Tuesday, November 12, 2013

Review: Two Rooms and a Boom




During the very first game that I've moderated of Two Rooms and a Boom, I walked between the rooms and as I entered one room, I heard a player earnestly exclaim to the group about one of the other players, "We can't let her leave this room! She knows too much!"

I knew at the moment that a game that could provoke such a sincere declaration from its players was going to be a great game.

Two Rooms and a Boom is a hidden role party-style team game that really takes just a minimal amount to set up and run. The game is played, ideally, with two rooms, though a large enough space where conversations cannot be easily overheard works just as well. 

Each person is given a card at random, which will give them their team affiliation. In the basic game, half of the players will be on the Red Team and half of the players will be on the Blue team. One of the randomly assigned Blue Team cards will be a role card if "The President". The Blue Team will win at the end of the game if the President survives. One of the randomly assigned Red Team cards will be the role of "The Bomber". At the end of the game, the Bomber's bomb detonates and kills everyone in his room. If he is in the same room as the President and kills him, then the Red Team wins.

The players are randomly assigned to go into one of the two rooms so that even numbers of players are in each room. However, when entering a room, you will have no idea what teams the other players in the room are, or who the President or Bomber is.

Each room elects a Leader. The first round is five minutes long. At the end of the first round, the Leaders of each room select a player from their room to be a Hostage. Each room then exchanges Hostages, so Room 1 sends a player from their room who goes to Room 2, and Room 2 sends in a player from their room to join Room 1. However, neither side knows who is being sent over at this time until they receive them.

This continues for a total of five rounds, with a total of five Hostage exchanges. The first round is five minutes, the next is four minutes, then three, two and the final round is only one minute before the exchange is made. At the end of the last exchange, the Bomber blows up and kills everyone in his room. If the President is in his room, the Red Team wins, otherwise, the Blue Team wins.

So, how do people know who the Bomber is and who the President is? Well, that's the game. This is a very social game. You have the identity of your card and you can tell the truth or lie as much as you want about it to everyone. You can shout out who you are or whisper it in the ear of just one player. But, you can also reveal your card to other players. You can make a Private Reveal or Public Reveal and just hold your card up to show just one person or everyone. Or you can make a Co-Reveal, where you show your card to a player and they show their card to you.

By the end of the second round, people will be formulating plans, making alliances and might be trying desperately to find their teammates to get the information they found out to them, or they might be trying to coerce the Leader to either send people away or keep them close at hand.

Even though I was excited by this description of the game, it still does not come anywhere near as close to sounding as fun as the game really is. So far, every time I have introduced the game this is the set up we've used. Through my describing the rules, I can see that players are running a range of hesitation to mild interest knowing that, at least, it is a short game.

With each group I've brought this to, our first game ended with eager excitement to play again and a sudden appreciation of the crazy dynamics that the game can offer.

That said, all I've done is describe the basic game. The game is overwhelmingly customizable from that point.

 First of all, with fewer than 10 players, the game only lasts 3 round with 1 Hostage exchanged during each. With more than 10 players, the game lasts the full 5 rounds and with more players, more Hostages are exchanged each round.

But more than that, other roles can be added. And, with more than 10 players a new type of card reveal is introduced: The Color Reveal. This is where players can show the top of their card to demonstrate their Team Allegiance, but not their role. So you can check that someone is on the Blue Team before showing them that you are the President.

Some of the Red and Blue Team roles include The Shy Guy, who can never reveal his card to anyone. There is the Fool, who can never turn down a request for a co-reveal. The Exhibitionist must Publicly Reveal every round for as quickly or as long as he would like. There is the Hypnotist, who when you Co-reveal with them, they hypnotize you into thinking that you are a completely different role. There are Spies, whose card shows Red or Blue during a Color Reveal, but they are actually on the opposite team. Agents can force a character to Co-Reveal once per Round. There is the Devil, who can only speak in lies. And there is the Angel, who can only tell the truth. There is also the Vampire, who upon a Co-Reveal, gives the player they revealed with the "seduced" condition, meaning that they will agree with anything you say for the rest of the game. There is also the Mad Scientist who, once per game, can force any two players to swap cards and roles.

I am only just scratching the surface of the available team roles.

