Anybody know any short board/card games? I teach kids and we get like 10 minute breaks.
I do, I do!
2-4player games
Hive - http://boardgamegeek.com/boardgame/2655/hive. 2player only. Games last about 12 minutes when you start playing, but quickly go to 5-8 minutes once you know the moves of each piece. Very fun. Easy to learn.
Tsuro - http://boardgamegeek.com/boardgame/16992/tsuro. Super easy to teach. Fantastic with 3-5 players. More than that and it gets a little ridiculous. Quick, too. Maybe 12-20 minutes, depending on the number of players.
Jaipur - http://boardgamegeek.com/boardgame/54043/jaipur. 2player only. Probably the most "difficult" on this mini list, but still quite simple. Rounds are about 8-12 minutes long, and you play a best of 3. Not required though!
5-6player games
King of Tokyo - http://boardgamegeek.com/boardgame/70323/king-tokyo. Time varies depending on players. I have found that it's about 20-30 minutes with less than 4. Once you get to 5+ players, then games are about 10-15 minutes. Easy, semi quick. I would say that it's best with 5.
Love Letter is great! Also it has licensed variants, so if you feel like your kids would rather play a Hobbit themed game of chasing the one ring rather than a game of smuggling love letters, you can just grab that.
I should have been more specific. I don't generally have more than 10 minutes, so 12+ minutes is actually a hindrance. They work for 50 minutes, parent show up in 60, and my boss is a stickler for time. Hive is the game I was wishing to play when I made that post but the possibility of going over time kept me away.
Also, I specifically need 2 player games.
Alsoalso:
I am very familiar with werewolf and its variants. Took my friend group a long time to get bored with it, but now it seems like we've more or less solved the game into just statistics (but lowering the time limit for discussion had helped immensely). I do agree that it is a good one, overall.
I think king of tokyo/new york are borderline bad games. The outcome feel largely out of the hands of the players and some of the bonuses are wildly over / undercosted. Ironically, I just don't trust Richard Garfield.
I think I've heard nothing but praise for love letter. I should get it for my normal group.
Hey guys, just bumping that event that I mentioned last page one more time, now that we've got a flyer made up for it. Again, anything at all that you could contribute would be greatly appreciated, but I am not expecting anything. www.gofundme.com/GooberMemorialMtg
So this happened on Saturday, and it couldn't have gone better. We raised over $750 for charity and everyone had a great time. I even had the Top 8 draft my cube to decide the winner! Just wanted to share with you all.
Anyone tried Battle Box/Danger Room? I saw an article on it today at ChannelFireball and it got me back into thinking about that format. Sounds interesting as a two-player variant that requires little to no setup.
For those unaware, the quick story it is a magic variant were you use a single shared deck , so there is no drafting or deckbuiliding. The deck has five colours and no lands, but players have access to 10 lands (five basics plus five guildgates) from which they can choose their land-drop each turn. In one variant you split the deck in two so each player has their own library, in order to have scry-effects and cards like Impulse be meaningful.
I havent ordered anything online, but I have gotten 3 legitimate USPS text messages with tracking numbers of packages coming to my house. The first was a Gillette razor which is nice. The other two are scheduled to arrive tomorrowe and Friday of this week, but I don't know who they are from, who ordered them, or what they are.
Anyone here play Pokemon TCG? I work at an after-school program and got put in charge of a games club. A bunch of kids already have cards but don't really play proper games, was wondering how well the game works for like ages 7-10, and if there's a 'pauper' version of it that would work well for having pre-made teaching decks without any expensive cards.
Pokemon is perfectly set up for this with the theme decks. They're all roughly the same low power level, all limited to basic mechanics and they're all inexpensive. You also get a code for pokemon online, which will give you the exact same deck you got in real life for free. If you don't want those codes, you can try to sell them to recoup some of the expenses.
It works so well that PTCO has an entire format for theme decks only. I've recently been playing that for nostalgia value now and then. Imo it's the perfect way to introduce people to a game like that and if you can set up a theme deck league in real life I would expect it to work just as well, provided you can provide a couple of different ones.
One of my good friends has gotten into competitive pokemon recently. It seems.... Sorta good except he plays a deck that wants to make his opponents have an untenable position on turn 1. It's pretty easy to draw your whole deck.
/
Battalion and fabricate isn't that interesting, is it? When would you choose to have counters instead of tokens?
Fabricate, proliferate, and populate all on one thing would be interesting though.
Persist plus fabricate is basically an immortal creature, which is cute but at the end of the day not that engaging.
I did do persist plus bolster on a decently large creature, and persist plus devour. So the choices aren't automatic.
Rebound plus dredge would be interesting to find a place for. What kind of small effect isn't oppressive if I have access to it twice a turn? One flying token for 5 mana? Pinging a target and myself for 3 mana?
Hmmmm
That Klug guy is the best choice, but he has archaic beliefs about cube organization (last I checked, a couple years ago) so I'm glad it isn't just a thing.
