Century: Spice Road

Century: Spice Road

Emerson Matsuuchi-Designer

Fernanda Suárez-Artist

Plan B Games-Publisher

What originally was going to be Caravans from Plaid Hat Games, became Century: Spice Road from Plan B Games and it grew into what will become at least a trilogy of games. Does the first one kick off with a bang or limp in with a whimper? Let’s take a look and find out!

In Century: Spice Road the players are leaders of a caravan travelling the famed Silk Road to deliver spices in an attempt to be the best merchant.

To do this is really simple, well, at least the rules are simple, as there are only four things that you can do on a turn and you can do only one of those four each turn.

  1. Establish a Trade Route– aka, take a Market Card. Alright, so the Market Cards, there are 6 of them available on a players turn and they cost based on their location from left to right, so the leftmost Market Card is free to take and the right most Market Card will cost you 5 spices from your caravan to pick up. You pay that by placing one Spice on each Market card to the left of the one that you want to purchase. These market cards are the fuel for your engine that you are trying to build, they will allow you to collect more spices or they will allow you to trade combinations of spices for other spices. You are establishing a trade route to gain your resources. When you buy a Market Card, it goes straight to your hand and is available to use on your next turn.
  2. Make a Trade or Harvest Spices– This is playing a card from your hand. You have three types of cards, one type simply allows you to collect the specified spices on said card. The other type allows you to trade specified types of spices for different specified spices and the third allows you to upgrade spices from one to another. You see the spices have a heirarchy, they go from Tumeric, to Saffron, to Cardamom, to Cinnamon, or as people are wont to do, Yellow to Red to Green to Brown. You play a card from your hand, you take the specified action and leave the card on the table in front of you. 
  3. Rest– This is the action that allows you to bring all of your played cards back into your hand in order to allow you to use them again.
  4. Fulfill a Demand– This is what you are ultimately trying to do, fulfill the demands. There will be 5 Demand Cards out and each card will have different spices that need to be delivered and each card will have a victory point value on it. The far left Demand Card will also start with Gold attached to it, which is worth 3 victory points at the end of the game and the second most left card will have Silver attached, that is worth 1 victory point at the end of the game. The number of Gold and Silver is equal to two times the number of players. When a player fulfills a demand, they simply discard the correct spices and take the card and gold or silver if they fulfill the corresponding Demand Card. Ultimately, the Demand Cards are the end game trigger, when someone collects their 5th Demand Card(in 3-5 player games), or their 6th(in the 2 player game), the round finishes and whomever has the most Victory Points is ultimately the winner.

That’s all you gotta do in order to be the best Spice Merchant, you just have to remember and figure out how to best use your one action per turn to build your Spice Empire.

Let’s start with a couple negatives, first up, does this look color blind friendly to you? To me they are fine, I have zero color blindness issues, but I’ve heard from folks that these are a bit problematic if you are on the Color Blind Spectrum.

And the second negative being that they are just cubes, just different colored cubes. Now, mind you, I realize this is just a component nitpick as I don’t know that anyone would produce a game like this without  just using cubes, BUT even Splendor(shudder) used Poker Chips as a draw.

That’s it, that’s all I can think of to say negatively about the game as it is really a great little engine builder. The fact that you play your cards and have to actually take the time to refresh them, makes all the difference in the world vs that other game that I mentioned just above. You are building an engine here, not one that just works in spite of what you do, it works because you help it work, you play the cards and you have to decide when to refresh those cards, they don’t just sit there and let you reap the benefits the entire game. You have some decisions to make.

You also will know, immediately, that some cards are more valuable than others, and yes, that can be a bit of a crap shoot when they come out from the deck and into the Trade Market, but somebody ahead of you is really going to have to want that card to pay that cost, so it’s not always going to be gone when your time rolls around, that Trade Market and the way you pay for it, ala Firenze, is really a nice touch and helps even that luck of the draw out a bit.

Two players to five players, Century: Spice Road keeps you on your toes and really doesn’t give you the opportunity to relax, some may like that, some may not, but it is a game that moves at the correct pace for this type of game. I won’t say that the game moves fast, as I never want to say that fast is a selling point, but the game moves at a brisk pace that doesn’t ever make you feel like it has overstayed it’s welcome.

The art is warm and inviting, Fernanda Suárez, who previously worked on Ashes and Dead of Winter  has done a beautiful job  illustrating and gives the game a genuine feel that is warm and welcoming.

I have the playmat to go with the game and while it is completely superfluous, it really is a nice touch. You are going to be moving cards along a row quite a bit, and we all know that sliding cards along tables, especially without sleeves, can cause wear on said cards, the playmat prevents that, plus it gives you specific spots to place your cards, coins and spices. The insert works perfectly with the bowls holding the spices, just sit the rule book on top of the bowls and they don’t spill. I will rarely praise a game simply because they did an insert right, but Plan B Games definitely did the insert right.

Now, this isn’t going to the centerpiece of your game collection, Century: Spice Road simply isn’t that game, but what it is going to be is a really good 30-45 minute Gateway level engine building game that really inspires it’s players to search out and explore for the combinations that will work best each game. Sometimes those combinations work, sometimes they don’t, but you know what, it’s only a quick setup and another play away from trying it again.

Social Media, Game Night & You

Social Media and Game Night

Getting Your Game Night Organized

A Rant by Eric Booth

We’ve all been there. You show up to game night and you’re a couple minutes early . After all the greetings and catching up on the past week you take count of how many players have showed up so far. You spend precious time now trying to figure out the break down of the groups. Once this is done, through much discussion, you now spend the next 25 minutes deciding on what game to play. Do we do the new hotness? Bring out an old standard that hasn’t been played in a while? Or ask the inevitable questions such as: Do you feel comfortable teaching said game? Does it play well with the player count we have in this group? So know you’ve “wasted” about 30 minutes and have yet to get any gaming in. And once you’ve decided on a game there’s always that one person who decides this is not the game for them and they leave the group. Now you have one person not playing anything and a group short a person for the game. So now you try to shuffle the groups again to fit the lone player into another group or swap with another player. This is where Social Media comes in for me.

Sites like Twitter, Facebook, Meetup and the like can be a great way to alleviate this wasting of precious gaming time. We have a pretty big group of gamers here in the Cary area and a lot of us use Twitter to coordinate game nights. And this brings me to one of the things that can really cause some conflict when using this approach. The few people who don’t use Social Media to get organized usually give those of us who do a hard time about setting up games this way. They call it the “Prearranged Game” like it’s a bad thing. They say it leaves other people out. I say, BS. These sites are open to everyone and just because, for some reason, you don’t want to take advantage of these services doesn’t make us bad people because we do.

