• Game Library 2017 Inventory

    We will be inventorying the Mindbridge Game Library, which includes checking for missing pieces, and repairing games, evaluating games for inclusion in the library and determining games from Kirk Riessen’s collection for inclusion or auction. Lunch from Subway and supper from Pizza Hut will be provided. Please let Michele Maakestad know of any dietary requests and/or pizza toppings. Please bring your own drinks in sealable containers. Feel free to bring game friendly snacks as well.

    Date: Saturday, July 15, 2017
    Time: 10:00 am – 6:00 pm

    North Liberty Recreation Center (map)
    520 W Cherry St
    North Liberty, IA 52317
    Ph: (319) 626-5716

Game Review: Slide Blast

Slide Blast
FoxMind Games, 2016

Attention “serious” gamers. Before you look at this game and say “nah, too light” or “kid’s game”, give it one try. Despite the 7+ age recommendation, I promise it’ll be worth your time.

In Slide Blast, you are creating waterslides at a waterpark. Your goal is to make the longest slide possible. You create your slide by playing tiles, adding them to the end of your slide and attempting to connect to unclaimed areas before your opponents can. You begin the game with one tile in your “hand”, each turn you will draw a tile, and then place one of the two in your hand. After placing your tile, you move to the end of your slide. For those of you who have played “Tsuro” this mechanic will be familiar.

There is an initial inclination to try to direct your slide away from other players. But after some game play, you will find that interaction with other players is key if you wish to connect your slide to other slide pieces being created as the board takes shape. If you place a tile, and happen to move another player’s pawn as well, you will get bonus tiles that give you extra points at the end of the game. Strategic tile placement may also head your opponent away from sections they may be trying to capture.

Although easy to learn, this game may take some time to master, but is still accessible to younger players. Younger players will tend to focus solely on adding to their own slide, without taking advantage of tiles placed by other players. I have found this game to be fun for both adults and kids in a way that few other games seem to manage.

Additional large tiles and tunnels make give a little bit of luck to an otherwise very strategic game, as well as adding some fun theme features. The theme and gameplay interweave very well in this game, and complement each other to create a very immersive experience. A real life slide created with lots of twists and turns is more fun than a straight one. In the game, a slide with lots of twists and turns will also tend to get you more points.

The artwork is eye-catching and fun. I recently ran a demo of this, and had people of all ages asking about it as we played. Everyone, from a young boy, to older adults enjoyed the game and when we finished, I had people asking to borrow it to play again. I had never heard of this game before I received this copy to demo, but rest assured I will be bringing it out often, to all different types of groups. This could be a great gateway game if you are looking for something to play with your non-gamer friends and family. Oh, and it has AWESOME meeples!

Highly recommended to EVERYONE…. Really!

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July 2017 Minutes

Mindbridge Meeting Minutes for Wednesday July 5, 2017 7 pm Denny Lynch Home

  1. Call to Order
  2. Minutes – posted online, reading waived.
  3. Treasurer’s Report – we have less money than last month after lots of AI bills.
  4. Convention Reports Read More »
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Game Review: PANIC!

 

 

 

 

 

 

Castle Panic, 2009
Munchkin Panic, 2014
Star Trek Panic, 2016
Fireside Games, USAopoly

Don’t Panic! It’s just a game, or game(s). In this series of games, (which includes “Dead Panic” and lots of expansions which I do not own,), you must defend your castle/ship from invading armies of bad guys. The basic premise of the panic games is that you have a tower/ship in the center of the board. Castle and Munchkin Panic have a set of walls to protect the tower while in Star Trek Panic, you have cool acrylic blue shields to protect the Enterprise. The board consists of concentric rings spreading out from the center tower/ship, and is divided into six sections. Enemies will come onto the board in the outermost ring in a section determined by a roll of the die. The enemies will move closer and closer, eventually taking out the walls/shields and towers/ship unless they are killed first. To win the game, you must destroy all your enemies before they destroy your castle/ship.

