Tuesday, October 25, 2011

Giveaway – Calliope Games ~ Tsuro: The Game of the Path – Ends 11/1/11

    

October 21, 2011    |   more 















Tsuro: The Game of the Path

Description: Create your own journey with Tsuro, the Game of the Path. Place a tile and slide your stone along the path created, but take care! Other players’ paths can lead you in the wrong direction — or off the board entirely! Find your way wisely to succeed. Stay the path — your journey begins here.

Tsuro is an enjoyable game that uses a combination of chance and skill.

The game has a fun look that makes it feel as if you’re going on an adventure instead of just playing a game. It includes:

  • Gameboard (folds up inside a convenient to store square box)
  • 35 path tiles
  • 9 marker stones
  • 1 dragon tile
The instructions are very clear, so it’s easy to figure it out the first time. Once you know how to play, basic logic skills will help you figure out your strategy. Since there is some chance involved, you never know exactly what’s going to happen.

It’s recommended for ages 8 and above and can be played by 2-8 players. Some younger children may enjoy it, but 8 is a good guideline.

This is a fun game and I like the idea behind it. We never know exactly what life will bring us, but we can use our minds to help us stay on the path and enjoy the journey!

HOW TO CONNECT - You can like Calliope Games on Facebook and follow them on Twitter.

PRIZE - Tsuro Game – ARV $30

Here’s what ya gotta do to enter to win ….

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Giveaway ends November 1, 2011 at 8pm Pacific Time. Giveaway is open for residents of the US and Canada only. Winner will have 48 hours to respond to notification with shipping info and claim prize – if no response, another winner will be chosen . Subject to the official rules. No purchase necessary – void where prohibited by law. Disclaimer/Disclosure: Review sample and prize provided by the giveaway sponsor.


Tags: calliope games, holiday gift guide, tsuro



Wednesday, October 12, 2011

Come Play With Me!

When my daughter Nicki was born back on Dec 22, 1998 my wife and I put a lot of thought into the nursery. We wanted Nicki to be comfortable and entertained. We dismantled a Peter Rabbit alphabet book and mounted the pages as a border all around the room. We all loved the images and the story that went with them. We also set up a desk for Nicki to play at… on the top I wrote this poem:
Come Play with Me. The more I Play, the more I Learn. The more I Learn, the more I'll Earn. The more I Earn, the more I'll Play. Come Play with Me.

This year Nicki will turn 13… how time flies! I can’t tell you how proud I am of her. Being challenged most of her life with an autoimmune disease (ITP) she always wears a smile. She reads a novel a week and excels at the top of her class. She is my hero and why I always want to play. (OK, one of the many reasons I always want to play : )
Play Games, they’re a lot of Fun and you’ll be surprised how much you can learn. Calliope Games Supersized Family Fun!

Tuesday, October 11, 2011

Got’Em!: A meaty little filler game.   


Got’em is a game where you attempt to trap your opponents pawn using walls, while trying to keep your pawn alive.   The game has two styles of play, one of which is very strategic, and the other has a bit more luck.  I found the two different styles of play to be an interesting idea for appealing to two different demographics of players.  And how they accomplished this felt natural, rather then very “after the fact” and “forced” like in some games.