But beyond the huge variety of team roles, there are also Grey Roles. Grey Roles, for the most part, do not care if the Red or Blue Team wins or loses. They have their own victory and loss conditions, which means, during the course of Red and Blue trying to orchestrate the positions of the President and Bomber, numerous other games are going on simultaneously. But perhaps you are the President and you find a Grey Player. You might have information useful to him and maybe you can make a trade if he finds out which player is the Bomber for you.

Grey Roles include combinations such as Moby and Ahab. Moby wins if Ahab gets the "dead" condition and he does not. Ahab wins if Moby gets the "dead" condition and he does not. If they both live, neither wins and if they both die, neither wins. There is the Wife and the Mistress. If the Wife ends the game in the same room as the President and the Mistress is in the other room, she wins. The inverse is the condition for the Mistress. There is the Intern who wins if he is in the same room as the President at the end of the game, and the Rival who wins if he is in the room without the President. Even these Grey Roles get crazy as well. There is the Frotteur who wins if he touches every other player before the end of the game. However, he is included with the Prude and also loses if the Prude grabs his wrist by the end of the game. The Prude wins if he grabs the Frotteur's wrist, but is only allowed to grab one wrist during the game. There is the Sniper, the Target and the Decoy as well. At the end of the last round, before the bomb goes off, the Sniper declares who he shoots (in either room). If he shoots the Target, he wins. The Target wins if he does not get shot. And the Decoy wins if he gets shot by the Sniper. This could also lead to situations where Moby tries to convince the Sniper that Ahab is the Target in hopes of getting him killed this way instead of by the bomber. There is also the Hot Potato. Whoever has the Hot Potato at the end of the game automatically loses. However, if the Hot Potato Co-reveals with someone, they trade cards. That player is not the Hot Potato and you are now whatever they were.

The amount that this game is customizable is staggering and I have found that after a couple of rounds, people want to try the more complex roles. And, truly, they only make the games so much more fun and interesting.

The game plays anywhere from 6 players to probably 40 or so and it is engaging and easy enough that you can muster non-gamers to join in with their begrudging consent when you tell them that the game only lasts 15 minutes. After their first game, you will have won them over.

I've played with six players and, while you lose a lot of the complex roles, the game still works perfectly fine. It is really amazing how well the game scales. I've moderated the game and once we've gotten a group familiar with the game, I've joined in and we've played without a moderator. Actually, I've liked both experiences equally. It is a fun and funny game to watch, so I really did not feel left out moderating.

The game is also extremely resilient. There are a couple of roles that can cause confusion when included with others, but the game still seems to work itself out regardless.

But, honestly, my favorite bits of the game are the moments.

Hearing the player yell out, "We can't let her leave this room! She knows too much!"

Having a Hostage exchange come over playing the Wife and storming into the room and shouting out, in character, "Isaac is the President in the other room. I don't care if you blow him up, but he's over there with that hussy Mistress in front of OUR daughter!"

Watching as the Frotteur pats someone on the back as he crosses to the other room during a Hostage exchange, knowing that was probably his only chance to touch that character.

Ending a round with all of the Blue team members in one room and all of the Red Team members in the other room and having one last exchange and hearing a shout from the other room of "Inconceivable!" as both teams have to figure out what the other team will do and if they should send over the Bomber or President as they don't know who the other team will send over.

Co-revealing with another generic Blue team member and having her check everyone else's papers for me to feign myself as the President to throw off the Red Team until we can find the Bomber.

Or, as the President, deciding to co-reveal with someone and finding out that he is the Bomber and realizing that I have just stumbled onto my biggest "Oh shit" moment in a long time.

These are moments in the game that issue laughs and wild discussions afterward as people try to determine why the hell someone did something that they did and who revealed to who.This is a great game that is accessible to games and non-gamers alike and all it takes is a deck of cards and a couple of rooms. 

I used to keep a copy of Ultimate Werewolf in my car so that I would always have a large group game handy if I were to go to a party or anywhere else where is seemed like we could spontaneously get a bunch of people together. At this point, I will be replacing it with Two Rooms and a Boom as my go to group game. It is more accessible and scales smoother to smaller numbers than Ultimate Werewolf. I highly suggest grabbing a copy of this.

Two Rooms and a Boom is currently running a Kickstarter campaign here. Check it out and if you do back it, let them know where the support came from.

Friday, November 8, 2013

Hidden Movement Games: So You Want to be a Sneak?