Now I understand some people find sites like Twitter to be a wall of noise that they just can’t understand or follow. This is why you don’t follow every yahoo who wants to friend you or follow you on these sites. You have to be very selective and only follow those people you know you might want to game with or have the same interests in. Take the time to learn how to set up “Lists” in Twitter so you can add your local gamers to it and use that to set up game times and games to play. If used correctly and smartly, Twitter can be an invaluable tool for alleviating game night stress and a lot of wasted time.
There’s no reason you need to spend every waking minute on these sites. Just jump on a day or two before game night and ask around on who’s going to be at game night and what games everyone might want to play. So now you can show up to game night, hit the ground running and make the most of the limited time you have to play games with some amazing people. Being proactive is not evil. It’s just a smart use of ones’ time.

I will confess that the “Prearranged Game” crap is part of the reason I’ve not been at the open game nights as frequently as I used to do. I’m just tired of having to answer to the few people who think it’s a crime to set up games ahead of time and for the the rest of the night there’s bad feelings hanging out there.

Now don’t get me wrong. This is not a perfect solution. There will be times when you will have to make some changes to the group or someone from the group can’t make it or some new people might show up and you really want to fit them into the group and make them feel welcome. You will need to be a little flexible sometimes but overall this system has really worked out for those of us who take advantage of using the tools provided for us. If anything, just use this system to set up that first game of the night. Then you can all break off into other groups and decide what else to play after that.

If you’re not going to take advantage of the tools given to you do not make those who do feel like crap. Well, that’s all I have to say about that. Thank you.

You can listen to Eric’s Rant Here!

Yokohama: A KneeJerk/First Thoughts Look After One Play

One play down, well actually, one and a half plays down but we won’t bicker with semantics here.

So yeah, that’s the Okazu box, I am playing the Deluxified version from Tasty Minstrel Games that just delivered to Kickstarter backers.

So, what is Yokohama, well at first glance and during setup, you can say that it’s a complete cluster f*^k of a game. There are tiles everywhere and on those tiles you have you have cards with spaces to build things on and all kinds of iconography everywhere and bits and coins and cards and tiles and stuff. Okay, that may be getting a bit carried away, but I think you get the picture.

But what at first glance appears like a cluster f&^k, really isn’t isn’t that, it’s a mirage-y as Bugs would say.

The game is silky smooth and it is ultimately very intuitive once you know what you can do on a turn and what you are ultimately trying to accomplish, POINTS!

So on a your basic turn you have 6 things to possibly do.

  1. Placement, this is the step where you place your Assistants out on the board. You may place 1 Assistant into each of 3 different areas or you may place 2 Assistants in one area.
  2. Movement, this is where your president piece comes into play. You may remove your President from the Board and back into your hand, move your President from your hand to the board or more than likely, you will move your President around the board. The important thing to follow is that your President may only follow a path that has their own Assistants in the areas passed through(except the Canal)
  3. Area Actions are then taken, first you figure the power of the action and this is done by figuring the number of player pieces of your color in that area, be it your President, your Assistants or Buildings and take the corresponding action. You can never exceed 5 power in an area, ignore anything beyond that.
  4. POWER BONUS, if you are the first to complete a 5 power bonus in that area, take the Power Bonus Token and receive the goods or money on the token.
  5. Construction, this is where you can build your Shops or your Trading Houses. Important to note, each player may only have one Shop in each area, plus there is only one Trading House allowed in an area.
  6. Recover, at the end of your MAIN action phase you take all Assistants from the area in which you carried out the area action and return them to your hand.

Easy enough, those are your 6 main actions. But along with those actions on your turn you have 2 Additional Action Phases that you can perform, both before and after your main actions, these additional actions are where you are going to Fulfill Orders or Fulfill Orders or even carry out a Foreign Agent Action, but this is all going to be part of an other post I think as I am rambling with rules and I already want to stop typing and just go play it again already.

See! I told you so, it looks like a Cluster F*(K

Ultimately the points are what really matters, right? You want to score as many points as humanly possible and you do that through many different routes, you can fill orders, you can buy tech cards(which are really, really important in the game, nothing like good old tech cards to tear up the rules), you can send your assistants to the Church, you can send your Imports to the Customs House for points and you can do a bit of set collection with those Foreign Agents I briefly mentioned earlier. All the while you are doing these things you are collecting goods, gaining points for building Shops & Trading Houses and fulfilling the Orders. There are just so many ways to get points, it’s almost like, and I know this will upset some folks, a better Feld point salad game than an actual Feld point salad game!

Our scores were a bit wonky this game, first place ran away with it, and I mean he smoked us, I’m talking 133 for first and 93 for second, 86 for third and 75 for fourth. I’m not sure of his strategy as I was too busy trying to do a little bit of everything, but that 40 point difference probably came from our lack of attention to the Tech Cards and Foreign Agent collection. But where’s the fun in specializing your first run through the game, it’s all about exploration and finding something that works or just trying to make something work.

I am anxious to play this one again, it reminds me of Orleans a bit in the collection of goods, or any other myriad of goods collecting and order fulfilling games,  but the route and network building in this one sets it apart and give it a seemingly huge advantage in my mind. I heard Le Havre mentioned a bit as we were playing, but I couldn’t tell you whether or not that’s accurate as I’ve never touched Le Havre. I want just want to play more, to see if you indeed do have to specialize in one area and fill in for more points or if you can try to do a bit of everything and manage to get a respectable score. I want to see how much the modular board changes how you play from game to game, because surely there are going to be different routes being built based on how everything is laid out. There are a lot of things I want to see, including the Station in action.

It’s 11:45 in the evening, I’ve had 2 gin and tonics and I’m wondering if Kerensa is asleep and if she is, I wonder if she wants to wake up and play.

…….to be continued


Circle the Wagons

Circle The Wagons

Designed by: Steven Aramini, Danny Devine, and Paul Kluka

Art by: Beth Sobel

Published by: Button Shy Games

A Preview by Eric Booth

Circle The Wagons is yet another game in the long line of what has become known as “Micro Games.” IE: “Love Letter” Or in other words games with a very minimalistic amount of components, are very portable, and usually play in around 15 to 30 minutes. So what sets “Circle The Wagons” apart from other micro games? Good question. And I have a good answer for you. “Circle The Wagons” feels and plays like a much bigger game. Yeah, yeah, we’ve all heard that before. Well I can tell you it’s the truth with this game. There are many hard decisions that have to be made with a minimal amount of components, and only 2 players.

