Showing posts with label Portable Games. Show all posts
Showing posts with label Portable Games. Show all posts

Friday, November 22, 2024

5 Pocket-Sized Games for Taking Out and About

 OK I want to get ahead of this and start with a definition of "Pocket Sized". It's term thrown around a lot and to be honest is rarely used literally. For the purposes of this article, we're going to be using the term pocket sized to mean anything that will either fit in a generous pocket or fit easily into a handbag without taking up all the space.

1. Regicide

Regicide is quite literally pocket-sized as it requires nothing more than a deck of ordinary playing cards (which have the bonus of also allowing for a large number of other games), and yet it manages to be a significant game with a solid theme.

Players will work together to attempt to overthrow the royal dictators, represented by the Jacks, Queens, and Kings in the deck. Taking it in turns, players play cards from their hands, dealing damage equal to the card's value and resolving effects dictated by the suit. Together they will slowly work their way through the picture cards, defeating their oppressors, and hoping they don't run out of cards in the draw pile. Should that happen, support from the people has failed and the game is up.

Regicide is a fantastic, well-thought-out game that manages to capture a theme perfectly with only a single deck of cards. The rules are available as PDF so can be easily checked on a phone, making this the most pocket-sized of games.

2. Gloomhaven: Buttons and Bugs

Typically Gloomhaven means table-filling boards, hundreds of components, and a rulebook that could technically be classed as a novella. Gloomhaven Jaws of the Lion, the prequel released in 2020, went some way to condensing this but still remained a meaty game. Then in 2024 Gloomhaven: Buttons and Bugs hit shelves and we had to take a moment to check whether the game was genuinely as small as it looked, or just very far away.

Gloomhaven: Buttons and Bugs is a purely solo experience that amazingly manages to capture the feel of its older siblings perfectly with a fraction of the play-space. This is done through a mixture of making assets as small as feasibly possible (the miniatures are so small I am wary of sneezing near them), and streamlining the game-play to take off every millimeter of fat. 

Even the theme has been downsized. Gloomhaven is a vast role-playing board game that spans an entire nameless realm, Buttons and Bugs takes place mostly within the walls of a single building as your adventurer has been shrunk to the size of a small bug.

In classic Gloomhaven style, the game is still turn based and adventurers play cards to complete actions with an aim to completing objectives before exhaustion sets in or HP is reduced to zero. It effectively captures the feeling of a much larger game despite the board being the size of a single playing card.

While technically not pocket-sized (the box maintains similar dimensions to the huge original but is scaled down) it is definitely small enough to fit easily in a small bag. This game is an must-have, pocket-sized, solo experience.

3. Zombie Dice

Another true-pocket game, Zombie Dice is a push-your-luck dice-rolling game in which players take on the role of zombies searching for tasty human brains without getting shot. The game consists of 13 dice, each showing symbols for brains, footprints, and gunshots, and a dice cup (though we swapped the dice cup for a velvet bag to make it even more compact). Players take it in turns to pull 3 dice from the cup, roll them and resolve the effects. They can then choose whether to pull 3 more dice and keep going, or bank the brains they have and pass play to the next players. The catch is that if a player ever rolls a cumulative 3 gunshots during their turn, they lose all the brains they rolled and their turn ends.

The dice are colour coded to indicate how heavily they are weighted to gunshots or brains, which allows players to make an educated guess regarding their chances on future rolls.

The first player to achieve a total of 13 brains wins the game, which does mean that it is possible for a player to win on their first turn. While this might sound disappointing, the excitement of seeing someone win in this way is worth it!

Zombie Dice is an exciting game and perfect to fill a few minutes of waiting time or even act as a palette cleanser between larger games. The dice feel good quality and the entertainment far exceeds the affordable price tag, which is usually in the region of, you guessed it, £13. 

4. Micro Dojo

Micro Dojo is an adorable worker-placement game in which two players compete to enhance their small town through the purchasing of buildings and completing objectives.

While the gameplay is fairly basic, on your turn you move a meeple one space orthogonally and resolve the action on the space it now occupies, it has a very enjoyable flow and feels suitably low-stakes; perfect for playing at a small cafe table.

While the format doesn’t provide for a lot of player agency, there is room for strategy and planning in blocking your opponent from taking key actions. Furthermore, the game has an automated player 2 for solo play that effectively captures the feeling of playing with a human.