Hidden movement games are an under-appreciated genre of game. When done right, the games are amazingly fun and tense for both parties. However, when done wrong, there is a disconnect between the hiding and the seekers and no real evocative feeling of tension, which diminishes the theme. However, when done right, they are also among my favorite games.


Scotland Yard


Scotland Yard is one of the first real hidden movement games and it was a mass-produced game, so there is some childhood nostalgia that comes with it for many gamers. However, I hadn't played it until after playing games like Fury of Dracula, so it seemed rather weak in comparison to the modern improvements in games.

In the game one player takes the role of Mr. X and the other players try to track down where he is. The type of movement that Mr. X takes (bus, underground, taxi) is public to the detectives tracking him down. There are several rounds where Mr. X must publicly declare where he is and place his pawn on the board. While this mechanic could be defined as Mr. X being spotted by passer-bys and reporting it to the detectives, I don't really like the mechanic. Most of the hidden movement hunt games have mechanics for players to pick up pieces of the hider's trail, but this one just has random pop ups.

I respect the innovations of the game, but ultimately there are more modern games that do it better.




Garibaldi: The Escape


Garibaldi is one of this historical figures that tends to be glossed over, if mentioned at all, by Americans. But the game recreates General Giuseppe Garibaldi's escape and hiding from Austrian forces hunting him down. The events drawn in the game represent real circumstances and boons and hindrances encountered during Garibaldi's flight for his freedom.

Garibaldi's player have to navigate through a long, thin map to escape his pursuers. Garibaldi's movements are handled by his player playing his movement card openly, showing if he moved by foot, by horseback or by boat. After his movement, Garibaldi's player can play an event card which can aid or benefit his escape.

The Austrian forces follow after, each either playing a moment card or playing an event card to try to hinder Garibaldi's escape. After their movements, if any of the Austrian forces are on any of the spaces that Garibaldi has been in over the last four turns, they find a trace of his trail and it is marked on the board. If the Austrian forces end on Garibaldi's space, they capture him and win. If Garibaldi reaches any of the escape spaces, he wins.

Strategies for the Austrians can vary between a mix of pure pursuit to blocking exits to try to drive Garibaldi along certain routes.

This is a very decent game, but ultimately I find that the tension is very one-sided. As Garibaldi, the game is tense and tactical and you will find yourself sweating an awful lot at the escape board narrows at certain points and terrible events hinder you. However, the tension is rather one-sided as there is less of a feeling of threat for the Austrian forces. They simply play a strategic play and wait. I find that both Fury of Dracula and Letters from Whitechapel do a better job of bringing tension to both sides of the table.




Fury of Dracula:


I haven't played the original Fury of Dracula, but I've logged in many games of the Fantasy Flight rereleased edition. From what I understand, the original game is more of the pure hunt and chase, while Fantasy Flight has (surprise!) added a lot of mechanics, bits and rules bloat. That isn't to say that it is bad, but it is definitely fiddly.

One player takes the role of Dracula, while the other players take the roles of the four hunters. Dracula's movement is hidden and takes the form of playing location cards from his deck. Cards are added to his trail, but after 6 are laid, they oldest ones start to come back into his hand again. This introduces an interesting circumstance where Dracula cannot backtrack along his own trail. However, Dracula can also lay encounters along his trail, so as the Hunters move to a card along Dracula's trail, they reveal where he has been, but also have to contend with the traps left in his wake.

When a hunter finds Dracula, the game does not end. Instead, the hunter battles Dracula. If they found him during the day, Dracula is weaker and the Hunter has a stronger chance of beating him back. If it is during the night, however, Dracula has a lot more powers available to him and it really makes battling him a dangerous game unless the hunter is fully armed and prepared.

A single battle is not enough to defeat Dracula, as he will be able to escape a couple of times worse for the wear when defeated. For Dracula, he needs to wait out the clock. However, the clock is advanced in his favor if he laid new vampire spawns on location cards that were never found and fall off the map and by his victory in battle over the hunters.

Fury of Dracula is an incredible game and it doles out the tension equally. Hunters may be close on Dracula's trail and ready for battle, but are racing against the setting sun, knowing that once night arrives, their battles will be that much harder. They will also see portions of his trail and as a card with an encounter is about to fall off of his trail, they need to decide if they want to provoke the encounter just in case it is vampire spawns. Dracula meanwhile will be sweating as more cards in his trail are uncovered and will find himself licking his wounds, trying desperately to survive through the day to make it to the night.