The game comes with only 18 cards, yes 18. But each of these cards have a wealth of information on them. They are all dual sided. One side will have 4 territories depicting one of 6 different territory types. Then each territory has a symbol on it depicting one of 6 different symbols used for end game scoring.

And this brings me to the other side of the cards. Each of the 18 cards has an end game scoring goal on it. During set up you will randomly choose 3 of these cards as goals to shoot for. So not only do you have these to work towards you also have the base scoring which is 1 point for each of your territory types containing the largest groups of each territory type.

Now how do you get these cards and what do you do with them once you have them? Well, at it’s heart this is a tile laying game. You will be drafting these cards from a circle of cards that surround the 3 end game scoring cards. Players will take turns drafting these cards from the circle. If the active player decides to skip the next available card or cards, these skipped cards are given to the other player as “Free Cards” to put into their town square. I really like this mechanic as it gives you a meaningful decision on which card you want and what you want to leave for your opponent. And also what card is going to benefit you the most for end game scoring. Cards are placed in your town square as per most tile laying games IE: “Hanging Gardens.” You can place them orthogonal to your other cards already in your town square. You can place them on top of other cards but you are not allowed to place cards underneath cards or diagonally, corner to corner, to other cards that are already in your town square.

So that is a basic overview of how the game is played. Now how do I feel about the game. I’ll tell ya partner. I’ve had a rip roaring good time playing “Circle The Wagons.” Oh, the first two games where a bit meh, but that was only because I misread a rule, several times in fact, that made the game very confusing. Once we got the misinterpreted rule correct we played several more games and it just started to shine. And it plays quick enough that we just jumped right into another game, then another. The more games we played the more I liked it. Each game felt different enough with all the options you have for end game scoring that it never felt repetitive at all. Oh there is the opportunity for “Hate Drafting” but that is very minimal as your opponent is trying to work toward whatever end game goal they’ve decided to shoot for. But yes it does happen and sometimes it is very necessary to keep that one card out of that dirty scoundrel’s town square.

Final verdict? I give this two rootin’ tootin’, beer bottle shootin’, hollerin’ and a hootin’, thumbs up. If you’re looking for that quick game to fill in while waiting for the rest of the gaming group to show up, or just something to play while waiting for Cookie to finish cooking them beans, then this is the game for you.

Full disclosure. I was supplied a copy of this game for review at no cost to me. But I assure this had no bearing on my review. Trust me. If this game turned out to have been crap I would have let you know. Look for “Circle the Wagons” on Kickstarter start April 4th.

Ladder 29

Ladder 29
Ben Pinchback & Matt Riddle-Designers
Andy Jewett-Artist
Green Couch Games-Publisher

DisclosureWe were provided a preview copy for Ladder 29 from Green Couch Games prior to the Kickstarter which launches on 3/15/2017.

Climbing games, the bane of my existence, in that, I never get to play them and I quite enjoy climbing games, and trick taking games which have some similarities. But the climbing games that I have in our collection all have been fairly difficult to get to the table, Tichu because it is a 3-10 player game and while three players is pretty regular, our third player is fairly irregular, I’m looking at you Gabby, in her picks of what she’ll play. Haggis and Clubs have suffered similar fates. So when Jason Kotarski over at Green Couch Games asked if I wanted to preview Ladder 29 I anxiously jumped in, but was a bit worried about what my family would think about it and if my family would give it a try. My worries turned out to be unfounded, and here is why.

Ladder 29 is a card climbing game for 2-5 players, and like most climbing games or card games like this, the theme here is merely used as a way to teach the game, to make sense of the mechanics, and it works beautifully in that sense. But, I am getting ahead of myself, what exactly do you do in a game of Ladder 29

Ladder 29 consists of a deck of 60 cards of four different suits(Red, Yellow, Green & Blue), with each suit numbering from 1-15. There is a hierarchy for the the suits as well, Blue being the highest, followed by Green, then Red and then Yellow. Also in the game will be 19 “Hot Spot” cards as well, these cards are where you are going to get your scoring from, but also these cards are the Cog in the Wheel so to speak, they give you direction in that they limit you in what you can play, but once again, I’m getting ahead of myself here. Also in the game will be a score track much the same as has been used in previous Green Couch Games titles and some score markers and player reference cards for up to 5 players. So I think it’s safe to say, this will be another lovely little small box game from Green Couch Games to match all the others in their line. Seriously, I’m going to build a small shelf for these, I swear I am.

So, the deck of 60 cards is shuffled and everyone is dealt 13 cards, regardless of player numbers. You are then going to pass 3 of those cards to the player to your left. After everyone has passed cards and you have your starting hand, you are going to draft those “Hot Spot” cards now. In the game there will be one more Hot Spot card out than there are players and there will always be a Start Player Hot Spot Card in the offering.

The Hot Spot Cards are where you will get your scoring for a round. Each player will pick one card, that card will contain a rule for the player to follow for that round and their scoring. In the example above, if the player is the first to go out, they get 8 points and so on down the line with last place always getting zero.

After everyone has drafted their Hot Spot Card a round of play begins. Starting with the current start player, the player will lead either a single card, a pair of cards a triple, a run of three or more or a four of a kind. Everyone thereafter has to follow the pattern, meaning that you cannot play triples on pairs, or runs on singles, etc. Play continues in clockwise order until everyone has to pass, the last player who played then leads another legal play to start another round. All in an effort to be the first person to shed all of their cards from their hands.

There are also some special cards that help you along the way that go along with the 60 other cards in 4 different suits. These cards help you bend the rules so to speak. You have the Chief and the Lieutenant who can only ever be played as singles but they are the highest rank singles, with the Chief being the highest and Lieutenant being second highest. You also have the Dalmatian  that can be played as a single or in runs with a value of zero, OR more importantly the Dalmation can be played as the second card in a pair. Lastly you have the Rookies, apart they can be played as singles or in runs as a value zero as well or paired together, The Rookies become the most powerful Pair that you can play.

Oh, and what would a good Climbing game be without one way to break the following rule? In Ladder 29 a Four of Kind may be played at any time, regardless of what has been led and is called a Flashover, Flashovers are the highest valued plays in the game and can only be beaten of course, by Flashovers of higher value.