This is a game that easily provides more entertainment than it’s low price tag betrays and would make a good addition to anyone’s collection.

5. Kinoko


Kinoko is a fantastic set-building card game where players work to assemble a set of three mushrooms of the same colour by swapping between players and sets of face-down cards on the table. The one catch? Players cannot look at their own cards, instead they have them facing outwards so that all other players can see them. Using a mixture of deduction, probability, and memory, players assemble sets in their hand, other players hands, or on the table, but as soon as a player feels they have completed their set they announce it to the group and their assumptions are checked.

Quick to play and small to carry, this game is the very definition of a pocket-sized game. Furthermore, set up and game time are both quite fast so it's perfect for when you are out and about. With a cute visual style and simple rules, this game is a must-have for anyone who enjoys a good mushroom.

Friday, October 25, 2024

Review: Tiny Epic Defenders - Tower of Terror

I am a huge fan of Scott Almes's Tiny Epic series. I think the man is a genius when it comes to condensing genres that typically span entire weekends and take up multiple tables into sweet little 1-2 hour experiences. Whilst they will never fully live up to the in-depth, crunchy nature of some of their larger cousins, I think they pay wonderful homage to the themes and make them far more friendly to the average table top or cafe. Furthermore, Almes always takes time to ensure there is a suitable single player mode built into the games wherever they will work well. 

I recently got hold of a copy of first edition Tiny Epic Defenders and quite unexpectedly it rose to be one of my favourite quick games. When it comes to condensing a genre, tower defense, into a short, cafe friendly experience, Almes really hit it out of the park with this one. Whilst all Tiny Epic games are relatively low complexity, games such as Tiny Epic Dungeons can often get slowed down by a rule book so thorough that you'd be convinced it cane in a much bigger box. This is not the case with Tiny Epic Defenders. All mechanics have been boiled down into such a neat package the rule book is only a few pages long and can be digested easily right before the first game.

Defenders, is a cooperative experience for 1-4 players, who take on the role of heroes drawn from classic fantasy stock; orcs, elves, skeletons, mages, knights. Each of these heroes come with their own unique special ability, though not all are created equal, allowing for future challenges if you find yourself cracking the formula for success (if you know it, please let me know).

The turn system relies on a deck of cards that are shuffled and drawn one at a time. This deck contains both enemy and player turns meaning each round is luck of the draw when each player is able to take their alloted 3 actions. This helps to keep players feeling as though they are having to play reactively and flexibly in order to keep on top of the hordes of enemies.

Enemy cards target specific areas of the kingdom, which will cause the threat in that region to rise. Should the threat level ever rise to critical point, the region is considered lost and the location bonus action will be unavailable for the rest of the game, plus any future attacks to their region will instead be directed at the capital city. Of course, should the capital city fall it's game over. Players can position their characters in locations and defend them against the onslaught by taking damage rather than raising the threat level of the region. 


Each round of the game adds further enemies to the turn deck, meaning the waves of enemies get more ferocious as the game progresses, culminating in the arrival of a boss enemy. These large monsters require slaying for the game to be considered complete, all while constantly maintaining defense against the unceasing onslaught.

TE Defenders offers a very polished experience without an ounce of fat on it. It takes up very little table space and perfectly encapsulates the tower defense genre into a very small box and quick experience. Of course, this will probably fall short when you are after something to really get your teeth into, but for what it is, it is a very impressive little game.; 

Also in my collection but as of yet untested is the TE Defenders expansion: Defenders Dark War, which expands on the available characters and final bosses, plus the need to defend caravans of refugees fleeing the various realms of the kingdom. Dark War also introduces the Tiny Epic staple gimmick ITEMeeples, small meeple figures that are able to hold even smaller weapons. Ultimately these don't add anything to the actual game play but they are quite cute. Sadly, I have a first edition copy of Defenders, meaning I only have the regular meeples that cannot hold items. If I cared that much I could easily borrow the ITEMeeples from TE Zombies, but I just don't think I'm that bothered.

All in all, TE Defenders is a solid edition to the TE collection and stands out for how neat of an experience it is.