The problems with the game are the fiddliness and a few random event cards that are simply unbalanced. There is one card, when drawn, allows Dracula to instantly teleport to any location on the map. This is infuriating to the Hunters who may have worked hard to corner his and run through his trail up to this point. The game also can run a little long if there are little confrontations and no vampire spawns drop.

But overall, it is an excellent game that deserves to be on the shelf.




Clue: The Great Museum Caper:


This is another classic mass produced game that actually had clever mechanics. I've only played this recently, so I don't have the nostalgia that many gamers have with it. That being said, I still think this game holds up.

One player plays a thief who moves with secret movement tracked on a map. His object is to steal at least three pieces of art and then escape. There are cameras and motion sensors which can give away his location if they are rolled on a die, but these can also be disabled, though this gives away information on the thief's trail.

The detectives move openly, searching for the thief's movement and hunting his trail, working together to try to cut off his movements.

While a good, fun game, mechanically there is a little too much randomness in the game. The detectives move via a die roll, so even if the thief is plainly visible and within reach, rolling a 1 instead of a 6 on the die really makes a huge difference. Cameras or motion sensors are also determined by a random die roll indicating which one gives information for that turn.

It is a good game, but the randomness cuts into the strategy that comes with most hidden movement games. It is also worth mentioning that it has a beautiful 3-D map, though I'm sure those production costs would pretty much prohibit a reprint of it.




Nuns on the Run:


I did a full review of Nuns on the Run here.

Nuns on the Run flips the role of the hidden movement game. Usually these games are about one player with secret movement as the others hunt him down. However, this game has the majority of the players taking the hidden movements with one player as the hunter.

The theme of the game could easily be changed to that of trying to escape a WWII prison camp, but instead it is themed around novice nuns stealing pieces of cake in the middle of the night.

I like the game, but it is odd that there is really no teamwork. Most hidden movement games have teams, but here the novice nuns hiding don't even know where one another are. It makes the game ultimately feel a little odd.  

There is also a disconnect from tension, as being unaware of where anyone else is, there is never a sense that someone is about to win so you need to hurry.

It's definitely not a bad game, but everyone's actions end up being so private that it creates a disconnect between everyone else. The determining of line-of-sight is also a little clunky, but I still enjoy this one with large groups.




Escape from the Aliens in Outer Space:


This is a small game that brings a lot of tension with it. The game works best with more players than few and it combines hidden roles with hidden movement. This also is different than most hidden movement games because EVERYONE's movement is hidden.

Half the players are humans trying to escape a ship in pitch black, while half the players are aliens trying to hunt down the humans.

There is a chance with each step that you make that you make a noise and have to reveal which hex you are in on the map. However, you could also draw a card that allows you to bluff and lie where the noise came from.

So as a player states that there is a noise in hex M05 and you are in M06, you have to think. Are they bluffing? Are they also a human? Or are they an alien? If you move and take a step, you might make noise and give yourself away. If it is an alien near you, he could move to you and eat you.

The thing about it is that when an alien moves onto a space and declares an attack, he kills whatever is in that space (if anything), including another alien. So there are also questions as to what to do as an alien. Do you declare that you are an alien so that you can get the other aliens to help you? But in doing that, any noise that you make will send the human players scurrying away. Do you feign being human? Perhaps you will not cause others to flee your noises, but you may be pounced upon by your own team.

Adding to the tension is that there are a few items that humans can find and use (alien players can find them to pose as human, but never use them). Among these items are weapons, where they can attack a space just like the alien and potentially kill an alien pursuing them (or unknowingly, it might be a human following them).

Once they make it to an escape pod, the human player declares where they are and draws a card... Not all of the escape pods work. If this one malfunctions, then they must hurry to another, but they have given away where they are. And even if it does work and they escape, there is no longer an escape pod there, so the human who might have been two steps behind now finds that he must turn around and go somewhere else to escape.

This game is the epitome of tension in hidden movement and hidden roles, but it works best with lots of players. There is player elimination, but the games are not too long and it is still work watching what happens at the end.




Letters From Whitechapel:


For me, this is the pinnacle of hidden movement games. It simply is a masterpiece. I did a full review of it here.