After everyone but one has shed all of their cards from their hand, the round is over and you calculate your scores based on the Hot Spot Cards in front of the players. The game is a race to 29 points, once 29 points is hit the game is over and whomever ends up with the most points, wins the game.

I wish I had more experience with climbing games so I could make all the comparisons to Tichu, Haggis, Clubs and so many others, but I don’t, but I will say if you are looking for that, be sure to check out Ryan Sanders’ write up over on The Indie Game Report.

For me, what I’m going to say is this, Ladder 29, is a fantastic addition to the Green Couch Games line of games. The artwork by Andy Jewett is beautiful, inclusive and I know that they are taking steps to help with some of the color blind issues that have been pointed out once folks started playing the game more out in the open.

Much like any climbing game or trick taking games the strategy of play comes down to learning your opponents idiosyncrasies I think, but also, you have to know your own as well. The Hot Spot Cards add a huge new twist to your strategies, because not only do they limit what you can or cannot do, but they also are your score each round, so sometimes you have to take that Start Player Hot Spot Card even though it is only 6 points for first, just because you want the lead at the beginning, as you may never be able to get it otherwise. Sometimes you have to take the big points on the nearly impossible cards, just in hopes of making up some lost points even with going out maybe third. They make for interesting decisions to make each and every round and really push the game.

Seven plays so far under my belt, from 2 player to 4 player, I just have not been able to get that fifth person to the table, but we’ve enjoyed it at all player counts, although I will say, Kerensa and I both agree it is probably more fun for us at 3 or 4 than at 2 player. 2 player is once again a lot of back and forth and whomever figures out or at least thinks they’ve figured out, what the other player has is usually the winner.

Ladder 29 is just another fun, well designed, beautifully illustrated game from Green Couch Games. We really can’t say much more than that. If you really like “Great little games, that make great big connections”, don’t let this one pass you up. This one got me Hook and Ladder, I am most definitely a backer.

And I haven’t even mentioned how I am like Matt Riddle and Ben Pinchback’s 12th biggest fan!

Be sure to check out Ladder 29 on Kickstarter, you have until April 12th, 2017 at 11am Central!

This preview was written by Brandon Kempf for the What Did You Play This Week Podcast & Blog.

You can hear more of our thoughts on Ladder 29 on our podcast at around the 52:09 mark


The Colonists(how I completely forgot Sunday & Monday, and then a Saturday & a Sunday)


The Colonists from Mayfair Games arrived just before the New Year hit, and I was bound and determined to make this one, one of the first games of the year, the year of less buying, of less backing, the year of playing more games that are sitting there staring me in the face. But The Colonists is no ordinary game, it isn’t a game that one can just throw on the table, grab three friends and sit down for an afternoon of fun and games, well, you could, but that afternoon would turn into evening which may in turn, turn into morning. So over the previous couple weeks, I sat and I read the rule book, and I read the rule book and I read the rule book, which isn’t to say that the rulebook is difficult to get through, in fact it’s the opposite, the rules are very well written and everything is pretty clear. I was reading over and over in preparation of asking my wife to play. You see, this may have been the most difficult question to ask my wife since she asked me to marry her, wait, so that wasn’t even that difficult for me. This may have been the most difficult thing I was going to ever ask of her!

Finally, one cold Sunday afternoon I worked up the courage and asked her, “Hey, you wanna play an era of The Colonists”? And to my surprise and bewilderment she agreed and we sat down to play it.

For a game that calls itself The Epic Strategy Game and possesses a rule book of about 30 pages and has two supplemental books as well, it’s relatively easy to jump into this one. Really, I didn’t take much more than 5 minutes or so to explain a bit of flavor and what was going on action wise to Kerensa and we were off and running. This is such a huge bonus for a game of this size, of this magnitude, to be able to hop in and be ready to play in about 5 minutes. Now that didn’t include setup, which took me a bit as I’m still working on storage solutions for the game to facilitate easier setup, but we were really up and running in 5 minutes. The concepts at first are simple you have a Steward on the board, and that Steward is running around among the 12 available spaces at the start of the game. They’ll be gathering resources, building things with those resources or trying to set up alliances with one of the available colonies. It’s really basic stuff, but don’t take it too lightly as this basic stuff is what you are building your base for in the future. If you’ve played any Euro in the last 5 years, the actions, the planning, the way you go about it, will all seem familiar and come to you fairly quickly, and that’s what the first Era is, setting yourself up for the next 3 eras.

As you progress through the game, you are going to be adding more rules, more resources, more Stewards, more Colonies and more, way more, options on that player board. You see, each era, you are going to be adding 12 locations to that board, 12 locations that the first player gets to place and build the map as they please. They could be a jerk, like I was and not really pay attention to where they are building new locations with respect to the old ones, or they could be thoughtful, like Kerensa, and try to find the best place to build them so as to facilitate easier completion of their goals. Here comes one sticking point as far as our AP(Analysis Paralysis) goes. Kerensa did take a bit long to go over in her head what was going on, and what would best help her in placement, even looking down the road a few turns, I didn’t, I saved my AP for deciding where that damn Steward was going to go next, which could have partially been an easier decision, had I actually planned out better where to place those locations.

So that first era builds nicely, going from 12 locations up to 24 by the end of the era and you begin to see where the game is going, what it is building, but still, you may not be ready for the scope of what is about to unfold before you. We called it quits after that first era, but I kept everything on the table as we wanted to play era 2 the next day since the kids were at school and we would be at the house by ourselves for a few hours. We recorded a bit of our thoughts after that first play as well, you can hear them on Week 111 at around the 1:21:28 mark, after we talk a bit about another game.

Monday(at least I think it was Monday)

We arrive home after taking the kids to breakfast, make some coffee and some snacks and sit down to era 2 of The Colonists, we were so naive at that point, we had no idea what was about to unfold before us.

Before continuing I just thought I’d mention that Kerensa likes to play games till there is an end, a verifiable winner or loser, even in cooperative games, who won or lost is important, but I completely forgot that as I was pushing to continue, just one more era, in reality, I could have just kept playing and not even mentioned anything, just keep putting out the new era cards, the new era tiles and setting it up, she would have wanted to finish, but I kept leaving the option open. We could quit here, or keep on playing, and keep on playing we did.