Players have a hand of cards (the number of cards depends on the game and/or the number of players). These cards will be used to attack enemies, repair walls/shields, or other game effects. The order of play for each person’s turn is mostly the same for every panic game. Draw up to your full hand, discard one card and re-draw (optional), some sort of traiding or “charity” (Munchkin), play cards, move enemies, and place new enemies on the board.

I won’t go into too much more detail about the game mechanics since each game has it’s own fiddly bits that would take too long to go into here. If you are trying to determine which Panic is right for you, I’d recommend basing it on the theme of the game. The game play isn’t different enough, in my opinion, to pick one over the other based on the rule set. Munchkin has treasure cards and a charity phase, which will only make a difference to someone who plays Munchkin. Star Trek Panic has the players go on missions while they are fighting, which plays a little differently, but if you don’t like Star Trek, you probably won’t care. I haven’t yet played Dead Panic, but as the title suggests, its theme is the Zombie Apocalypse. If this is your thing, I can with some surety say that you probably won’t go wrong picking up Dead Panic with, or instead of one of the other versions.

The Panic series also can be played in several modes, cooperatively, competitvely and solo. So there is a way for almost anyone to enjoy these games. We will generally play the games cooperatively. They all seem to be well balanced so that you won’t always win, and the tension can run pretty high when you’re down to a few last monsters, but only a couple of tower/wall/shield/ship points.

Monsters are placed with a random die roll. This can be good and bad. I have lost games based solely on the fact that we couldn’t roll anything but a 4 on the die, so all the mosters came in on one side, and we couldn’t get enough cards to take them out. Most of the time, we get a fairly even distribution. This can make the game really tense when you get an area that is starting to get more enemies than another.

The Panic games aren’t terribly strategic, mostly based on luck and die rolls, but savvy play can make the difference between a win and a loss. They are filled with humor and fun thematic bits.

If you like games like Forbidden Desert or Forbidden Island or are looking for a good cooperative game that is a little lighter than Pandemic or Dead of Winter, then pick up a version of Panic and give it a try. It’s a good family game. They are recommended for 10+, but in cooperative mode, I believe that younger children could easily enjoy them as well.

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Game Review: Terraforming Mars

Terraforming Mars
Stronghold Games, 2016

In Terraforming Mars, you take on the role of a corporation working to make Mars habitable for humans, while competing with other corporations to make the most money (mega credits) doing so. To do this, you must manage your resources (mega credits, steel, titanium, plants, energy and heat.)

You will use your resources to raise the temperature and increase the oxygen on the planet, and to place ocean, greenery, city and special tiles on the board. You will also play project cards, which you must purchase each round. These cards do a variety of things. Some cards will give you continuing benefits, some will give you a temporary boost, and others may hurt your opponents. Some cards have requirements, like being above a certain temperature, that you must meet before the card may be played. You need to keep tabs on what your opponents are doing as well to make sure that you don’t give them something they need.

You may also claim milestones or fund awards. These tracks will give you additional victory points at the end of the game. To claim a milestone, you must be the first to reach and pay for those points. Only the first person to claim the milestone will get the points, and only three of the five available may be claimed. There is a lot of strategy to get to these, and they can be easy to forget, but very important at the end of the game. When you fund an award, you guarantee that points will be counted for that award at the end of the game, but only the first and second place players will receive the points, regardless of who funded the award.

Although there is a lot to manage in this game, it all flows very well and is fairly intuitive. There are many different strategies and all are valid ways to win. The cards are easy to understand and though the game tends to start a little slow, once the momentum gets going it’s very easy to get caught up in the excitement.

I have been lucky enough to play every game with the insert from the Broken Token. I HIGHLY recommend getting an insert for this game, especially one with player trays. I would hate to have to keep track of all the different cubes on my player mat without them. With many of the board game inserts, I am ambivalent as to their necessity, but with Terraforming Mars, I believe you will find them a huge asset to game play.

This game has had a lot of hype, and it is all well-deserved. It is a strategic, exciting game, sure to give you many hours of enjoyment, and doesn’t seem to lose its luster with repeated game play.

On to Mars! Recommended.

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