While Fury of Dracula builds tension on both sides with combat and bloated mechanics, Letter from Whitechapel does it with minimalism. The two player game of Whitechapel is a chess match of player against player. One player plays Jack the Ripper, as the others control the Investigators trying to hunt him down after each kill before he can reach his hideout, which remains the same each night.

There is a lot of tension as Jack when someone finds your trail, but there is also a lot of tension as the Investigators. For some reason, removing a white prostitute pawn and replacing her with a red crime scene counter feels tense. The simple removal of a pawn starting each night creates a sense of loss for the Investigators. More and more clues are discovered as the nights pass and there is a great tension as Investigators decide if they want to look for clues or make an arrest in a space. And nothing in any game I've ever played comes close to the immediate sense of tension during the third night as Jack in Whitechapel where you must make two kills in one night and you cannot move away before the Investigators move.

This is the best of the hidden movement games and it deserves to be in every collection.

Tuesday, November 5, 2013

Mini-Reviews: Firefly, Skull and Roses, Tzolk'in, The Cave


A flood of new games have been coming in, so the best way to tackle them is with a bunch of mini-reviews!



Firefly: The Game:



There has been a lot of unnecessary lauding and tearing down of this game online. A number of those who laud it would also adamantly defend a leaky coffee cup as being the best damned thing ever if it has a Firefly logo on it. That sort of kneejerk fanboyism also brings out those who would pick apart anything to crush the hearts of tubby neckbeards wearing browncoats calling everything shiny just to see them cry.

But at the end of the day, Firefly is a game with both theme and mechanics and somewhere along the reviews and defenses and criticisms, this seems to have been forgotten as reviews now attack reviews instead of looking at the game.

The end verdict, Firefly is a good game. It falls short of great, but it definitely has it's merit and a place on the shelf.

Firefly, at its heart, is just a pick up and deliver game. However, it does a lot of things right.

First of all, the emphasis isn't on the ship. It's on the crew and how the crew works together. It doesn't matter if you have the prettiest ship with the most mods and add-ons--if your crew is a mix of moral and immoral folk, there's going to be problems and some of them will end unhappy and you'll have to try to pacify them or they might leave. Working your crew to be balanced gives you both a sense of theme and personality for your ship.

There is randomness in the game. Movement is done through drawing of cards to see what happens. Movement in the border space runs the risk of coming across the Reavers, while flying in the Alliance space risks having the Alliance show up and delay and possibly commandeer your cargo. However, there is only one Reavers attack card in the border deck and only one Alliance Cruiser card in the Alliance deck, each one forcing a full reshuffle after it is drawn. While still random, it actually makes the movement more of a press-your-luck type of affair. When I see that the border deck is running thin, I might stick to Alliance space or take things real slow and careful if I don't want to risk my crew. Same thing with the Alliance deck when I'm running illegal cargo. So, in this sense, the randomness works.

To perform illegal actions, you need to draw a certain number of cards from the Misbehavin' Deck. Here is where your crew will usually have to try to get past an obstacle and it will often force a skill check, or can be benefitted by having just the right piece of equipment. This is the most random portion of the game since there is no real foreknowledge of what you might have to go up against. But I don't mind it because it is thematic. The deck represents the things that come up that you can't plan for--it is the sudden appearance of an Alliance patrol or an unexpected bar fight. These cards work as random and with a little knowledge of the game, it is pretty easy to know roughly what works best to make sure you can at least get away.

The game, however, has serious issues with length and downtime. This tends to be the case with a lot of pick up and deliver games, however. Merchant of Venus with 4 players is a long drawn out game. They introduced a starter scenario online which seems to be closer to the "right" length, but ultimately the scenarios need to be modded to make the game work without outstaying it's welcome.

There is also no real exploration. It doesn't limit replayability, per se, but it does mean some repeat players will take on more set strategies for who to deal with and where to upgrade.  After about 2-3 plays, the game will no longer hold any new surprises.

The game can be unforgiving. With experience, you start to see how to best mitigate against the worst threats in the game (having a Pilot, a Mechanic and fuel to spare allows you to Crazy Ivan away from the Reavers and making certain that you have Transportation when Misbeheavin' means you can always flee if the Alliance shows up). However, for newer players, you could suddenly see your entire crew devoured by Reavers or arrested by the Alliance and get set back and almost be knocked out of the game completely. Experienced players definitely need to make newer players aware of these strategies if they want them to enjoy their experience.

