It’s International Tabletop Day!

tabletopday_logo

It’s International Tabletop Day!

Whether you play board games, role-playing games, card games, dice games, puzzles, or logic games, this is the holiday for you, family, and friends to come together and enjoy games.

So, to celebrate, we’ve got a grab-bag of different ideas for you today. Want to learn more about games through video playthroughs? We’ve got you covered. Want to solve a Mix and Match puzzle all about games? We’ve got you covered. Want to play something similar to Monopoly that’s not Monopoly? We’ve got you covered.

Please enjoy this somewhat chaotic sampling of board game-themed goodness in honor of Tabletop Day!


monopoly

Monopoly is the most famous board game in history. We really can’t discuss the topic of board games without mentioning Monopoly.

But Monopoly has its issues. It takes a long time to play, and if you fall behind, it’s incredibly difficult to catch up. Plus, if you get eliminated, it’s not fun to watch other people keep going.

So what do you do if you like some of the game mechanics in Monopoly but not the total package? Easy! Use our handy-dandy guide to find other games that do part (or ALL) of Monopoly better than Monopoly!

Maybe you enjoy buying property and building it up with enhancements and making money with it. That’s great. You should check out Lords of Vegas.

It’s a casino-building game set in the early days of Las Vegas. It’s got play money, dice, all sorts of strategy, plus a gambling mechanic where you can make up for monetary shortfalls. It’s a brilliant game and so so much fun.

Maybe it’s collecting valuable cards, negotiating and trading with other players that you enjoy most about Monopoly. Terrific! You should try Sheriff of Nottingham.

In Sheriff of Nottingham, players collect cards with different goods to take to market — apples, chickens, bread, and cheese — as well as cards of contraband items (like spices, mead, and weapons). Each turn, one player is the Sheriff, trying to stop the other players from sneaking contraband into the market. So you can bluff, or bribe, or try to sneak goods past the Sheriff, or just play it straight with regular goods.

The game allows for trading, cutting deals, being sneaky, and bonuses for being the person with the most of certain goods (apples, for instance) at the market. It’s so much fun, and allows for lots of fun interaction throughout the game, since nobody is ever eliminated.

Do you like completing colored sets of items? Outmaneuvering other players? Claiming valuable property that other players want? Pretty much everything involved in Monopoly is also part of Ticket to Ride.

In Ticket to Ride, players collect cards and play train cards on a map in order to complete different train routes to earn points. Not only can you score by completing those routes under your banner, but you gain bonus points if you can connect distant locations through your railways.

It covers a lot of the strategy and craftiness that made Monopoly famous, but in a sleeker, quicker package.

Oh, and if you want a totally off-the-walls Monopoly-inspired game, there’s always The Doom That Came to Atlantic City.

In this game, you crush houses to claim properties, play Chants (instead of Chance) cards, and basically try to be the best doomsday cultist at the table, summoning your monstrous god to end the world before the other players can.

It’s delightfully tongue-in-cheek, great fun, and a hilarious inversion of a lot of classic Monopoly tropes. I highly recommend it.


Oh, were you looking for some great video content? We’ve got you covered!

If you’re looking for great recommendations and playthroughs of games that your family will love — like Sushi Go, Codenames, Tak, or Takenoko — Girls’ Game Shelf is one of my favorite YouTube channels. The hosts (Kiki and AnnaMaria) are brilliant and insightful, the players are hilarious, and the game choices are topnotch.

It’s been a few months since they’ve uploaded, but there’s a load of terrific content already waiting for you there. Check out Girls’ Game Shelf!

And for slightly less-family friendly — but still fantastic — fare, No Rolls Barred‘s game playthroughs are uproariously funny. Whether they’re bickering over Telestrations, betraying and misleading each other in epic-length games of Blood on the Clocktower, or simply pitching insane products with Snake Oil, their videos are incredibly entertaining.

Plus the channel has top ten lists of games by genre or play-style, skits, and glimpses of game history. They recently passed 50,000 subscribers on YouTube, and their content keeps getting better. Check them out!


Yes, it’s a puzzle on International Tabletop Day. Hey, we’re PuzzleNation, we’ve got to include some puzzly fun, don’t we?

