Which Game First show

Which Game First

Summary: We all know that board games are the cornerstone of every great civilization. Now finally, as never before, there’s a podcast that can help you discover which games to play! Celeste DeAngelis hosts the panel of intrepid game explorers and designers Mike Grenier, Ed Povilaitis, Evan Bernstein and Joe Unfried. Each episode they explore the hilariously huge world of board gaming, unearthing the gems and the junk.

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Podcasts:

 The Networks | Splendor | Sharp Shooters | File Type: audio/mpeg | Duration: 42:17

The Networks Bring your Public Access TV network into Prime Time Designed by: Gil Hova Edition Played: Formal Ferret Games (2016) Players: 1 – 5 Time: 60 – 90 min Ages: 13+ Unearthed by: Ed Ed was first introduced to this game during playtesting at Metatopia, and brought this game to the table because it pokes fun at TV networks and the panel loves silly puns. The Basics: In The Networks, you are the owner of a TV station with three awful public access shows, but with a small amount of cash and great ambition, you plan to lure the most viewers and break into prime time. Each season you take turns trying to improve your network by developing the best new shows, signing the most popular stars, or landing the most lucrative ads.  Focusing on a genre, will get a bonus for your network. Manage your cash and keep an eye on your lineup as shows age at the end of each season. And you may want to pass early to budget for the big shows and stars that will be available next season.   After 5 seasons, the player with the most viewers wins the game. Splendor A game of chip-collecting and card development to craft the best gems Designed by: Marc André Edition Played: Space Cowboys / Asmodee (2014) Players: 2-4 players Time: ~ 30 min Ages: 10+ Unearthed by: Ed Ed brought this simple engine building game to the table because it has attractive components and art, while also being easy to learn and play. The Basics: In Splendor, you take on the role of a rich merchant during the Renaissance, acquiring resources, mines, and artisans to turn raw gems into beautiful jewels. On your turn, you will perform one of four actions.  1) Take three gems of different colors; 2) Take two Gems of the same color; 3) Reserve a development card and take one Gold coin; 4) Purchase a development card (from display or your reserve).  Development cards provide “Prestige Points” and certain sets of developments may earn “Noble Tiles”, which provide additional Prestige. The final round is triggered when a player reaches 15 points and the player with the most Prestige points wins. Sharp Shooters Take a risk. Give it a roll. Play the game. Designed by: Jeffrey Breslow, Howard J. Morrison, Rouben Terzian Edition Played: Milton Bradley Company (1994) Players: 2 – 6 Time: ~ 10 – 20 min Ages: 12+ Unearthed by: Celeste Celeste found this game at one of her nearby big-box chain thrift stores and brought it to the table because she had to show us the classic 90’s style promo photo on the back of the box and of course she loves dice and this game boasts a lot of them. The Basics: Players roll dice to build rows on a common reference card. Win chips by pacing the last die in a row. Score for straights, full houses, 4 of a kind, and more. Each player is given a bunch of standard six sided dice.  On your turn, first you roll 5 dice into the green felt covered plastic bin.  Then you must place at least one of the rolled dice on the reference card, trying to make winning sets while avoiding losing sets.  You win casino chips for making winning sets and lose them for making losing sets. Once all the sets on the card are made a new reference card is pulled, starting a new round of play. After the 6th card and round is complete, the player with the most chips wins.  

 Utter Nonsense! | Saint Petersburg | Dungeon Dice | File Type: audio/mpeg | Duration: 34:23

Utter Nonsense! Family Edition Combine silly accents with even sillier phrases to create sayings that are just plain ridiculous. Designed by: Dave Mazurek, Tim Swindle Edition Played: Family Edition (2017) Players: 4 – 20 Time: 30 + min Ages: 8 + Unearthed by: Mike Mike brought this game to the table, because the panel loves to do silly accents. The Basics: Each player gets a hand of cards with seemingly random phrases. A card from the accent deck is then revealed. Included accents include Arnold Schwarzenegger, French, or an upset elephant. Each player chooses one of the listed phrases to say using the accent; the objective is to entertain the judge and be chosen the best of the round. The winning player becomes the next judge. The first player to wins 5 rounds wins the game. Saint Petersburg A tactical game for Russian building magnates. Designed by:  Bernd Brunnhofer, Karl-Heinz Schmiel First Published: Hans im Glück (2004) Edition Played: Z-Man Games, Second Edition (2014) Players: 2-5 players Time: 60 min Ages: 13+ Unearthed by: Ed Ed was introduced to this game by friend and fellow gamer Harald, and acquired the 2nd edition when it came out. He brought it to the WGF table to showcase one of his favorite light Euro games based on cards. The Basics: You start with 25 Rubles. The object is to build your influence by purchasing Worker, Market, Building, and Noble cards that will increase your fortune and score you the most prestige. There are 5 card-buying phases each round, one for each of the 5 different card types: Worker cards primarily help you earn money; Market cards offer different goods for money and prestige; Buildings provide prestige; Nobles can supply a mix of victory points and rubles, leading to  sizable late-game point bonuses that can’t be ignored. Exchange cards allow already purchased cards to be improved. During each phase, you may buy cards, put cards in your hand, play a card from your hand, or pass. When everyone passes, the phase ends and you get to score points for any of your cards matching the current phase.  When a deck runs out of cards, the game ends at the end of that round, and the player with the most victory points wins. Dungeon Dice Be the first out of the dungeon! Designed by: Paul J Gruen Published by: Parker Brothers (1977) Players: 2-4 players Time: 30 min Ages: 8+ Unearthed by: Evan Evan unearthed this game along with a batch of seven more during an online shopping spree. This late 70’s era Parker Brothers game screams Friday night games with school friends and the neighbors’ kids: reminiscent of a time since lost. The Basics: You are a prisoner in the dungeon. Your crime was . . . whatever, it doesn’t really matter. The object of the game is to escape by tunneling. This is a dice rolling game, and you match the dice to earn the tunnel cards that can pave your way to freedom. Sure, prison guards stand in the way, but the other players are an even greater obstacle: they can block you, hamper your progress, or even steal your tunneling cards! It’s a race of prisoners to be the first one out!