The game starts out with four pawns on their predetermined spaces on the board, denoted with a white dot.  Each player has a hand of three cards, these cards say things like “place a wall on a red square, then you may move up to two squares”.   You pick one of these cards from your hand and play it into the discard pile, following what the card says.  Then you draw back up to a hand of three cards.  That’s it for the easy version of the game.  It’s very straight forward but can still have a fair amount of strategy, as you scamper around the board trying not to be trapped.
The harder version of the game is very similar, however, it requires you to flip the board over.  Instead of all the colored squares, this side is all white.  The cards can go back into the box, they are not needed for this style of play.  This time, you may play your wall on any square you like.  Movement however is slightly more complicated.  You may move your pawn a number of spaces equal to the number of walls that surround it at the beginning of your turn.  So if you have a wall to the left of your pawn, and a wall to the back of your pawn, your pawn may move two squares this turn.
I do have two major complaints about this game, one about the components and one about the multiplayer game play.
First, the components.  The walls in this game are a pain to make stay on the board.  Essentially the walls are nothing more then thin strips of white plastic that have been cut to the appropriate length.  As a player, you need only wedge this strip of plastic into it’s snug little groove on the board.  But have you ever experienced trying to “wedge” something into a small hole as being easy?  Of course not, and I haven’t either.  Trying to get the walls in the proper spot on the board, without accidentally taking out half the board was trying.  All of my players struggled with this, which takes some joy away from the game.
My second complaint is really a plea for mercy for whoever goes last.  It becomes extremely easy to gang up on the fourth player, and they have very little recourse.  My group of players can be pretty competitive and thus when they see a weak link in someones’ defenses, it’s like piranhas smelling blood in the water.  On average our fourth player only got two to three turns before they were toast.  This seems like a design flaw, but maybe this game just doesn’t play best with this many people.
Despite these two complaints, my players and I enjoyed this game.  It’s simple, but thought invoking, and is a short game, which makes it a nice little filler.  It’s hard to find filler games that have some meat to them, because meat usually takes time, but this game did a pretty good job of accomplishing this.




One Response to “Got’Em!: A meaty little filler game.”

The following is a message from the designer of Got’em. I thought that the information conveyed here would be of interest to our readers. Enjoy!
[EMAILED COMMUNICATION WITH DESIGNER OF GOT'EM]
Thank you for doing the review! We are excited that you like the game : ) I would like to Address you concerns you do have… the first and foremost in my mind is the 4th player complaint. In reading your review, on the “Brainy Side of Got’Em!” the movement rule is not be relayed correctly and if you played the way you outlined the rule, the 4th player may be at a disadvantage.
In the review, the movement rule is explained as
“You may move your pawn a number of spaces equal to the number of walls that surround it at the beginning of your turn.”
The rule actually reads:
“A pawn my move 1 square plus a number of squares equal to the number of walls on the square it occupies.”
If the game was played as written in the review each player is playing at a disadvantage as the “Number of walls plus 1 rule” greatly helps in negating the piranha issue. Also, in the first round of gameplay, no pawn can end the round with more than a single wall on it. Between the 2 rules, the game plays very balanced for 2-4 players : )
On the “Bright side of Got’Em” the issue is addressed in the cards by allowing players to “Move through walls” or “Remove walls” from the board. It is true that this is a luck of the draw, but the odds are reasonable (1:8) w/o destroying the “skill factor” in the game.
Regardless of which game players choose, it’s very important that they understand the need to always occupy a space that has a number available slots equal to the number of players… and that’s the real challenge to Got’Em!
As far as the insertion of walls into the board, we tried extremely hard to get that right. We had versions that the walls were loser in the board… they fell out much more often and made the game almost unplayable. Providing a snug fit (assuming the wall is completely seated in the slot) prevents walls, for the most part, from being knocked down. I do agree though, if you have larger hands like I do, it can be challenging to get the wall to seat properly.
Thanks again : )
Ray Wehrs
Calliope Games
[\EMAILED COMMUNICATION FROM THE DESIGNER OF GOT'EM]
I hope this sheds some more light on the game for everyone!

Wednesday, September 28, 2011

Kids Need Child-Driven Playtime by The Kid's Doctor Staff


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by The Kid's Doctor Staff

Remember playing outside with your friends after school and on the weekends?  These days you’re more likely to find a child in the house on the computer, or at a scheduled sports event. Research suggests that the lack of adult-free outdoor playtime may have serious consequences for a child’s development and mental health.

There was a time, not too long ago, that parents encouraged their kids to get out of the house and “go play.” Today, many parents are so involved in their children’s lives that kids are not being allowed the freedom to have unsupervised play.

So what’s keeping kids indoors? Experts say many parents are afraid. They worry that their child might be abducted, hit by a car or bullied.  All this involvement is not easy on parents either. Many feel as if they are running on a treadmill trying to keep with all the activities that are scheduled. There is also a concern that their child may fall behind some arbitrary line that points toward success.  There is considerable pressure on families to participate in this hurried lifestyle. Free child-driven play known to benefit children is decreased, and the downtime that allows parents and children some of the most productive time for interaction is at a premium when schedules become highly packed with adult-supervised or adult-driven activities.