Today, we’ve got a Mix and Match puzzle for you. Can you anagram these phrases into the names of characters from famous board games, and then match them up with their board game?


How are you celebrating International Tabletop Day? Let us know in the comment section below! We’d love to hear from you.

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What’s Better in Puzzles and Games – Loud or Quiet?

One of my favorite things about puzzles is how peaceful they are.

Sure, escape rooms can be cacophonous, and dropping a jigsaw puzzle can be infuriating, but for the most part, puzzles are soothing.

The satisfying scratch of pencil on paper as you fill in a word, watching the pile of unplaced jigsaw pieces slowly dwindle as the picture continues to form, getting a little victory chime when you solve a puzzle in your favorite app…

Board games, on the other hand, tend to get loud.

Sometimes, it’s good-natured debate or enthusiastic contributions, like when things get tense in a cooperative game, or when the game generally encourages rambunctiousness, like Throw Throw Burrito.

Other times, it’s a by-product of the gameplay itself. There’s a fair amount of frenzied clacking in Hungry Hungry Hippos, for instance, but I never hear people complain about the noise that comes along with a round or two of marble-chomping.

[Image courtesy of Grey Mass Games.]

Of course, that increase in volume can be for reasons that are a little more heated. Maybe someone betrayed someone else in a game like Sheriff of Nottingham. Monopoly famously inspires people to flip the board in frustration.

Social deduction games where identities are secret, or where there’s some level of deception involved, also tend to get pretty loud. Whether it’s Mafia, Ultimate Werewolf, Secret Hitler, Blood on the Clocktower, or others, raised voices are common.

But when it comes to loud board games, I think we can all agree that one particular dexterity takes the cake.

Say it with me now…

JENGA!

Yes, Jenga — by design — is loud. The only way the game can end is with a toppling tower of wooden blocks. CRASH! I know several board game cafes that have banned it for that specific reason.

Sure, KerPlunk can be loud, but even a stack of falling marbles doesn’t seem to compare to the jarring clatter of a stack of Jenga tiles hitting the table and/or the floor.

Sure, Perfection can be loud, but that’s kind of the point. You’re trying to complete the task BEFORE the buzzer. So it is possible to play without the cacophony.

Jenga is so infamously loud that there are other games that sell themselves on being quieter than Jenga but offering the same stacking mechanic. Rhino Hero and Rhino Hero Super Battle employ cards instead of wooden blocks, so the collapse is less more tolerable, while Catch the Moon employs ladders, which makes for an oddly soothing yet still stressful game experience.

But where do you stand on noise-making games and puzzles? Do you like them soothing and soft or calamitous and crashing? And just what is the loudest game? Let us know in the comments section below. We’d love to hear from you.


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Our Annual TableTop Tournament: Recap!

We wrapped up our fourth annual in-house tabletop tournament last week, and as you probably expected, it was loaded with all sorts of board game goodness.

So what went down?

Well, it was a 12-person two-week tournament with different games to play every round. With four competition days across two weeks, it was a virtual gauntlet of gaming to determine who is the best in the company.

One of the things I liked about the layout of the tournament was how there are no one-on-one match-ups until the final. Instead of a single-elimination tournament, competitors were first slotted into groups of three. Each group of three played two games, and the two winners (one from each game) from each trio moved on to the next round.

So to survive round 1, you had to win either Timeline or On the Dot.

In the first bracket, former champ Kevin and last year’s defending champ Nikki moved on. In the second bracket, yours truly was bested in On the Dot by newcomer Ryan AND in Timeline by perennial top contender Rick. In the third bracket, Gordon and Sam moved on in impressive fashion. And in the fourth bracket, former champ Jen and newcomer Laura each earned a spot in the next round.

So right away, all three former champs were in the running, along with some new blood and some tough competition with tabletop experience. This was shaping up to be one heck of a tournament.


Round 2 began the following Thursday, and this time around, competitors were slotted into groups of four. Each group of four played two games, and the two winners (one from each game) moved on to the next round.

So to survive round 2, you had to win either Noueni or Guillotine.

Guillotine is a card game for 2 to 5 players set during the French revolution. As the royals are marched to the guillotine in one big line, you play cards in order to switch the royals around so that the most valuable royals are beheaded on your turn, adding their scores to your pile. (You can also manipulate the hands of the other players by forcing them to give you cards or discard them.)