 Gloomhaven Brief Expedition | File Type: audio/mpeg | Duration: 7:43

Gloomhaven Brief Expedition In this week’s Brief Expedition mini episode, the Which Game First panel takes a look at the massive sprawling adventure game, Gloomhaven. Designed by: Isaac Childres Published by: Cephalofair Games (2017) Players: 1 – 4 Time: 60 – 120 min Ages: 12+ The cooperative, choose your own adventure game Gloomhaven had massively successful kickstarter and currently tops the charts on BoardGameGeek. The panel discusses the the phenomenon of legacy games and takes a brief look at what comes in the game.

 Evolution: Climate | Dixit | Eddie Cantor’s Game: Tell It to the Judge | File Type: audio/mpeg | Duration: 35:41

Evolution: Climate Adapt to ensure the survival of your species Designed by: Dominic Crapuchettes Edition Played: North Star Games (2016) Players: 2 – 6 Time: 60 min Ages: 12 + Unearthed by: Ed Ed brought this game to the table because its theme of adapting to the ever-changing ecosystem appeals to him as a scientist as well as being a fun, competitive game. The Basics: The goal is thrive in an ever-changing ecosystem. Each turn, the players:  seed the watering hole; play cards form new species, grow population, or size, and develop traits; then compete for food to feed your species. At the end of the game, you get points for each food eaten during the game and the population and traits on your surviving species. Dixit A picture is worth a thousand words! Designed by:  Jean-Louis Roubira Published by: Libellud (2008) Players: 3 – 6 players Time: 30 min Ages: 8+ Unearthed by: Mike Mike was introduced to this game during late night gaming at a convention and brought it to the WGF table to showcase a party game that encourages creative thinking. The Basics: Players get a hand of cards that are strange and interesting pieces of art. On your turn as the active player, give a clue (word, phrase, song) for one of your cards with the goal of getting some (but not all) players to guess your card. All other players choose one of their cards that best fits your clue.  which card was yours, and place it face down. Using this clue, all other players also play a face down card. The chosen cards are shuffled and revealed. All players then secretly guess which card belongs to the active player.  Once all votes are in, scoring begins. First person to 30 points wins. Eddie Cantor’s Game: Tell It to the Judge Drive to the Club and have the most money Designed by: (uncredited) First Published: Parker Brothers (1932) Players: 2-4 players Time: 40 min Unearthed by: Evan Evan unearthed this game from his mom’s attic and brought this game to the table explore this “treasure” from the past which features images of the entertainer Eddie Cantor on the box and on the game board. The Basics: Players move their car along the board by playing cards indicating spaces and traffic signals. But must contend with uncooperative traffic lights, police traps, roadside distractions, undesirable hitchhikers, and, as the name implies, Courtroom Judges who might give you a fine. The winner is the player who reaches “The Club” and has the most amount of money left once all players are finished.

 Modern Art | Twilight Imperium | Cosmic Wimpout | File Type: audio/mpeg | Duration: 40:29