Tuesday, October 22, 2024

Arctic Anarchy and the Arctic Quest

Following our review of Arctic Anarchy, Hand Limit was lucky enough to have a chance to speak to the creators, Rick and Lydia Vadgama about their game and the exciting story of Arctic Quest 2026.

Arctic Quest 2026

Readers of the blog will know that Arctic Anarchy, the fun card game about saving polar animals, was created with the intention of raising money and awareness for a Kent Scouts expedition to the arctic circle in 2026. Rick and Lydia run a Kent-based scouting group and are part of the team of leaders across Kent who will be leading this expedition of 10 young people (aged 16-25) and 10 leaders, to retrace the footsteps of explorer Frank Worsley in 1926, 100 years prior.

Worsley set out on a voyage to the arctic with co-leader Grettir Algarsson on his ship The Island, setting sail from Liverpool in June 1925. However, the ship was damaged by an ice-floe not long into the voyage, forcing Worsley to continue on the journey by sail in what he later described as "sail's last unaided battle with the polar pack". He wrote extensively about his voyage published under the title "Under Sail in the Frozen North".

Following in Worsley's efforts, Kent Scouts will also be making this journey under power of sail and sailing to Svalbard on the schooner, the Noordlicht (pictured below) to "easily" navigate the icy arctic waters. The ship will be crewed by experienced sailors but the young people taking part will be expected to have a hands-on role in sailing the ship, there can be no passive passengers on a voyage so physically, emotionally, and mentally challenging. A key element to their trip is the focus on having a positive environmental focus and the chance to raise awareness about a part of our world that is shrinking rapidly.

"This is more than just voluntourism."

The expedition has 4 proposed objectives:

  • Voyage - An adventurous expedition 'Under sail in the Frozen North'
  • Projects - Undertake group and personal projects and present the results
  • Worsley - Celebrate the achievements of Frank Worsley
  • Outreach - Share the experience with thousands of young people

This trip is really about pushing boundaries for those lucky enough to be participating. However, it does not come easily. Regardless of how grueling the journey will be, the journey to the journey will be no walk in the park either. Before anything else, these young people and leaders need to raise the required funds and with a group target of just over £133,000 this will be no mean feat. Many of the scouts who will be going on the expedition will be working to raise this money while also fighting their way through academic milestones such as GCSEs and A-Levels.

Arctic Anarchy

This is where one of our favourite card games of the year comes in. Rick and Lydia are both keen board gamers, so it stands to reason that when presented with a problem, like so many other fans of the hobby, the answer seems to be through playing games.

As it happens, Rick and Lydia were already sitting on an idea for a board game that came about a year or so before. Of course it had quite a different theme that I won't go into here (all I'll say is it was set in a pub rather than the frozen north!), but the mechanics of the game translated perfectly to what they wanted to achieve. Work began on refining the concept and a few sample cards were printed off on a home printer and presented to players at the board game club they run. 

Following the success of this home-made version, Rick and Lydia set out to attend UK Games Expo where they received valuable insight into games production and yet more positive feedback on the game. Pretty soon, Rick was the recipient of 7,500 professionally printed cards that all required counting, checking, and sorting into decks.

"I would always say yes to a game of Catan" - Lydia

"Simplicity was the key to the game," Rick says. "The biggest inspiration was Bounty Hunters." This drive for simplicity in the artwork, game mechanics, and rules can really be seen in the current iteration of the game with its smooth game play and rules that have been condensed to fit on a couple of playing cards within the box. Lydia added that in certain respects the game can be played more like Ticket to Ride. However, they wanted to make the game feel like a unique experience. In this respect they were successful.

Arctic Legacy

When asked what their future hopes for the game would be, Rick and Lydia were both keen for it to remain a source of funding for future Scout expeditions and to continue to raise awareness for young people, providing a link to what is happening environmentally elsewhere in the world.

"An expansion [to the game] would be good but we need feedback on what people would like to see," says Lydia. For an expansion they are keen to know what they are expanding and what this would hope to achieve with the game and its wider environmental message.

Furthermore, they want to take the lessons they've learned in bringing their game to life and share this with other scouting groups, with the hope to create more games to help promote further messages and raise money for future trips. 