Played over three rounds, the player with the highest score (i.e. the most valuable royals beheaded) wins.

Noueni is a card game for 2 to 4 players that involves pattern-matching, color-based scoring, and cards that can either overlap or sit next to other cards. Your score is determined by how many of your scoring orbs are on the board at the end of the game.

Each card has two colored scoring orbs and a pattern of black lines emerging from them. Those lines are the connectors, and they determine how the cards are placed in the play area. Any card played must link up with the other cards on the board, whether there’s zero, one, two, or three connectors along that neighboring edge.

Noueni was a new experience for all of the players, though it is similar to Qwirkle, which the competitors had played before.

All of the players quickly took to Guillotine, deftly maneuvering valuable royals into their score piles. Noueni proved to be a tougher play experience, as many players devoted so much time to covering up the colored orbs of other players that they neglected to play simpler moves to add colored orbs to their own scores. Too much defense can be a bad thing if it hinders your offense.

In the end, four more players were eliminated from the field, including the first two tournament champions. After this colorful round of play, only Rick, Gordon, Laura, and returning champ Nikki remained.


Round 3 began the following Tuesday, and the remaining players were collected into one final group of four. But they would all play the same game, and the top two point-scorers would move on to the finals.

The game for round 3? Sheriff of Nottingham.

Sheriff of Nottingham is a card game that mixes strategy, resource management, and bluffing. The players collect cards with different goods to take to market — apples, chickens, bread, and cheese — as well as cards of contraband items (like spices, mead, and weapons). Each of these cards is worth points, and the contraband goods are worth more than the legal goods. Of course, the contraband goods are illegal, so if you’re caught bringing them to market, there’s a penalty.

And, unfortunately, in order to get your goods (legal or otherwise) to market, you have to get past the Sheriff.

For example, in a four-player game, let’s say the first player is the Sheriff. The other three players will each place up to five cards in their bag, then snap it shut, and declare what’s inside to the Sheriff. A player may be telling the truth about the contents of her bag, or she may be lying. The Sheriff can choose to either let a bag pass through unchecked or open and inspect the contents of any bag.

Anything that gets through the Sheriff goes into your market stand and is worth points at the end of the game. If the Sheriff chooses to check your bag, one of two things happens. If you were honest about what’s in the bag, the Sheriff pays you the value of those items. If you lied about the contents of your bag and the Sheriff catches you, you must pay him a penalty, and any contraband goods in the bag are seized.

Of course, you can always negotiate with the Sheriff before the bag is opened. Bribes (of coin, product, or favors) can be offer, and deals can be made.

Once the Sheriff has either let the players’ bags through or finished the inspections, everyone settles their goods in the marketplace, the next player takes over as Sheriff, and the cycle starts again.

The game ends after every player has been the Sheriff twice. Then the players count up the value of everything they’ve brought to market — including any contraband they’ve snuck through — as well as their coin piles. (Plus, there are bonus points to be gained if you brought the most of any product to market. For instance, the person who brought the most apples is King of Apples, and the person who brought the second-most is Queen of Apples. Both titles are worth points.)

Once starting coins and cards were allotted to each player (plus a few coins extra to encourage wheeling-and-dealing/bribery), the game commenced. In the end, only two of the four players at the table would be moving on to the finals. What combination of Nikki, Rick, Gordon, and Laura would face off for the championship?

As it turned out, a game all about duplicity can be won with transparency. In this cutthroat round, honesty reigned supreme as most players opted to avoid contraband and move only legal goods through the Sheriff to market. Rick, as the most suspicious Sheriff, ended up paying some hefty fines to players whose bags he checked.

(Personally, I probably would have cut a deal with one of the other players and promised to allow whatever they wanted through when I was Sheriff, in exchange for the same treatment from them. That way, you could move a LOT of valuable contraband one round, and play it safe the other rounds. But I am nefarious that way.)

After a tense game, the judges swooped in to count everyone’s haul, and the players stepped away from the table to enjoy some marvelous cookies and treats provided by the judges… and await their fate.

In the end, Nikki and Gordon had accumulated the top two scores, and they would be moving on to the finals.