So, Era 2 begins and the importance of those colonies start to become apparent. At the beginning of the game you randomly pick 4 different colonies that you can affiliate yourself with, our 4 were:

The Altruist Colony which is all about charity about sharing of resources. As you progress through the Altruist Colony and gain more diplomacy with them you have more choices of resources to gain from them at the end of every year

The Storekeeper Colony, they are all about storage of goods. They start out by expanding your Storage and Warehouse, but eventually give the benefit of increased storage over those who do not affiliate themselves with the Storekeeper Colony. (More about storage a bit later as it is WAAAAAAAAAAAAAY important)

The Industrialist Colony, they are all about the refinement of goods, taking that wood and turning into planks and clay into bricks, etc.

The Alchemist Colony, which is all about exchanging goods of one kind for another.

The Colonies cannot be ignored, they just cannot be. First off, most of them allow you to expand your storage early on, even if it is just one extra spot, that spot is so important as you need to have access to these resources to build your buildings on your Community board.

Oh, what’s that? I haven’t even touched on your Community boards and we are already nearing the end of Era 2?!? Let me remedy that. On your Community board you will start with 2 farms and each of those farms gives you a Farmer to employ into other buildings that will be built. In the regular game, your Community board allows you to grow to 20 buildings, that can expand later on through the building of the Community Hall, but I get ahead of myself. The Community boards are where you build the buildings that will bring you the workers who you then employ in other buildings to gain resources, to be able to store goods. Got it? I told you this was easy!

What do you mean we’re nearly 3 hours into the game?!?!

Era three starts out and your board is now full of 36 different locations to visit and you may have an extra Steward, but probably not, there may be an Altruist on the board to move as well, which is a good thing, trust me, but that decision tree keeps getting larger and larger! What happens when the decision tree gets larger? More time to think about each and every thing you want to do, or even need to do. Because, once you move past your farmers and start attracting Citizens to your board and you start employing them, you have to make sure that they are fed, after all, they aren’t farmers any longer.

In The Colonists, there are 3 different Colonists that will work on your Community Board, the first is the Farmer, the farmer is self sufficient and can work but does not need to be fed at the end of a year, after all, he’s growing the food, right? Next up would be the Citizens, they can come around in different ways, either your farmer tires of the Farming life and becomes a citizen, or you build an apartment to attract new Citizens. Citizens do need to be fed, so you need to make sure that you have 1 food per Citizen at the end of the year to feed them. After Citizens, come your Merchants. The Merchants are a bit higher maintenance, but then again, they can do some pretty important work. They cost you 2 food and one Robes to sustain them at the end of the year. I believe you can start creating robes and obtaining Merchants in the 3rd Era.

So wow, it’s been how long?!?! Did you just say that we’ve been playing for 5 hours?

After each Era, I offered to end the game to Kerensa, just in case she was tired of sitting and playing, but she said “NOPE!”, so we pushed onward.

The 4th Era, man, the 4th Era. This is where the wheels hit the pavement and you see how well this engine you’ve been building runs. But also, this is where the wheels of the game wobble, just a little bit, at least it did for us. You see, you’ve done all this work, you’re building your engine and then you hit this final Era and all you do is try to min/max your points. It’s still fun, it’s still stressful, and you still have to continue to produce and build, but at this point it most of your thoughts turn to that end of game scoring, and it can seem just a tad bit anti-climatic. Nothing horrific, it’s not enough for me to put it away and not want to play it any longer, if anything it makes you want to try again, and we did, the next week.

Seven and a half hours, that’s what it took for us to play through The Colonists, we played the first Era on a Sunday evening, and played 2-4 on the next day in one sitting and it was worth every minute.


I wrote this about three weeks ago, and the surprising thing is, we went right back to The Colonists the next week and we knocked out another 4 era game, in the same time, with decidedly different endings. Our Colonies were different and we had very few ways of increasing our storage other than just the regular upgrading so we had to juggle storage issues a bit more. This is kind of what makes the game difficult, you can’t keep more than you can store, so you are constantly juggling what you need from your warehouse to your Storage and even buffers. Only goods in your Storage can be used, if it is sitting in your warehouse or on the buffers, the goods are unavailable, so you have to have those moved around and ready before your actions.

So two plays in about a week’s time and 15 hours of experience later am I still wanting to play? Your damn right I am. This is the type of game that just cries to be played over and over again, with all the variability and the myriad of ways to get what you want, it just cries for replays. I do worry about that 4 Era a bit being strictly a min/max era and I do worry that money is a really strong strategy, that’s what Kerensa kicked by butt with the second matchup, but I think that it’ll be fun trying to figure all of that out, I really do.  Oh, and you can hear what Kerensa and I thought after our second play on Week 112 at about the 1:34:09 mark.

Flamme Rouge: A Review by Eric Booth

Flamme Rouge


Designed by Asger Sams Granerud

Published by Lautapelit.fi 

Art by Ossi Hiekkala, Jere Kasanen(You should check them you on BGG as the art in Flamme Rouge is excellent. I love the 1920s feel of the images.)

You can listen to Eric’s thoughts on Week 100 of the WDYPTW Podcast at the 21:47 mark.

Flamme Rouge, AKA Red Flag, is quick bicycle racing game that takes place in the last kilometer of a race. You will be controlling 2 riders, a Roller and a Sprinter. How you control your riders is done through a clever play of cards. Each rider has their own deck of cards and you will draw 4 cards from one rider and pick one card to play and the ones you didn’t pick are returned to the bottom of the deck face up. (Recycling) them. Then you do the same for the other rider. This choice has to be done one rider at a time. So you are gambling on what cards you might draw for your other rider. Each card has a number on it which will determine how far along the track that rider can travel. You’ll be wanting to try and keep your Roller out in front of your Sprinter to soak up the exhaustion cards you will inevitably be getting throughout the race. Then when you are getting close to the finish line your Roller will be full of exhaustion cards and this is when your Sprinter should start using his big cards to, well, sprint to the finish. It’s a very clever mechanic that is very thematic to how actual bike races work. You have the team pulling (Slipstreaming) the sprinter along then they move out of the way for that last push at the end of the race by your Sprinter.


Now that you know how the cards work, let’s move on to how the movement works. After each player selects which cards they are going to play for each of their riders, all players will reveal them simultaneously. Then in rider order each player will move their rider along the track. A rider can pass through other riders but can’t stop their movement on another rider unless there is a free lane next to that rider. If there is no free lane the rider is placed behind the rider they would have landed on. Which can actually be a good thing as it could save your rider from getting an exhaustion card. This is repeated until all the riders have been moved. After this is done the Slip-streaming phase happens. You start at the back of the pack and you’ll look at each pack of riders, which can consist of only one rider, and see if there is no more than one square between them and the next pack of riders. If there is only one square between them you will move the riders up to the next pack of riders creating an even bigger pack. You will continue to do this until you have closed up all the one square gaps between the riders thus creating one huge pack of riders. If there are more than one square between the packs they are considered to be out of the slip-stream and will not be moved up to the next pack. Oh and there’s optional hills that can be added to the track that add another whole dimension to the race depending on whether you’re going up hill or down hill. There are some more movement subtleties that I’m not going to go over here but they are very easy to learn.