Ultimately, however, the theme really shines here. It is a pick up and deliver game, but it feels like a lot more than just that because of it. The theme definitely is not tacked on, but the mechanics of the game were really made with the theme in mind in most every step.

I'm not certain what people expected from a Firefly boardgame, but as a pick up and deliver game works. Then again, that's mostly what the crew was doing on the show anyhow. Picking up and delivering. We just liked it because the show was about the crew's interactions. And you have to manage and build your crew in just the same way. The only thing missing from the Firefly experience is the witty, snarky dialogue. But not to worry, I'm sure that your friend across the table will by shoehorning in Firefly quotes whenever possible.




Skull and Roses:


Skull and Roses is the most amount of tension that you can possibly get with six sets of coasters. It is a bluffing game where you have four cards (coasters). Three have roses on the face and one has a skull on it.

Players lay down one card face down, then take turns either adding another card to their stack or declaring that they can flip over a certain number of cards without hitting a skull. It then goes around the table and any player can declare that they can flip more. Once everyone passes, the highest bidder then flips that number of cards. They must flip through all of their cards first, so when someone declares they can flip, they might be bluffing, hoping someone will raise the bid and flip their skull.

This is a quick, light game, but it has a surprising amount of tension. I love bluffing games and this game strips away just about everything else and it is a game of pure bluff and reading the other players. There is no ambiguity in moves where someone may or may not be a Cylon to create false suspicion. It is pure bluff.

For that, I love it. However, it builds a surprising amount of tension that might be too much for some players as there is no way to justify your actions. You just have to look another player in the eye and try to determine if he's laid a skull or not in his pile. It's a simple game that feels heavier than it is. It's is a strange game, but if you want look your friends in the eye and try to read their soul and have 10-15 minutes feel like three hours of tension, then I highly recommend this game.




Tzolk'in: The Mayan Calendar:


Tzolk'in's been around for a little while and it was a darling game for a bit. I think it's faded somewhat in obscurity, however, as the flow of mid-level mediocrity in games is an ongoing tsunami that is not stopping.

That isn't to say that Tzolk'in is mediocre, but it is hard for any game to remain relevant for more than a month after its release anymore because of the flood of new titles that thrive on anticipation more than game life.

Anyhow, worker placement games are not my cup of tea. I can enjoy them, but I generally do not seek them out. However, I have friends who really like them, so it's always good to have a few good ones on hand so that I don't have to end up playing one that sucks.

Tzolk'in is a keeper for me in that regard. The big gears are really just a gimmick that moving along a track would represent just as well, but the core mechanics of it are still entertaining enough. Like most Euro worker placement games, you place your figure to get a cube that you can later place a worker to turn it into a card or another cube, which ultimately can be turned into some victory points.

In this regard, there really isn't anything new or interesting in the game and the theme is a disconnect at best. But it isn't as plodding or tedious as many such games, so I'll give it a go now and again and it'll be on my shelf so that my worker placement friends can choose between this, Agricola, Dungeon Lords or Dungeon Petz (though that one is pretty much for my daughter who loves it).




The Cave:


Repeated plays of The Cave have diminished some of my feelings for the game. I still think that it is a solid game and it can be rather thinky as it requires a fair amount of planning to be efficient at what you need to do with your limited supplies. However, the more I play the game, the more I realize that the game doesn't offer anything new with repeated plays.

For a lot of games, this isn't really a problem. And for a lot of players, this isn't really a problem. Many players really enjoy mastering a game.

I suppose the problem here is that I have access to so many games, I don't feel the need to master The Cave. It is a good game and thematic enough, I suppose. But ultimately the theme isn't one that I feel too attached to.

It is a tile laying game of cavern exploration, but you need to make certain that you maximize the supplies in the limited room in your backpack to be most efficient and limit your wasting time to return to base camp to resupply.

While I do like the game, I don't think it is something I would play with the same players again and again. I like introducing other players to new games, but ultimately, I find that I have gotten more efficient. So with new players, I am much more efficient than them and I can easily win now. So I need players at my level, but I don't see playing it with the same people again and again. I have better games that I would rather do that with.

So, while I like the game, it doesn't stand out enough for repeat plays with the same group and I think this'll go into my trade list.