Or would they? In the end, there was one more wrinkle!

It turns out that Laura had forgotten to empty her bag of goods in the last go-round, and with her additional contraband, she had outearned Gordon! Shock and heartbreak!

It would instead be Nikki and Laura in the finals.

Now, given that this was our fourth annual tournament, we’d finally amassed some proper stats and trivia regarding the event. You see, not only had no previous champion ever repeated as champion, but no previous champion had ever made it to the finals again!

So already, Nikki had set a new precedent as the only previous champion to return to the finals. Would she be our first repeat champion (back-to-back, even!) or would we have our fourth new champion in four years as the newcomer Laura ascended to the throne?

Let’s find out.


Unlike the previous rounds, this was a head-to-head match-up, winner-take-all. So, naturally, we made posters to hype the event like a prizefight.

And to survive round 4, the finalists would need some help from the audience, as they played a round of the card game Cult Following.

Cult Following is a card-based improvisation game, similar to Superfight, wherein you have to draw several cards that dictate what your cult is about, and then improvise your answers to various questions posed by the other players, who are potential recruits for your cult. Once the round of questions is over, the potential recruits vote on which of the cults they’d rather join, and the cult with the most recruits wins.

To make the task even more daunting, both players had to stand in front of the audience and plead their case.

Nikki’s cult centered around saving the planet from toxic waste (and yes, she did acknowledge the possibility that you might gain superpowers from said toxic waste). Laura’s cult centered around the magical ability to transform yourself into any animal you wished.

Although many potential recruits in the audience were wowed by this idea, I couldn’t get past the very real danger that you could end up as prey rather than simply enjoying life as an animal.

After answering questions from the audience about recruitment, rules, cult theme songs, and more, both competitors turned their backs to the audience so the audience members could vote for the cult of their choice.

Nikki made a valiant effort to retain her crown, but unfortunately, the cards were not in her favor, and more potential recruits opted for Laura’s were-cult. (Not me, though. I was a toxic avenger all the way.)

And thus, Laura dethroned the previous champion in impressive fashion to become the new tabletop tournament champion!

The traditional crown, scepter, and Game Night Gift Pack awaited the new champion, as did an enthusiastic round of applause and a well-earned chance to sit down after the fierce improvisational back-and-forth.

Alas, we must bring this marvelous recap to a close. With a new queen atop the tabletop throne, what will her reign be like? Peaceful? Warlike? Boastful? Quiet? Only time will tell.


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PDP Tabletop Tournament Finals (+Tabletop Day Festivities!)

Over the last few weeks, we’ve been chronicling an epic sixteen-person game tournament held by our friends at Penny/Dell Puzzles.

In Round 1, the field was culled from sixteen players to eight after well-contested battles of On the Dot and Bananagrams.

In Round 2, it was halved again as this group of elite puzzlers went to war in games of Timeline and Qwirkle.

In Round 3, two more contenders said goodbye as an intense game of Sheriff of Nottingham determined the finalists.

Only two competitors remained — #TeamNikki and #TeamGordon — and with only one more round standing between them and the title of PDP Tabletop Champion, spirits were high and anticipation reached a fever pitch.

What awaited them in the finals? Let’s find out, shall we?

Unlike the previous rounds, this was a head-to-head match-up, winner-take-all. So, naturally, we made posters to hype the event like a prizefight.

The game for the finals? Linkee.

Linkee is a trivia game that requires both general knowledge and associative thinking. Each trivia card has a letter on the back, and the traditional goal of the game is to acquire enough letter cards to spell “LINKEE.” (But for the purposes of the tournament, the first person to collect six cards would be the winner.)

One person acts as the Question Master, while the other players each grab a pencil and pad. The Question Master reads each of the four questions on the card. The players write down the answers and try to figure out what theme links the four answers.

The first player to shout out “LINKEE!” and identify the link gets the letter card. You can shout out “LINKEE!” at any point, but if you’re wrong, you’re out until the next card is played. So confidence and boldness has to be tempered with strategy.

That’s what makes the game more intriguing than your average trivia game. It’s not just knowing the answers to individual trivia questions; it’s figuring out the link between them, and doing so before your opponents.

[The room was packed with enthusiastic fans and interested parties,
including many of the competitors from the tournament.]