Now it’s time deal out those dreaded exhaustion cards. These are the cards that will gum up your deck with that puny little 2 speed card. Why is this so important and painful you might ask? It’s because the cards you picked to move your riders earlier are removed from the game so they’re out of play forever. So in a weird way this is almost a deck building game, sorta, but your deck just keeps getting worse as the race goes on. So you need to be very tactical on what cards you play and when to play them. How your riders get exhaustion cards is determined by whether or not they have an empty square in front of them on the track after the slip-streaming phase is done. This exhaustion card is added face up to bottom of that rider’s deck to show it’s ugly face later on in the race
This pretty much sums up the game. Very simple with some very important decisions to be made in order to crosse finish line first. Oh yeah did I mention that the person who crosses the finish line first isn’t necessarily the winner? It’s the rider who goes furthest past the finish line that wins. Now let’s find out what I think of Flamme Rouge.



  • What do I like about Flamme Rouge? Almost all of it as a matter of fact.
  • The simplicity of the game play along with the tough decisions on which cards to play and when to play those cards. Flamme Rouge doesn’t get bogged down with overly complicated, needless rules. In fact the rules for the game are only 4 pages long and 1 of those pages is an overview of the game components.
  • There’s no tokens to keep track of. No dice to be rolled. It’s all down to when you play your cards.
  • I feel Flamme Rouge could be an excellent gateway game to new gamers or your non gamer friends. I know this is thrown around a lot but I really believe it with this game.
  • The game is very scale-able between whether you want an easier track to a more difficult track by removing or adding the hill tracks to the game to accommodate who you are playing with.
  • As for the components? They are top notch. Super thick cardboard for the player boards and the track. Highly detailed miniatures for the two different riders which leads me to the one thing that will be in my Dislikes column.



  • Now what did I dislike about the game? Sometimes if can be very hard to distinguish between which rider is the Sprinter and which rider is the Roller. There is a little itty bitty S on the back of the Sprinter and an itty bitty R on the back of the Roller but they don’t stand out at all. This can lead to some confusion sometimes on whether you are picking a card for the correct rider or not. And this is truly a very minor thing. After a few plays you will just be able to tell them apart easily.

So in conclusion, I’ve really enjoyed every play of Flamme Rouge so far. And, from what I could tell, so did everyone else who played it with me. The simplicity of the game play is what I would call it’s greatest strength. So, if you’re able to get a copy and you’re a fan of racing games then I would highly recommend Flamme Rouge to you.




Designed by Thomas Spitzer

Published by Capstone Games

Art by Johannes Sich at Jojosich.de

A Review by Eric Booth – @EricBooth

You can hear Eric’s Review of Haspelknecht at the 44:49 mark on Week 99 of the What Did You Play This Week Podcast.


In Haspelknecht you are taking on the role of a 16th century farmer who, according to the rules, accidentally discovers coal on the surface of his farm. During the game you will be battling the ever present pit water that keeps seeping into your pinge, surface mine, and your actual coal mine shaft, preventing you from removing or mining that precious dusty, black gold. You will be acquiring new developments that will give you a one time benefit or some excellent end game scoring. Or these developments can be extra buildings you can add to your farm to make your mining endeavors more efficient. When you start the game you’ll only start out with a Farmer, Farmhand and a Digger.


This leads to what I think is the heart of Haspelknecht, the action selection draft. There are 3 colored action discs in the game. Brown, Yellow and Black. You will be drafting these discs in two rounds and these will dictate what your workers will be able to do during the action selection phase. With the Yellow discs you can acquire much needed food. With the Brown discs you can acquire the much needed wood to build the supports in your pinge and later in the mine shaft itself. The placement of this wood will dictate where you will be able to dig out the coal. Then there is the Black discs that will let your workers either remove water from the pinge or to actually mine that precious coal. Now how does this work you say? Well let me tell you.

During the 1st round of drafting discs you will pick one of the Action Pools and pick one of colors of the discs and remove all of those discs and place them on the wheelbarrow labeled with a 1 on your player board. The disc you place on the wheelbarrow labeled 1 will dictate player order for the rest of the season, after the action drafting phase. During the second round you will pick one of the Action Pools and pick a color and take those disc and place them on the wheelbarrow labeled with a 2 on your player board to a maximum of 5 total discs unless you were able to get more than 5 discs on the 1st round of the draft. After figuring out the player order you will move onto the action selection phase. This will be when you get allocate all those wonderful discs you just received during the drafting phase.


Now let’s talk about your initial workers. You have the digger that can only remove coal and pit water from your pinge. And this guy thinks a lot of himself as he requires either one yellow disc or one food or one Thaler to do his job. Where as the Farmer and Farmhand can use any of the discs you’ve acquired earlier. There’s a few rules to placing disc onto workers. You can only place like colors on Farmhand and the Farmer to complete tasks with one exception. The Farmer is also able to acquire developments which use various combinations of discs. So if you’re going to use the Development task of your Farmer you place the needed colors required by the development you want on the Farmer. When you’re done allocating your discs, in turn order, you will take the actions in whatever order you want by removing those disc from your workers and returning them to the bag to be drawn later to fill the action selection pools.


OK, I think I’ve talked that action thing into the ground. Let’s move on to what happens when you’ve removed all the easy to access coal on the surface in your pinge. Well this is where the namesake of the game, Haspelknecht, comes into play. As soon as you remove all the coal from your pinge you will move any pit water you have into the mine shaft. You will retire the bedraggled digger and bring in your miner and the hard to pronounce Haspelknecht. Now these two guys are just as greedy as the digger was, but more efficient. What can they do for you, you might be asking? Well, the Haspelknecht removes both coal and pit water, in fact he is the ONLY person who can remove pit water from the mine shaft. But he requires one of these 3 things. Either a yellow disc, a food, or a thaler. And the miner is even more proud of himself. He requires a food or a thaler but he is able to mine up to 3 coal from the mine into the mine shaft to be later removed by the Haspelknecht. Now your other two available workers are still able to mine coal but they are less efficient in doing it. And remember they are no longer able to remove any water from the mine shaft. That is a job for your Haspelknecht.


