First and Last – A Game of Greed

LAST WEEK I explained the first few rounds of first of FIRST AND LAST and how hard it is to play logically early on but with the game progressing, you can slowly survive through skill and not just through dumb luck.


The last round is the money grab and is all about getting the most money out of the BBC. And the strategy of this can be just as interesting. (PS: I know this is 6 days late)

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First and Last – Non Random Random

When I watched FIRST AND LAST on the BBC, I wasn’t really expecting to be impressed as its effectively a series of games that are completely random chance of getting the right answer.


Except… its actually not… well not by the end at least. It is one of the most unique games which actually can test the mind and our ability to be social… which means I would be useless on it.

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The Positive Community

So how do I do this without entering drama territory.


Not going to happen… OK so let’s keep it simple… let me give three good examples of board gaming communities that I know of (opinion) that do of a good job at being inclusive to everyone.  I will not use names but you may be able to figure it out.

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Pyre – The Pyre Paradox

Super-giant Games have created the ultimate paradox.

Image result for pyre

There is one mechanic that while sounds a good idea, is also contradictory based on the way they have designed the game and deal with their menus.

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The Witness – The Witness (SPOILER HEAVY)

Yesterday I finished The Witness by Jonathan Blow…


… and this was a very brave game to make… it feels like it has no story to drive you along.  Instead it drives you along through a willingness to solve puzzles and explore a complex and beautiful world.  These puzzles get more and more complicated, not through complex rules, but a collection of simple rules being layered on top of each other.

But how does the title link back to the game itself….?

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ICRPG – Quality over Quantity

Image result for icrpg

So I recently picked up ICRPG (Index Card RPG) a RPG book by Runehammer (previously known as Drunkens and Dragons) 


It’s currently on it’s 2nd edition, which is an A5 book with about 200 pages with text slightly bigger than DnD writing (or very close).

DnD has a variety of books; Core Rulebooks, Monster Manuals, Campaigns and advanced characters all over it’s 40+ years lifespan (first published 1974).

In ICRPG Core Rules, there are 2 Campaign Settings (Dark Fantasy and Space), 20 Classes and 10 Races (over 2 Campaigns), 29 Monsters and a series of adventure hooks.

Yet I feel, as a GM, I can get more out of this than DnD.

Why?

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