I actually think Prowess is pretty cool from a deck building stand point, both in constructed and limited. It forces you to respect a certain balance, and it's pretty black and white unlike something like Young Pyro or Guttersnipe which to me is good for that type of mechanic. It's either creature and it doesn't trigger, or noncreature and it does--*really* easy for a new player to understand, and really interesting for a seasoned player to design around. You explain it once, and then the gears start turning.
Skulk, on the other hand, is entirely dependent on what your opponent is doing. It's a lot less rewarding for the deck building and feels more 'random' in application. Sometime you can get through, sometimes you can't, and often it's entirely based on your opponent's board presence. That's not a great mechanic for getting people interested in building their deck, and I think that's a major reason why it failed. (Maybe not 'failed' depending on how much weight you put on that word, but it certainly isn't one of the best mechanics they've made.)
I know this doesn't answer your question, but I like to tangent. (Especially so since I don't have a good answer for your question )
2-4player games
Hive - http://boardgamegeek.com/boardgame/2655/hive. 2player only. Games last about 12 minutes when you start playing, but quickly go to 5-8 minutes once you know the moves of each piece. Very fun. Easy to learn.
Red7 - http://boardgamegeek.com/boardgame/161417/red7. Games are also about 10-15 minutes long. I don't know how well this would work with 2 people, but its passable.
Tsuro - http://boardgamegeek.com/boardgame/16992/tsuro. Super easy to teach. Fantastic with 3-5 players. More than that and it gets a little ridiculous. Quick, too. Maybe 12-20 minutes, depending on the number of players.
Love Letter - http://boardgamegeek.com/boardgame/129622/love-letter. Also super easy. Best with 4. Learn it in about 3 minutes, plays in about 12-18 minutes.
Jaipur - http://boardgamegeek.com/boardgame/54043/jaipur. 2player only. Probably the most "difficult" on this mini list, but still quite simple. Rounds are about 8-12 minutes long, and you play a best of 3. Not required though!
5-6player games
King of Tokyo - http://boardgamegeek.com/boardgame/70323/king-tokyo. Time varies depending on players. I have found that it's about 20-30 minutes with less than 4. Once you get to 5+ players, then games are about 10-15 minutes. Easy, semi quick. I would say that it's best with 5.
One Night Ultimate Werewolf - http://boardgamegeek.com/boardgame/147949/one-night-ultimate-werewolf. Mafia but better. Quick to learn. iPhone/Android app makes it super cake. Lasts about 7-10 minutes per round. Easy to play multiple rounds, too.
My C/Ube on Cube Cobra
Also, I specifically need 2 player games.
Alsoalso:
I am very familiar with werewolf and its variants. Took my friend group a long time to get bored with it, but now it seems like we've more or less solved the game into just statistics (but lowering the time limit for discussion had helped immensely). I do agree that it is a good one, overall.
I think king of tokyo/new york are borderline bad games. The outcome feel largely out of the hands of the players and some of the bonuses are wildly over / undercosted. Ironically, I just don't trust Richard Garfield.
I think I've heard nothing but praise for love letter. I should get it for my normal group.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
For those unaware, the quick story it is a magic variant were you use a single shared deck , so there is no drafting or deckbuiliding. The deck has five colours and no lands, but players have access to 10 lands (five basics plus five guildgates) from which they can choose their land-drop each turn. In one variant you split the deck in two so each player has their own library, in order to have scry-effects and cards like Impulse be meaningful.
Here is today's article: http://www.channelfireball.com/articles/a-danger-room-with-a-kaladesh-view/
And an introduction to the format: http://www.channelfireball.com/articles/stark-reality-battle-box/
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Any ideas?
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
It works so well that PTCO has an entire format for theme decks only. I've recently been playing that for nostalgia value now and then. Imo it's the perfect way to introduce people to a game like that and if you can set up a theme deck league in real life I would expect it to work just as well, provided you can provide a couple of different ones.
/
Battalion and fabricate isn't that interesting, is it? When would you choose to have counters instead of tokens?
Fabricate, proliferate, and populate all on one thing would be interesting though.
Persist plus fabricate is basically an immortal creature, which is cute but at the end of the day not that engaging.
I did do persist plus bolster on a decently large creature, and persist plus devour. So the choices aren't automatic.
Rebound plus dredge would be interesting to find a place for. What kind of small effect isn't oppressive if I have access to it twice a turn? One flying token for 5 mana? Pinging a target and myself for 3 mana?
Hmmmm
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I could probably do that, depending on what exactly you need/want.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Skulk, on the other hand, is entirely dependent on what your opponent is doing. It's a lot less rewarding for the deck building and feels more 'random' in application. Sometime you can get through, sometimes you can't, and often it's entirely based on your opponent's board presence. That's not a great mechanic for getting people interested in building their deck, and I think that's a major reason why it failed. (Maybe not 'failed' depending on how much weight you put on that word, but it certainly isn't one of the best mechanics they've made.)
I know this doesn't answer your question, but I like to tangent. (Especially so since I don't have a good answer for your question )
Also, follow us on twitter! @TurnOneMagic
Also, UB could just get cycling as evergreen. It is an effect that fits best thematically in dimir, and cycling should just be evergreen anyway.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article