manufacturing and marketing the games for distribution.
What are some of your favorite game publishers? Let us know in the comments.
Danny from ZiaComics.com teaches us how to play Here Kitty Kitty. This game is for 3-6 players age 10+. A game should take no more than 30 minutes to play.
In the crazy cat collecting game Here Kitty Kitty!, your neighborhood has a cat problem. The problem is the cats don’t all belong to YOU!
Unfortunately you can’t just grab them for yourself as everyone in the neighborhood wants to claim those adorable kitties. Outwit your fellow feline fiends as you lure cats onto your property, move cats into your house, and steal cats from your neighbors. All’s fair in love and cat collecting!
In the game each player chooses a property board. Each property board has three zones: the Yard, the Porch, and the House. At the end of the game cats in the House are worth 5 points each, cats on the Porch are worth 3 points each, and cats in your Yard are worth 0 points. However, having cats in your Yard does have advantages for special scoring conditions such as having the most cats of a single color or the most cats overall.
All 40 cat miniatures are placed in the center of the table and represent the Neighborhood. Each player is dealt 2 or 3 cards depending on the number of players in the game.
On each player’s turn they perform two actions. An action consists of moving a cat, playing a card, or discarding cards. Cats can be moved 1 space for 1 action. To move a cat you pick up the cat and put it in the next zone of the property. For example, a cat can be moved from the Neighborhood to the Yard for 1 Action, or from the Yard to the Porch or from the Porch to the Yard (and vice versa).
Playing cards may allow a player to move multiple cats at once, to move cats multiple spaces, to steal cats from opponents, or to make opponents give up cats. A player may also choose to discard 1, 2, or 3 cards as an action.
Once both Actions have been taken the player draws back up to a full hand and play passes to the person to the left. If an Instant card (red border) is drawn it is played immediately and affects the entire group. The player then draws a replacement card for the Instant card until a full hand is achieved.
The final round is triggered when a player draws the last card from the draw pile. From that point every player, including the player who drew the last card, has one final turn to maximize their score. Then the cats are counted and a winner is lauded for their purr-procurement proficiency.
Howdy y’all, It’s time for another board game blog! This week we are taking a look at “Here, Kitty, Kitty!” by Kris McCardle Ware and Fireside Games.
This is a competitive game for 3-6 players. In Here, Kitty, Kitty! you are trying to be the player to collect the most cats. You move them from the neighborhood, to your yard, to your porch, and to your house.
To setup each player takes one property board. Then shuffle all the blue bordered (defensive) and purple bordered (standard) cards. Deal them out to each player (3 in a 3-5 player game, 2 in a 6 player game).
Next shuffle the red bordered (instant) cards back into the deck and place them within reach of all players. Give one reference card to each player and place all cats in the center of the table.
The player with the most cats (in real life) goes first. In the event of a tie the player with the oldest cat goes first.
On your turn you may take 2 actions. They are:
Move 1 cat: cats may be moved one space for one action. Either from the neighborhood to the yard (or vice versa), from the yard to the porch (or vice versa), and from the porch to the yard (or vice versa). Once a cat has been moved onto your property that cat can only be moved by you or by a card effect.
Play 1 card: To gain the card’s effect you must follow the directions on the card and discard it. There are three types of cards; Instant, Standard, and Defensive. Instant cards must be played immediately after being drawn and affect all players. After playing the instant card it is discarded. The player who drew the instant draws a new card after the effect is resolved. Standard cards generally take one action to play. They will benefit you or be a detriment to others. Finally, Defensive cards offer protection from certain Instant and Standard cards as noted on the cards text.
Discard 1-3 cards: for 1 action you may choose to discard as many cards from your hand as you like. However, you do not refill your hand until after all of your actions are taken.
After taking your actions you draw back up to your current hand limit (usually 3 cards except in a 6 player game which is 2). Some cards may allow you to alter your hand limit as well.
When the final card has been drawn from the deck the final round begins. Each player (including the one who drew the final card) takes one final turn. You then score up your cats for points.
Cats in House = 5 points each
Cats on Porch = 3 points each
Cats in Yard = 0 points
5 or more Cats of the same color on your property = 5 points (note: this is not 5 points for each set of 5 cats of matching color)
1 Cat of each color on your property = 5 points (note: this is not 5 points for each set of 1 cat every color)
Most Cats of a single color on your property = 3 points (note: determine the player with the most cats in each of the four colors. In case of ties each player gets 3 points)
All Cats in House are a single color = 10 points
In the event of a tie after all points have been calculated the player with the most cats on their property wins. if still tied the player with the most cats of a single color wins.
That’s it! This game is out now and is only $24.95. It comes with the rule book, 6 property boards, 6 reference cards, 51 game cards, and 40 cats (10 of each color). This game is a lot of fun for both lovers and haters of cats. Of course it leans a little more towards the cat lover in you. The artwork by Tony Steele is also really cute! Every single card draws the “awww” right out of you. If you’re lucky you may even find the “Milkshake” promo card which is amazing!
I give this game 4 out of 4 cans of tuna.
Until next time, keep playing games, and remember “My milkshake brings all the cats to the yard!”
-Trevor L. Cooper is an avid board gamer. When he is not gaming he can be found on his YouTube game channel Well Played.
Howdy Y’all, it’s time for another board Game Blog! Today we are going to have a look at “The Village Crone” by Anne-Marie De Witt and Fireside Games.
This is a worker placement/resource management game for 1-6 players. Your goal is to be the first player to get 13 points from Witch’s Scheme Cards. The cards have a variety of requirements to meet their goals and range from 1 to 3 points, with their difficulty increasing dependent upon their point value.
Each player takes one of six witches with their specific familiars, trying to cast spells on the village of “Wickersby” and it’s hapless villagers.
As stated earlier, you are trying to cast spells in order to become Wickersby’s “Village Crone”. You do so by moving villagers around to various locations, sending your familiars to said locations to collect resources (silver, fire, soil, flour, and the eye of newt), and then using those resources to cast your spells. Spells like binding locations, making villagers fall in love, and turning them into frogs. All in the attempt to meet the requirements on your witch’s scheme cards.
What makes this game stand out from the rest is that it has a modular board and great artwork by Alex Fernandez. Just one look at beautiful art on the players witch reference stands and you will be hooked! Plus, with the added bonus of the six modular board tiles, there are a huge number of layout combinations that can change the board configuration every time you play!
And finally, as mentioned at the beginning, this game can even be played with only one player. So whether you are having friends over to play or just looking for a solo challenge, “The Village Crone” has everything you need!
The game retails at only $49.99, and for a limited time, if you have a 3D printer, or know a place that does 3D printing, you can download a file from Fireside Games website to make all the components in the game! 3D Printer Files
I give the game 4 Witch’s brews out of 5.
Until next time, keep playing games, or I’ll get you my pretty, and your little dog too!
-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.