Wow that was all a mouthful. Now onto the developments. I’m not going to go into all the available developments you can get. But I would like to do a quick rules clarification how you can place your token on a development, as the rule book is just a tad confusing on how this is done. On the first row you can place anywhere regardless of adjacency. On any other row you have to place adjacent to one of your other claimed developments unless you are placing one of your tokens onto a development that an opponent has already claimed. You do not need to be adjacent to one of your other discs to do this but you will have to pay the person who was the last to claim that development a fee. That fee differs with each subsequent row. Doing this will extend your adjacency requirements for later developments. Now all this craziness you have to do has to all be done over 4 seasons and 3 years with the winter season being the coal scoring, pay the government, store you stuff, season.


Enough rambling let’s move onto what I think of the game.


  • Haspelknecht gives me that same feeling I get when I play that wonderful game Orleans. What I mean by that is every round you just get the feeling that you’re doing something amazing but just short of what you need to accomplish everything you want to do and I love that in games.
  • I really like how Haspelknecht truly gives you several different paths to victory and that was shown to be true in our last 4 player game. It was a very tight game and each of us went on several different paths during the game. One player was still in the running and did very little actual mining.
  • I’ve played with all player counts and it played great at all player counts. The game scales very very well.
  • The components are all top notch. Nice thick cardboard. No flimsy card stock. Cough, Terraforming Mars, cough cough.


  • Now what did I dislike about the game? There’s a few confusing places in the rule book like the placement rules on the developments.
  • Some of the icons for the end game scoring are very small and can be hard to read.
  • The only other thing I can think of is that the Action Disc Selection phase can be a little ap inducing. You are trying to see exactly what discs you can take to accomplish what you want to do this round and seeing what discs will be available the next round. Me, I just pretty much ignored the discs in the reserve pool for the most part.


In conclusion, I really like Haspelknecht. If you like what is lovingly called, point salad, many paths to victory, type games then this just might be a game for you. Now know that I didn’t cover everything you can do but I hope enough that you a good idea of what you can do during the game.

booth-haspelknecht-2I give Haspelknecht Two black lung thumbs up.


Potion Explosion

Potion Explosion
Designed by Stefano Castelli, Adrea Crespi & Lorenzo Silva
Art by Giulia Ghigini
Published in North America by Cool Mini or Not

Potion Explosion Cover

So let’s get started, by skipping to the end, if all of my finals were like this in high school, I would have absolutely loved taking tests.
In Potion Explosion, you are witches and wizards about to take your final Potions exam, the rules of the exam are fairly simple, use the available ingredients, Unicorn Tears, Dragon Smoke, Ogre Mucus and Fairy Dandruff, to make the best spells and score as high as you can on your final. You are racing to get skill tokens as when those skill tokens run out, the exam is over and only the finest students will be awarded a passing grade, otherwise known as, the win.

The ingredients that you will be using will be in an ingredient dispenser and you’ll only see a certain amount of them, you have 5 rows of ingredients with 8 available ingredients in each row. For game purposes those ingredients are differently colored marbles that will be in the dispenser.

Potion Explosion 2

So on your turn during the exam, there is one thing that MUST do and several others that can be done or may be done. First and foremost you MUST take an ingredient from the dispenser. In doing so, this may trigger explosions of ingredients. If in the process of removing an ingredient, two ingredients of the same color collide, that causes the explosion and you as the active student/player get to also take all of those like ingredients of that color when they explode into your ingredient collection. If in the process of taking those ingredients out, more explosions happen, you keep taking the ingredients until no explosions happen.

Now that you have the ingredients, what are you going to do with them? Well, in front of you, you have two flasks that have on them the ingredients needed to complete the potions you have chosen to concoct, you match them up by placing the ingredients in their proper spot in their flask. If in doing so, you complete a potion by filling in all the needed ingredients, remove all ingredients and put them back into the dispenser as randomly as possible and flip your flask over and put it to the side. If you need a bit of help gathering ingredients you can always ask the professor for a bit of help, but this comes at a -2 pt penalty on your final at the end of the exam and he allows you to take an ingredient from the dispenser, but no explosions are triggered.

Potion Explosion 4

When you have completed potions, you can then use them in future turns to have specific benefits in helping you through the exam, but choose wisely when you use them, as they are one time use only, unless you complete some Sands of Time potions as well. In all in an exam you will have six different potions available to you to create, each of them with different abilities, for example the aforementioned Sands of Time potion allows you to activate again the effect of one potion that you have already used, it’s quite a helpful potion, as are all of them.

Also, while finishing potions, if at any time you have completed three of a kind or a set of five different, pick up one of those skill tokens and add 4 points to your final for a bit of an extra credit score. When the last Skill Token is picked up, you finish the round and then you add up your points for completed potions(each potion has a point value to it) add in any Skill Token points and then subtract any points lost from asking the professor for help and the student with the highest total wins!

Potion Explosion 1

The toy factor in Potion Explosion is through the roof, with the cardboard dispenser that Gabby and I had a lot of fun punching out and assembling, the marbles that go in the dispenser that really give you a great tactile experience while playing the game, it’s all really well done and makes the game stand out. The art on the potion flasks is bright and vivid to match the rest of the game, and when you flip the flask over after completing it you see a really nice potion, just waiting to be drank. So production wise and art wise, Cool Mini or Not have knocked it out of the park here and that’s kind of important as this is a game that is targeted to the family gamers I think. Anyone can enjoy it, but this is a light weight set collection game with toy appeal, families if they find this are going to eat it up, even at that $50 price tag.

Potion Explosion 5

Gameplay itself is light and fun, your turns are pretty easily spelled out for you, and you know what you can and cannot do. The trick of the game comes from being able to read the ingredient dispenser and utilizing your potions to their maximum effect, you gotta know when they are going to help you, you don’t just take ingredients just because you can as you can only store 3 extra ingredients on your board that are not in potions, so space is limited. Also, storing ingredients can be a bit risky as there are people out there that create potions that allow them to steal your unused ingredients, so be careful.