Gordon had an inauspicious start to the game, as he figured out the link between the first card’s questions, but neglected to yell out “LINKEE!” first, disqualifying himself from scoring the point.

Nikki, seizing the advantage after scoring that first point, quickly followed up, cracking the links for the next four cards, leaping out to a commanding lead. It seemed like a shut-out was imminent and Nikki would be crowned the winner in commanding fashion.

But no, Gordon would not go away quietly. As Nikki puzzled over the possible links for the game point, Gordon yelled out “LINKEE!” and scored his first point.

It was now Nikki’s LINKE to Gordon’s L. This would not be the clean sweep many expected after the opening flurry of action.

Gordon scored a second point (for the I), and then a third for the N. It was now LINKE to LIN. There was a change in the air, a buzz of excitement among the spectators, a frisson of uncertainty. It would appear we had a Comeback Kid on our hands.

On the next card, both players yelled “LINKEE!” simultaneously, and the judges couldn’t decide who was first, so that card was discarded.

Astonishingly, Gordon followed that up by going on to score two more points back-to-back, tying Nikki LINKE to LINKE. Hollywood could not have scripted it any better…

The next point scored would determine the winner of the entire tournament.

Our Question Master delivered the next four trivia questions, and Gordon shouted “LINKEE!” and answered that “Italian names ending with i” was the link. There was a gasp from the crowd! Had he pulled off the comeback of the century?

Unfortunately, no. The correct answer was “Italians.” By being so specific, he made his guess incorrect. (Versace, one of the trivia question answers, doesn’t end in i.)

That card was ignored, and a new one selected. For now, the finals would continue.

But not for long, as Nikki would secure the game-winning point with one final cry of “LINKEE!”, earning her sixth and final point.

At the 38 minute mark, the finals were over, and a new champion was crowned. #TeamNikki had triumphed!

After congratulations were offered to both competitors for a worthy battle, Nikki was awarded not only her Game Night Prize Pack (consisting of popcorn, candy, and two games: Forbidden Island and Exquisite Beast), but the championship crown and scepter!

She was even crowned by last year’s winner in a marvelous little passing-of-the-torch ceremony.

With the tournament concluded, our Tabletop Day festivities had begun, and audience members became players as games of Loonacy, Slapzi, and Timeline quickly formed while participants grabbed snacks, including some amazing D20-frosted cookies:

We had a full spread of games available for visitors to enjoy, and regular readers of the blog would no doubt recognize several of the games on display, including Tak, Qwirkle, Tsuro, and Fluxx.

And, as it turns out, Nikki wasn’t quite finished with her winning ways, as she proved victorious in every round of Loonacy she played after the finals.

All in all, it was a marvelously successful day to cap off an incredible tournament, full of spirited competition, tabletop fun, and puzzly displays of skill. Sure, we celebrated International Tabletop Day a few days early, but we did it in style.


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PDP Tabletop Tournament: Round 3

Two weeks ago, 15 intrepid members of the Penny/Dell Puzzles crew (as well as yours truly, your friendly neighborhood PuzzleNation blogger) embarked on the first stage of a four-week journey: The PDP Tabletop Tournament.

In Round 1, the field was culled from sixteen competitors to eight after tense battles of On the Dot and Bananagrams.

In Round 2, it was halved again as this group of elite puzzlers went to war in games of Timeline and Qwirkle.

We’re down to just four competitors, each inspiring their own hashtags: #TeamNikki, #TeamRick, #TeamGordon, and #TeamJenn.

What awaited them in Round 3? Let’s find out, shall we?

Unlike Rounds 1 and 2, there wouldn’t be two games to play. Instead, all four competitors would play a single game, and the top two scorers would go on to the championship finals next week.

The game for Round 3? Sheriff of Nottingham.

Sheriff of Nottingham is a card game that mixes strategy, resource management, and bluffing. The players collect cards with different goods to take to market — apples, chickens, bread, and cheese — as well as cards of contraband items (like spices, mead, and weapons). Each of these cards is worth points, and the contraband goods are worth more than the legal goods. Of course, the contraband goods are illegal, so if you’re caught bringing them to market, there’s a penalty.

And, unfortunately, in order to get your goods (legal or otherwise) to market, you have to get past the Sheriff.