"[We're] not looking for profit" - Rick

During our conversation, Lydia brought up a potential future version of the game that could be used to raise awareness and tackle poaching in Kenya. As soon as this was brought up, I admit my head was filled with Kenyan wildlife and the bright colour palette in Rick's geometric designs. Specifically, Lydia was keen for a future game to support the charity Harambee for Kenya, which focusses on "putting poor people on their feet again to rekindle burnt out lives with fresh hope, restoring dignity and respect to their lives.

So where can people find out more and grab a copy of the game? Currently there are no official outlets, so it's best to get yourself over to the Arctic Anarchy Facebook page and message Lydia and Rick. Alternatively, head on over to their weekly board game club in Hollingbourne, Kent where they will be happy to sell you a copy.

Also, keep an eye out for future editions of Games On Location to see how well Arctic Anarchy fairs being played in the Arctic Circle!


Friday, October 18, 2024

Review: Stay At Home - A little shared trauma as a treat


The other day I found myself looking at the release date of a game on my shelf and came to the shock realisation that 2020 wasn't just a year or two ago. It's been four years since the world was plunged into a pandemic and the chaotic response as various governments tried desperately to ignore deal with the socio/political/economic ramifications of entire countries trying to isolate themselves nationally and internationally. It feels as though many of us have struggled to move on from this global event and the way this has manifested is the shared delusion that this all somehow happened more recently than it actually did. 

Stay At Home - Three ominous words

Despite that odd symptom, I have come to realise quite how much my brain had chosen to forget through the game we played last night, Stay At Home.

"A card game that's nostalgic for all the wrong reasons"

First of all, I would like to send my thanks to the creator of this game who kindly gifted me a copy for review!

Stay At Home is a simple card game by Fizzgig Games in which 2-4 players strategically take and play cards to try and end the game with the largest proportion of their household "Out", meaning not stuck in isolation. This is done through humorous cards that allow one or more of your household of 4 to leave the house on errands such as "drug run", "toilet paper quest", and a very disgruntled looking "key worker" (round of applause anyone?). However, working against you are regular government announcements and stop cards which work to complicate play or send members of your household home again. There are also stockpile cards which work against you during play by clogging up your hand, but are valuable in the event of a tie-break at the end of the game.

The winning player is the one who has the most "out" cards in front of them at the end and a decent supply of stockpile cards in the event of a draw. 

While the game was quick to play and learn, I felt there was decent replay value through the luck of the draw. Sadly on our first play through we seemed to draw almost all the government announcement cards at the start of the game so there was little effect (we hadn't had a chance to get many people out of our houses yet!), but despite this there was fun to be had in fighting each other and sending people home.

During the game we found ourselves reminiscing about the weird and confusing times, which was fun in a gallows-humour way and it was an easy game to play while also holding conversation. I also really enjoyed the mechanic of the four house cards in front of each player that flipped over as members of the household are allowed out. I'm not sure I've come across something similar in other card games of the like.

I think it would be a fair comparison to liken this to games such as Fluxx and Exploding Kittens; an easy and accessible game to play with family (depending on how raw feelings still are about that turbulent period). 

It would be interesting to see how the game changed with a greater number of green cards that enabled house holds to go out, would this also increase the underhanded actions of players as they vie for top place? Furthermore, I feel the game would re-skin well to cover a different theme, something along the lines of medieval plagues would be a fun redesign.

Overall, this is an enjoyable game to bring out at family gatherings and the humour sticks the landing, without feeling contrived. 

Saturday, October 12, 2024

Preview: Arctic Anarchy - Far from a frosty reception

Courtesy of Ricky Vadgama©

Last night I was lucky enough to attend a play test event for Arctic Anarchy, a new indie card game. The game is the brain child of two Scout Leaders and avid board gamers, Ricky and Lydia Vadgama. In 2026 they will be joining a team of fellow leaders and young people from Scouts on an expedition to the Arctic Circle. Their objective is to undertake polar research and conservation projects. The game has been designed with the purpose of raising money to fund this expedition and you can keep up to date on their progress here.