Modern Art Buying and selling painting can be very lucrative business, if you have an eye for the art. Designed by: Reiner Knizia Edition Played: Cool Mini Or Not (2017) Original Publisher: Hans im Glück (1992) Players: 3 – 5 Time: 60 min Ages: 14 + Unearthed by: Ed Ed brought this game to the table to showcase one of Knizia’s auction games and art is a favorite topic of discussion for the panel. The Basics: This is an auction game where you take the role of a Museum curator trying to buy and sell paintings at the best price. The players are dealt a hand from a deck of paintings featuring 5-different modern artist. Each round, players take turns auctioning a painting until 5 paintings from the same artist were collectively auctioned that round. Then everyone sells the paintings they acquired, paintings from the most popular artists (most auctioned) are more valuable, only the top 3 have value, so hopefully you chose wisely. Then a new round of auctions begins, with new values determined at the end of that round. After 4 rounds, the player with the most money wins. Twilight Imperium An Epic Board Game of Conquest, Politics, and Trade Designed by: Christian T. Peterson First Published: Fantasy Flight Games (1997) Edition Played: Fantasy Flight Games, Fourth Edition (2017) Players: 3-6 players Time: 4-8 hrs Ages: 14+ Unearthed by: Ed Ed first played this game when the 2nd edition came out in 2000, and have loved the series since. When the fourth edition came out at GENCON, he had to pick it as a true fan™. The Basics: In Twilight Imperium your interstellar empire is vying for galactic domination through military might, political maneuvering, technological prowess, and economic bargaining. After selecting one of eight strategy cards that determines initiative and provides a unique strategic action for that round, players take turns performing actions such as: moving fleets, claiming new planets, engaging in warfare, and trade with other empires. At the end of the round, players may claim objectives to earn Victory Points and gather in a grand council to vote on new laws and agendas that may shake up the galaxy. The first empire to reach 10 Victory Points claims the Imperial Throne and wins the game. Cosmic Wimpout A fast paced press your luck dice game of gaining points Edition Played: Koplow Games (2016) Players: 2-7 Time: 20 min Ages: 7 up Unearthed by: Celeste Celeste first came across this game while working at her brother Perry’s Comics and Gaming store in the early 90’s and quickly became one of her favorite games of all time. The Basics: This is a fast paced dice rolling game to gain enough points to win. You try to match up 3 and 5 of a kind to get points. The dice have symbols and numbers on them. you try to match up 3 or 5 of a kind with the symbols or numbers to get points. The game has an outer space theme that shows in the names of the rules of all things: Going Supernova The Flaming Sun The Futtless rule Getting a Flash The Train Wreck The Guiding Light Rule You May Not Want To But You Must

 Robo Rally | 7 Wonders | King of Tokyo | File Type: audio/mpeg | Duration: 30:43

  Robo-Rally Try to get your robot to check-points across the busy and dangerous factory floor. Designed by: Richard Garfield Published by: Wizards of the Cost (1994) Edition played: Avalon Hill Games, Inc., Hasbro (2016) Players 2–6  Time: 20-120 min Ages 12+ Unearthed by: Celeste Celeste was introduced to this game over a decade ago by Ed. She brings it to the intrepid panel because she instantly fell in love with the deranged level agitation it can inspire in its’ players as things start to go wrong.   7 Wonders A card development game where you try to build the most successful Wonder of the Ancient world through commercial and military supremacy. Designed by: Antoine Bauza Published by: Repos Production (2010) Players 2–7 Time: 30 min Ages 10+ Unearthed by: Ed Ed picked this up from a local gaming store when it came out a few years ago. He says he brought it to the table because he likes short card drafting games and was excited by the civilization/wonder building theme.   King of Tokyo Smash, Stomp and Devour your way to dominance as a B-movie worthy monster as you try to become the King of Tokyo. Designed by: Richard Garfield Publisher: IELLO (2011) Players: 2-6 Time: 30 min Ages: 8+ Unearthed by: Mike Mike found this game at Modern Myths in Mamaroneck, NY.  Mike says he brought this find to the WGF table because he loves the campy fun of the Godzilla movies, and knew the explorers would get some great roleplay with this one.

 We Didn’t Playtest This at All | Automobile | Pickles to Penguins | File Type: audio/mpeg | Duration: 30:46

We Didn’t Playtest This at All A fast-paced card game where you follow silly instructions to try to win by…not losing. Designed by: Chris Cieslik Producer: Asmadi Games (2007) Players: 2-10 Time: 10 min Age: 12+ Unearthed by: Mike Mikey came across this game at a really late-night impromptu gaming session at Origins game fair in Columbus Ohio. He said he brought it to the Which Game First table because “It's weird, usually really funny, and mercifully short” Automobile A strategy game about car manufacturing in the early days of mass production. Designed by: Martin Wallace Publisher of the version played: Mayfair Edition Players: 3-5 Time: 120 min Ages: 12+ Unearthed by: Ed Ed picked this up at the Mayfair booth at a convention. He says he brought it to the Which Game First table because he likes several games by this designer and hopes this will be the first in a line of his games covered by the podcast. He says it’s a tight economic game where you strive to manage your actions and resources efficiently. Pickles to Penguins A card game where you match pictures to sentences you make up. No Design Credit Producer: Imagination Games (2009) Players: 2-6 Time: none listed Ages 6+ Unearthed by: Celeste Celeste found this game in a local second-hand shop. She brought it to the table because it reminded her of more popular picture games, and she wanted to see if it could hold its own against them.

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