For example, in a four-player game, let’s say the first player is the Sheriff. The other three players will each place up to five cards in their bag, then snap it shut, and declare what’s inside to the Sheriff. A player may be telling the truth about the contents of her bag, or she may be lying. The Sheriff can choose to either let a bag pass through unchecked or open and inspect the contents of any bag.

Anything that gets through the Sheriff goes into your market stand and is worth points at the end of the game. If the Sheriff chooses to check your bag, one of two things happens. If you were honest about what’s in the bag, the Sheriff pays you the value of those items. If you lied about the contents of your bag and the Sheriff catches you, you must pay him a penalty, and any contraband goods in the bag are seized.

[Nikki places a kindly offering of cheese from a fellow player
into her marketplace during her turn as the Sheriff.]

Of course, you can always negotiate with the Sheriff before the bag is opened. Bribes (of coin, product, or favors) can be offer, and deals can be made.

Once the Sheriff has either let the players’ bags through or finished the inspections, everyone settles their goods in the marketplace, the next player takes over as Sheriff, and the cycle starts again.

The game ends after every player has been the Sheriff twice. Then the players count up the value of everything they’ve brought to market — including any contraband they’ve snuck through — as well as their coin piles. (Plus, there are bonus points to be gained if you brought the most of any product to market. For instance, the person who brought the most apples is King of Apples, and the person who brought the second-most is Queen of Apples. Both titles are worth points.)

This game is obviously more complex and involved than the games played in Rounds 1 and 2, so there was a practice game last Thursday to allow players to familiarize themselves with the rules and the gameplay.

Once starting coins and cards were allotted to each player (plus a few coins extra to encourage wheeling-and-dealing/bribery), the game commenced. In the end, only two of the four players at the table would be moving on to the finals. What combination of Nikki, Rick, Gordon, or Jenn would face off for the championship?

As it turns out, there was already a wrinkle there. Jenn unfortunately couldn’t make it to the tournament this week, but she was allowed to choose a player to sub in for her: JP. Although she didn’t know what game would played in Round 3 when she picked him, as it turns out, she chose well. JP not only won the practice round last week, but he’d won a previous game played a month or two ago.

JP started off as the Sheriff, and surprisingly, he let the other players off easy, choosing not to inspect any of their bags for contraband (perhaps hoping such kindness would be reciprocated when he brought goods to market in turns to come).

[As Sheriff, Gordon inspects the contents of Nikki’s bag, looking for contraband.
He’ll be disappointed, and end up paying her for the inconvenience.]

As Gordon, Nikki, and Rick each took a turn guarding the path to market, this first go-around proceeded quickly. There were only a few attempts to sneak contraband through. There was also a touch of bribery, but hey, that’s part of the game. In fact, Rick rejected a bribe from Gordon at one point and chose to inspect his products anyway, which was a surprise.

All in all, only ten minutes passed before the role of Sheriff returned to JP.

The tension picked up as the second go-around began, and game play slowed down considerably. People were being more deliberate in both choosing the items for their bag and in their deliberations as Sheriff.

[Rick watches intently as Gordon chooses what to take to market.]

One of the things that makes Sheriff of Nottingham so engaging is that you can’t ever really know who is winning. Whenever someone sneaks contraband through (or pays off the Sheriff to look the other way), you have no idea how many points they scored. All you know is that they got something of higher value to market. Unless you make a concentrated effort to keep track of the goods people are focusing on — particularly if they’re hoping to score those bonus points as King or Queen of a product — it can be tough to know exactly where you stand, points-wise, compared to the others.

Nerves began to fray as more goods flooded the marketplace. Sheriffs looking for “contributions” drove harder bargains, adding both coins and goods to their coffers. Apples became quite a valuable foodstuff for bribes, particularly when Nikki was Sheriff.

Rick’s second turn as the Sheriff coincided with the last turn, and he ominously declared, “This is going to be a very expensive round.” Everyone laughed, but given how strongly Rick had been playing, they also knew he’d be driving a hard bargain for anyone trying to score last-minute points by sneaking contraband through.

This second go-around lasted nearly twice as long as the previous one, and emotions were running high as Rick’s turn as Sheriff ended and the gameplay concluded.