Arctic Anarchy sees 2-4 players take turns collecting or discarding cards showing different arctic animals in an attempt to make a hand that will score points, before banking this for tallying up at the end of the game. However, Ricky and Lydia Vadgama have injected a little bit of chaos into this simple premise with the "event" cards that are pulled whenever a player banks a good hand for scoring. These events range from all players discarding a certain type of animal, to handing over the game-winning hand you thought you had just safely stowed away, to the player on your right. While this might sound like the goal-post changing mechanics of games like Fluxx, it plays very well with the careful and balanced style of the rest of the game. Players will carefully draw animals onto their rafts (as the play areas are called), planning several moves ahead, only to have an event force them to discard all their polar bears. Arctic Anarchy tests how well its players can adapt and react to the changing whims of the arctic.


Further rules for games of 3-4 players also introduce the opportunity to swap cards with others around the table (all players' hands are kept in the open), which can introduce an extra social element to the game as allies and enemies are made. Another player and I took delight in using this mechanic to mutual benefit, and what is an action that I am sure could cause more than one table-flip, turned out to be charming and full of goodwill. Though, I suppose that will come down to who you choose to play with!

Courtesy of Ricky Vadgama©
Overall, the game played incredibly well. It was taught in a matter of minutes and was easily played within a half hour. The game-play was smooth and felt well polished, with next to no rules-checking needed for the entire time. The player who I joined had already played 2 games before my arrival, and then when I brought a copy back to Hand Limit Tower, we played 2 games back to back. I can foresee this small deck taking a similar spot to Love Letter in the "let's just play a quick round" genre. Sporting pleasing geometric animal designs in a cool colour palette, the game shows product quality that matches some of the bigger names in the industry. Although still technically in its play-testing stage, the game plays and looks like a finished product. 

With the expected retail price of £18 (approx.) this game is comparable to the series of games being released by the well established Oink Games, but considering this has been put together by a team of two independent developers at their own cost, and that it is being sold to fund such a wholesome cause, I feel it is well worth that price.

My only worry is that since we launched our Games On Location series, we might need to ship out with them to get this one on the list. Perhaps we will be able to persuade them to take a deck for us?


Tuesday, October 8, 2024

Games on Location: Episode 1 - Fungi in the Woods


@abitha_elizaart

There is a lot to be said for increasing the immersion when playing table top games, whether it be mood lighting or a themed play list, but have you ever wondered how far you could take the immersion? This was the thought behind this new series of posts where we will be playing Games On Location to answer the question: "Will it GOL?"

The Game


To kick off this series we set off into the woods to find some mushrooms and then play a game Fungi by Brent Povis, published by Pegasus Spiele.

Fungi is an enjoyable trick-taking card game in which players compete to harvest mushrooms and cook them in order to deliver the tastiest dishes by the end of the game. Mushrooms can be fried with extra ingredients such as butter or cider to increase the flavour points. (Though in real life we did draw the line at cooking anything with cider and butter that we found in the forest). The game is a favourite with us at Hand Limit and offers a perfect balance of luck and skill, while showcasing some very pretty artwork by Jarek Nocon, along with an information booklet on all the different mushrooms that can be harvested.

The Location

We decided that it would only be right to set up a game after finding some mushrooms and sure enough, 20 minutes into our walk we came across some stunning examples of Fly Agaric (Amanita Muscaria - according to the glossary), though I don't want to know what happened to whatever creature seemed to have taken a bite out of one of them!

Walking a bit further on we happened upon a clearing to lay out a picnic blanket and have a game. As luck would have it we situated ourselves just a few yards from a very cute example of Birch Bolete (Leccinum Scabrum).

The Play


We decided to lay the game out on the flattest part of the clearing with the help of a well worn picnic blanket and got down to setting it up. As mentioned above, Fungi is a card game, so we instantly ran into problems when the slightest breeze picked up and we had to spend the rest of the game diving for cards as the wind threatened to carry them away across the clearing. Plus there can be no denying the fact that playing a card game on a truly flat table top was far more convenient that the lumpy bumpy rug.


Despite this, we enjoyed an entire game without too much issue and there was something wonderful about experiencing the beautiful artwork surrounded by nature, with the sun and a flask of mocha warming us up.

The Verdict

@abitha_elizaart

Overall playing Fungi outside was a lovely experience. There were difficulties that made it less comfortable than sitting around a table, and the lack of a truly flat surface did make more of a chore when it came to moving the cards around, but these were countered easily by the peaceful location. It must also be noted that we were very lucky with the weather as only minutes before the rain had been coming down hard.

Overall, I would say that Fungi does play well on location and I would recommend giving it a try!

