On Sunday last week it was another day in Paradice, which was the fourth year for Worthing's Board Game Convention and a first for us. It was a great weekend and we will definitely be returning next year. The Sunday was a slightly quieter than the Saturday which presented us with a chance to have a chat with some of the independent games companies that were at the event.
There were some really great small games and although we will be ordering from some new suppliers in the coming weeks, we were luck enough to be able to pick up 5 new titles on the day.
These great games are all now available from KD Games and are all priced at £25 or less (except for the deluxe version of one of them)
First up we have Divide and Conker,
Gameplay takes place over 2 rounds with a total of 7 battles. At the end of 7 battles, each player counts their victory points from cards in play. The player with the most victory points is the winner.
Within a round there are 3 phases; draft, prepare army, battle. In phase 1, players take it in turns drafting cards either from a pyramid or snake draft. Once all cards have drafted move to phase 2. Players can now prepare their army by laying down their collected conkers, applying hardener cards and attaching strings. Once each players army is prepared, play then continues to phase 3. During phase 3 players battle each other by declaring attacking and defending conkers. Player roll the dice and play trick cards during a battle until one conker is defeated. The second battle within round 1 can then commence.
When round 1 is over, move to round 2 where these 3 phases are played out but with a total of 5 battles in the final phase instead of 2. If no more battles can be played, the game ends and victory points are counted.
Stacks can be played of matching numbers, but they must match the last played card by suit or number. Players score the top card from their stack if the next player passes, so the bigger the stack, the higher the scoring opportunity. Play continues until a player sheds all cards in their hand, or the draw pile runs out twice and all cards scored are counted and recorded. Play a number of rounds equal to the number of players to determine the most successful market vendor.
Drop ludicrous plot twists, spark seemingly impossible conflicts, and hijack the narrative with your cards to score points. No tale is too weird, and no ending too unhinged.
In STEERY, you score points by steering the story of one or more characters, using the story cards that you have in hand. To amplify the element of surprise, the game also includes special cards hidden in the main deck to prompt you to introduce new characters into the story or to straight out end it when you least expect it.
Learn it in 5 minutes. Bond with your people over unpredictable stories. Unleash your creativity and wit.
STEERY contains character cards and story cards (with point values). The first player starts the story by revealing a character card, introducing the character in the story, and playing story cards from their hand to get the ball rolling. From then on, players take turns in moving that same story forward by playing their story card(s), incorporating the concept of the card(s) they're playing in the story, and scoring points along the way. The game ends when "The End" card is drawn and announced.
STEERY is balanced between strategic and casual gameplay and the sweet spot between collaboration and competition. The game has also been designed to be family friendly, but it can easily take a NSFW turn if players wish to go that way.
A competitive card game set in a world of crazy superheroes and dastardly supervillains. At the start of each game, all 52 cards are shuffled and dealt out evenly between the players - these will be a mixture of 'Hero' 'Villain' and 'Civilian' cards. There are also two wild cards - Bad Trevor (the ultimate villain) and his arch nemesis Kamikaze Kevin.
Whoever is dealt Kamikaze Kevin places him face-up in the middle of the table - play starts with this person in a clockwise direction. The aim of the game is to get rid of all the cards in your hand before your opponents do. On their go, a player lays down an 'attack hand' against the next opponent. This is three cards chosen from their hand that are laid face down in front of them. The opponent must then draw one at random.
If a player draws a Villain card, this will screw them over in some way. If they draw a Hero card this will help them. In both instances, they must read the card out loud, place it on the discard pile and then carry out that instruction. If a player draws a civilian card, this can be discarded providing they have a matching civilian card in their hand. If they do have a pair, both can be placed on the discard pile. The player can then chose to carry on as normal by playing an attack hand against the next opponent in line. They can chose to reverse the order of play. Or they can demand a certain civilian from another player by pointing at them and asking for it by name. However, if they ask someone who doesn't have that card, their go is over and play moves to the next person.
If a player draws Bad Trevor from an opponent's attack hand, they must also pick up all the remaining cards from their attack hand as well - adding them to their own. Bad Trevor is the only card in the deck that can never be discarded, so as play continues and more and more cards are placed on the discard pile, the last person left holding Bad Trevor is crowned the loser of the game.
At any point in the game, is someone suspects that a certain card in a player's attack hand is Bad Trevor they can pick up Kamikaze Kevin, slam him on top of that card and say "Take That Bad Trevor!" If that person turns out to be correct, they can immediately leave the game and hand all their remaining cards to their opponent. However, if they guessed incorrectly, their opponent can leave the game instead and hand all their cards to their accuser. Kamikaze Kevin can only be used once in the entire game, after which he must be placed on the discard pile.
Step into the enchanting world of Muster, where players Raise the Banners and seize control of five majestic castles. Strategic planning and bold tactics will determine who emerges victorious in this fast-paced, two-player duel! Assemble a fearsome force drawn from five unique factions, represented by loyal soldiers, agile archers, valiant knights, fierce beasts, and legendary leaders. Unleash the magical power of Rainbow Cards to tip the scales - but beware! Rainbow Wizards are fickle friends whose loyalties can falter when you need them most
In Muster, you play cards from your hand to build up strength on your side of the board, while wisely using powerful Rainbow cards in order to hamper your opponent.
The game immediately ends when the final card has been drawn from the deck. Players then establish who controls each castle by determining who has the most strength icons on the cards on their side of the board under each castle space. The player who controls the most castles wins the game!





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