We then counted up the legal goods everyone brought to market, and determined who would be scoring bonus points. Everyone did well here, racking up some valuable eleventh-hour coinage.

  • JP was King of Cheese.
  • Rick was King of Chickens and Queen of Cheese.
  • Gordon was King of Bread and Queen of Apples.
  • Nikki was King of Apples (thanks in part to those marvelous bribes), Queen of Bread, AND Queen of Chickens.

The judges then swooped in to count everyone’s haul, and the players stepped away from the table to enjoy some marvelous cookies and treats provided by the judges… and await their fate.

In the end, it was a very close game. Only fourteen points separated the top scorer and the third place finisher. (Less than 30 points separated the entire field.)

Gordon secured a spot in the finals with top score (165), followed closely by Nikki (159) and Rick (151), with JP closing things out (137).

So it would be Nikki and Gordon proceeding to the finals! Congratulations to both of them, as well as kudos to Rick and JP for their impressively strong performances throughout the game.

The finals will held as part of our annual International Tabletop Day event next week!

And, of course, a crown, scepter, and Game Night Gift Pack await the eventual champion.

To be concluded…

[You can check in on the next round of the tournament live on Tuesday on our Instagram account!]


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PDP Tabletop Tournament: Round 2

Last week, 15 intrepid members of the Penny/Dell Puzzles crew (as well as yours truly, your friendly neighborhood PuzzleNation blogger) embarked on the first stage of a four-week journey: The PDP Tabletop Tournament.

After fast and furious rounds of the anagram-fueled tile game Bananagrams and the pattern-matching card game On the Dot, the field was pared down from 16 enthusiastic puzzlers to 8 worthy contenders who triumphantly emerged, ready and willing to tackle whatever challenges awaited them in round 2.

Let’s find out what happened, shall we?

Round 2 kicked off in similar fashion to Round 1, as the 8 competitors were split into 4-person groups. Each group of four would play two games. Two winners — one from each game — would come from each foursome and move on to the next round.

The two games for Round 2? Qwirkle and Timeline.

Qwirkle is a tile game that mixes the gameplay of Mexican Train Dominoes with the Uno mechanic of matching colors or matching symbols. There are 6 different shapes and 6 different colors, and players score points by playing tiles from their hand on a communal gameplay area (similar to Scrabble or dominoes). Neighboring tiles can be the same color (a green square next to a green star) or the same shape (a red diamond next to a purple diamond). But you can’t repeat any tiles within a row (meaning that if a blue diamond is in a row of diamonds, you can’t play another blue diamond in that row).

You earn bonus points by completing Qwirkles — six-tile runs that either have 6 different symbols all of the same color or 6 different colored tiles with the same symbol. In our tournament, the player with the highest point total after 20 minutes would move on to Round 3.

Timeline is a card game where every card depicts a different moment in history, and the players are trying to place cards from their hand into a historically correct timeline. Players take turns adding cards to the timeline, placing them before or after previously played cards. You don’t have to know the exact year the event on a given card took place; you simply have to figure out when it happened in relation to the other events that have already been played.

You play your card, and then flip it over to reveal the actual year the event occurred. If you’re correct, the card stays, and you have one fewer card in your hand. If you’re wrong, the card is removed from the timeline and you draw a new card. The first player to place every card in their hand wins. (And moves on to Round 3.)

My group settled in for a game of Qwirkle while the other foursome set their sights on Timeline. (I didn’t name any players in Round 1 because that would’ve been 16 names for you to keep track of, but I’ll name players this time so you can follow along.)

Group 1 consisted of me, Nikki, Rick, and Sue; Group 2 consisted of Jen (last year’s champion), Jenn, Gordon, and Robin.

Qwirkle was an interesting choice for the second round, because it offered players less control than the games in Round 1. On the Dot has everyone using the same cards to match the pattern, so it comes down to speed and skill. Bananagrams has a random tile selection, but since you can change the grid at any time to accommodate new letter tiles, you have a lot of control in how you place things.

But with Qwirkle, you only have 6 tiles at a time to place, and you’re dealing with one communal play area. So you’re limited in what you can play by the tiles already on the board; if there are no diamonds on the board to match, for instance, you can’t play a diamond tile unless there’s another symbol on the board that’s the same color as your diamond tile.