Have you ever played a game in a thematically appropriate location? Perhaps you've played Taverns of Tiefenthal in a tavern, or Carcasonne in, well, Carcasonne. Do you have any recommendations for further Games On Location? If so, please leave a comment below, and perhaps we'll take your suggestion and run with it!

@abitha_elizaart


Friday, October 4, 2024

Review: Paper App Dungeon - A Pencil Mightier Than The Sword

Regular readers will know that I'm a fan of any board game that can provide a solo experience. These are perfect for when your social battery is low or if you've got some time on a lunch break and need something with just the right amount of crunch to keep your mind off work. As such, games that are designed as a solo experience entirely and also fit neatly into a pocket, tend to get me excited. So you can imagine the thrill I felt when I slipped and fell into my Friendly Local Gaming Store (FLGS) and discovered Paper App Dungeon by Tom Brinton, published by Lucky Duck Games.

Paper App Dungeons, or PAD if you will (because it's like a note pad...), is a solo experience that puts one in mind of classic PC desktop, time-filler games. It has a charming retro style, simple colour palette, and comes with a pencil designed to act in place of a D6 (P6), which truly makes this one of the most portable and space-friendly games I own, beaten only by Regicide.

The aim of the game is ingeniously simple. Roll the P6 (one of my few criticisms of the game is that P6 is unpleasant to say out loud) and move through the dungeon that number of spaces. Diagonal on odd numbers and orthogonally on even numbers. The only catch is that you cannot change direction until you have moved the full number of spaces or you collide with an obstacle. Retracing steps is discouraged but not technically against the rules. In this fashion you work your way through each layer of the dungeon, looting chests, fighting monsters, and regaining health. Every so often there are "shops" where you can trade hard-earned coin for boosts, extra health, and other useful items to use in the coming levels.

This is where I get to my first major criticism of the format. The pages in each note pad are unique due to random generation so no two dungeons will look the same. This is fantastic in one sense as it allows for a high replay value if you choose to purchase multiple pads (though it is a shame they are essentially single use unless you want to go through and erase all your pencil markings, which is entirely possible). However, I found on my first playthrough that there is no clear difficulty curve. Hard levels were just as common as easy ones.

When playing, you carry health and coins over to the next level, unless you are killed, in which case you tally a death on the tombstone at the end of the book, and start the next level with full health and no coin. Sadly, what this inevitably translated to was my character dying right before I found my way to every shop location so I never had any money to spend on fancy upgrades. This left me feeling like I didn't really get to experience everything the game had to offer.

This frustration was compounded by what I would consider my second criticism, the lack of player autonomy. Although the player can choose the direction of travel, the limitation of travelling diagonally or orthogonally based on the result, coupled with the often tight spaces and the encouragement not to retrace steps, in practice doesn't leave much choice for the player. To be favourable, this does help in what I would call the game's "smooth brain" appeal, but there is a lingering feeling at points of the game playing itself, which the player gets to watch.

These points aside, I would still recommend this game to anyone who has ever used minesweeper or pinball desktop games to pass a scant amount of time. Each level takes no more than 5 minutes to complete, unless you are very unlucky and get trapped in a small corner, constantly rolling the wrong numbers of pinging off walls, which is quite funny to watch really. Plus the premise is so straightforward, it's a very age-accessible game.

The game comes in at under £10 in most retailers and I would say it certainly gives that back in entertainment value.

As a final note I would like to admit that I don't really understand why it's called Paper App Dungeon (OK I understand the first and third words, just not the second), so if anyone can enlighten me, I would appreciate it.

Have you played the game? Am I being too harsh in my criticism? Let me know in the comments down below.

Friday, April 14, 2023

Review: OK Play! - a quick, portable and family-friendly game


 

I saw a video about this game on Tiktok and thought it looked like a good game to have in our inventory: simple (good for me), child-friendly (good for the small human), portable (good for Skullen as they cannot go anywhere without taking at least one game) and aesthetically interesting (good for all of us - carabiners, things that go click-click and bright colours!) 


Featured Article

News: Vampire Survivors The Board Game - Be the bullet hell

  Vampire Survivors, the hugely entertaining roguelike shoot-em-up video game published by Poncle, is set to get it's own board game ada...

Most Popular Post