Among all the positives that I’ve found with Potion Explosion in our plays so far, the only negative I can hit on is as the player count increases, meaning when you play with 4 players, the state of the ingredient dispenser will change an awful lot I between your turns, and this can lead to a bit of AP in players, I kind of liken it to the Five Tribes AP, but with fewer options on the board, just more options of special things you can do with your potions. It doesn’t bother me in the least at home, but there may be some folks who you won’t want to play this with, folks who have to maximize each and every action they take may cause a little bit of a headache. But that nitpick is small and if you are playing with 2 or 3 players, I don’t think it will matter all that much. Or if you aren’t playing with vindictive 6 year olds, sheesh, AnnaBeth is so mean to me in this game, she just takes everything she can from me.

Potion Explosion was one of the big hits at Gen Con this year, I’m not sure how many copies they sold, but I saw it in an awful lot of folks’ bags and being carried around. By the time I got to the booth on Sunday and had made my mind up to purchase it, the supply had dwindled down to about 30-40 left in the stack, now who knows, they may have had more coming as we were always seeing CMON shirts carrying boxes, but it’s safe to say this one sold pretty well, and rightfully so.

I’d also be remiss if I didn’t also mention that I like this direction that Cool Mini or Not is taking, separating their brands a bit, they’ll still do the big bombastic Kickstarter mini games, but they are also going to putting out more titles like this and even the other CMON game I picked up at Gen Con, Ta-Da!, which is lighter yet and just as fun, but more on that one in the weeks to com.

If you are looking for a fantastic set collection game with some really nice table appeal, I don’t think you can go wrong with this one, we’ve all enjoyed it, from my youngest daughter at 6, all the way up to me at 43. This one gets the WDYPTW(Kempf Family) Flask of Approval.

Potion Explosion 3

Rocky Road A la Mode

Rocky Road a la Mode

Joshua Mills-Designer

Adam Maciver-Artist

Green Couch Games-Publisher


ICE CREAM MAN!!! Every kid has yelled that at one time in their life, when they’ve heard the ice cream truck music coming down the road. Well now you can relive that excitement from the other side. Now you get to be the Ice Cream Truck Driver and you are driving around town, trying to attract customers in order to sell your fantastical frozen treats in the newest game from the team of Joshua J Mills and Green Couch Games, Rocky Road a la Mode.

Please note that this is the Preview version from Green Couch Games and the game art and components have not been finalized.

Set up is super easy, here we go, first, set up the roads that your Ice Cream Trucks will travel.

Next, line up your Ice Cream Trucks in a random order, the truck on top always goes first.

Then, let’s put some Rocket Pop tokens out on the board on the three pothole spots.

Everyone gets an Ice Cream Truck Card to place in front of them

and three treat cards randomly dealt to them

Stack the rest of the treat cards near the road and lay out three face up next to the draw pile. Also, near the road place out the eight location bonus cards in four coordinating piles with the highest value bonus on top.

Now you are ready to play Rocky Road a la Mode.

In the game you are Ice Cream Truck operators, trying to gain the most loyalty points by selling your ice cream all over town, ultimately the game is a race, sort of, to 9 loyalty points, I’ll explain later how that may not always be the case.

In the game, the players are not going to have a set order, the truck that is furthest back on the road is always going to be the player on turn, like in the game Tokaido or in Patchwork.

So, on your turn you are going to take one of the three possible actions.

  1. You can Restock, which is drawing or taking 1-5 cards from the draw deck or face up row of treat cards. The player must announce prior to drawing how many they are going to take and then must move their ice cream truck that many spaces on the road track.
  2. You can attract customers. To do this, take a look at the treat cards above again, you see that number that is on the top right where the speaker is, you know, that speaker that’s playing that music that makes kids go wild, when you choose a card with the customers you want to attract, you move your truck forward the number of spaces dictated on the card in that spot. Then you take that card and you tuck it under your truck card with only the customers and their wants showing.
  3. The last action you could take on your turn is to Serve your customers that you have attracted, to do so, you start with the topmost customer and you discard treat cards from your hand that match the large treat symbol on the top left of each card with what the customers want. When you serve that customer you slide the card up to cover it up and move your truck one spot along the road track. When you have served the second customer on the card, you take the card and you spin it so that only the icons on the bottom of the card are seen coming from the back of your ice cream truck card.These icons are now permanent bonuses. So the next time you fill a customer order, you don’t have use quite as many cards from your hand. These cards also can have loyalty points on them, these count towards your goal of 9 loyalty points to trigger the end of the game.

Along with getting permanent bonuses from the cards, if you collect the correct number of bonuses you gain location cards that grant loyalty points. Players can only collect one location card of each type.

Along the road, when you land your truck on the Rocket Pop Token, you get to take that into your collection and it can be used as a wild to fill customer orders. When spent, the Rocket Pop Token goes back on to the road in the Pothole space that is in front of the truck token that is furthest ahead on the track.

The game ends when one player has nine or more Loyalty Points. Play will continue however until the player who triggered the end of the game’s Truck Token is furthest back on the road. This player does not take another turn. Be careful, in our games the player who triggered the game end has been the furthest back on the Road Track several times, meaning no one else gets a turn, gotta get those points when you can, and do it quickly. Everyone adds up their Loyalty Points and the Ice Cream Truck driver with the most Loyalty Points wins the game!

Great little games that make great big connections. Every time I preview one of these titles from Green Couch Games, I think that Jason could not have come up with a better tag line for the company. These little small box filler games are quickly becoming the jewels of our collection, from Fidelitas to Avalanche at Yeti Mountain we’ve enjoyed each and every title in our family. Rocky Road a la Mode continues that tradition.

This is a fun set collection game that gives off a bit of a Splendor feel, the collecting of cards and using those cards to fill orders to gain permanent bonuses that allow for easier filling of future orders. But it plays quicker and let’s face it, the theme is a ton more fun, I know I’d take selling ice cream over jewels, and that kind of shows if you get to meet me ever in person.

It’s fun trying to build your engine in Rocky Road a la Mode but you better be well aware of what the rest of the players are doing, focus too hard on getting yourself rolling and forget to deliver the goods that can gain you Loyalty Points, and you’ll find yourself scrambling to catch up as this one plays quick, 20-30 minutes tops but there is a lot of fun and decisions to be made in those 20-30 minutes.

I can’t wait to see the finished product, and I should have asked Jason some of the plans for the Kickstarter before writing this, but he’s been a busy man at Origins this week. I can envision some cool Truck tokens and the Rocket Pop Tokens will surely be a lot of fun as well, and probably another play mat for the road!! Oh man, now I’m really wondering what they’ve got in store. One thing I don’t have to wonder about is gameplay though as Rocky Road a la Mode is fun, a lot of fun.

Watch for Rocky Road a la Mode on Kickstarter, 6/20/2016!