Plus, you can’t just play a lot of tiles, if you have several that match, because you don’t want to leave openings for your opponents. If you add three different colored star tiles to the two already on the board, great, you’ve got 5 points. But you’ve left the board open for someone to play the sixth-colored star tile and score a Qwirkle, which means bonus points.

So you have to play both offensively and defensively at the same time.

And my opponents were all solid players, so I knew I had my work cut out for me. At our annual International Tabletop Day event, Sue usually plays Qwirkle, so I knew she knew the game well. And Nikki and Rick are both smart, tenacious players. (In Round 1, Rick nearly won On the Dot, and the Bananagrams game that followed was so close that we needed a tie-breaker game of Slapzi to determine the winner.)

Everyone was playing cautiously, trying to prevent others from landing those precious Qwirkle bonus points. (Although I think I was the only one who was actively sabotaging Qwirkles where possible, because hey, that’s part of the game, right?)

At the end of our twenty-minute session, everyone had played well. We all finished within ten points of each other. Unfortunately, it was not meant to be for your PN-blogging pal, as I was knocked out of the tournament here, alongside Qwirkle-savvy Sue.

But who was moving on? We didn’t know yet. You see, Nikki and Rick had tied at 60 points apiece, so a tie-breaker was needed. Yes, once again, Rick would be playing Slapzi.

Since I was busy with my group, I didn’t see any of the highlights from Group 2’s session of Timeline. All I knew was that Jenn was going through to the next round.

We switched games, and Group 2 started their Qwirkle game while we settled our tie with a round of Slapzi.

Both Nikki and Rick were quick on the draw — though there were a few questionable plays like this one:

In the end, Nikki bested Rick and moved on to Round 3.

The four of us then settled in for our game of Timeline. There was still a chance for me to salvage the day and continue onward to Round 3 in the proud name of PuzzleNation.

[My Timeline hand. Lots of Viking knowledge needed…]

Success in Timeline depends on two factors: how well you know the events in your hand, and which events get played on the timeline before your turn. For instance, you might have several events that you suspect took place in the 1800s, but you’re not sure when. If there are several cards with dates from the 1800s already in play, you could have a very hard time placing yours. But if the timeline features events from much earlier (like the taming of fire or the creation of the moon) or much later (like the creation of CDs or the launching of the space shuttle Discovery), then you’ll be able to place at least one of your cards with relative ease.

Naturally, the game gets tougher as the timeline fills out, and the gaps between cards get smaller.

The first few turns went well for everyone. I think it was our third go-around before someone incorrectly placed a card. Rick and I jumped ahead with some lucky guesses (I mean, skillful application of vast historical knowledge), and soon, we were each down to three of our original seven cards.

Unfortunately, I botched two cards in a row — including stupidly placing the Appeal of 18th June AFTER the events of World War II — and Rick calmly swooped in, placing his final card — the invention of basketball — in the correct gap in the timeline.

No tie-breakers for Rick this time; he was moving on to Round 3.

We wrapped up our game in time to settle in and watch the conclusion of Group 2’s Qwirkle match, which was a bit higher-scoring than ours. (There were definitely more Qwirkles scored in their game.)

In the end, a surprise upset occurred, and last year’s champion Jen was knocked out of the running by Gordon, who joined Nikki, Rick, and Jenn as the contenders in Round 3. So no matter who wins this year, we’re guaranteed a new champion. Unexpected!

So, alas, I shan’t be competing in either the semi-final or final round of this year’s tournament. But then again, that does free me up to take pictures, observe, add my own unique brand of obnoxious color commentary, and document the event in full for your reading pleasure.

Next week, the remaining four players will try their hand at a game unlike any they’ve encountered in the tournament thus far. Next week, it’ll be about strategy, cunning, bluffing, cutting deals, and a fair bit of trickery, as Nikki, Rick, Gordon, and Jenn play Sheriff of Nottingham.

The two players who score the most points will move on to the finals, which will be held at our annual International Tabletop Day event in the last week of April!

And, of course, a crown, scepter, and Game Night Gift Pack await the eventual champion.

To be continued…

[You can check in on the next round of the tournament live on Tuesday on our Instagram account!]


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