“Into the 1950s, children were free to play a good part of their childhood. If you stayed in your house around your mom, she’d say ‘go out and play.’ The natural place for a kid was outside,” said Peter Gray, a research professor of psychology at Boston College.

“Today, it’s quite the opposite. Parents are not allowing kids the freedom to play. And even if they do, there are no other kids out there to play with, or the mother may have such restrictions on the child, such as ‘you can’t go out of the yard’ that the kids don’t want to stay out there,” added Gray.

The importance of play:

When children are allowed to play, several things start happening. They make-up games – using their creativity skills, negotiate rules – using their personal interaction skills, and solve problems on their own- using critical thinking skills.

Theses are all attributes that can serve them well as they grow older.

Through free play, “they are acquiring the basic competencies we ultimately need to become adults,” said Gray, author of two studies published recently in the American Journal of Play.

Research has also shown that today’s highly supervised children are more likely to experience anxiety, depression, feelings of helplessness and narcissism, all of which coincides with a decrease in play and more monitoring and managing of children’s activities by parents.

Peter LaFreniere, a professor of developmental psychology at the University of Maine, writes in a separate article, that boys – in particular – need some rough and tumble play to help teach them how to control their emotions. Boys learn that if they want to keep their friend, they can’t let things go too far or truly hurt the other child — a skill that helps boys grow into men who keep aggression and anger in check, LaFreniere said.

“It’s better to make the mistakes when you’re 4,” he said. “Children learn there are consequences to their actions; they learn to regulate the aggression even in the heat of the moment.”

There are certain circumstances in which children should probably not play outside unsupervised. High crime areas are not safe for children to be in without the watchful eyes of a parent.

It would be wrong to assume that the current trends are a problem for all children; some excel with a highly driven schedule. Because we need skilled young people to be well prepared to be tomorrow’s leaders, we must recognize the advantages to the increased exposures and enriched academics some of our children are receiving. In fact, many of our children, particularly those in poverty, should receive more enrichment activities. But even children who are benefiting from this enrichment still need some free unscheduled time for creative growth, self-reflection, and decompression and would profit from the unique developmental benefits of child-driven play.

There has been a significant increase in studies; discussions and articles on the positive affects of child-driven playtime, but a decrease in the amount of time kids are actually playing.

One survey Gray cited asked a nationally representative sample of parents to keep track of their kids’ activities on a randomly selected day in 1981 and another in 1997. The researchers found that 6- to 8-year olds of 1997 played about 25 percent less than that age group in 1981.

Another study from about a decade ago asked 830 U.S. mothers to compare their children’s play with their own play when they were kids. While about 70 percent of the mothers reported playing outdoors daily as children, just 31 percent said their own kids did. Mothers also said when their kids played outside; they stayed outside for less time. If anything, that trend has accelerated in the ensuing decade, Gray said.

Hara Estroff Marano, author of “A Nation of Wimps: The High Cost of Invasive Parenting.” offers a rather harsh assessment of today’s parents. “The home of the brave has given way to the home of the fearful, the entitled, the risk averse, and the narcissistic,” Marano said. “Today’s young, at least in the middle class and upper class, are psychologically fragile,” Marano said in an interview published in the journal.

Marano believes that parent’s dominated by fear, are raising children unable to cope with life’s ups and downs because they have no experience doing so.

The American Academy of Pediatrics also promotes the benefits of child-driven playtime. While academics and social–enrichment programs are important; play is a cherished part of childhood that offers not only fun and relaxation for children, but great developmental benefits as well.
Related Posts on www.kidsdr.com

    * Parent–Child Interaction May Increase IQ – Promote Less Violence In Adulthood.
    * Parental Stress May Affect Child’s Health
    * The Classroom and Children’s Mental Health
    * Self-Control May Lead to Future Success
    * HGH May Benefit Kids with Cystic Fibrosis 

Wednesday, September 14, 2011

Tsuro: The Game of the Path Is the Game for You

Tsuro game contents
Overview: Tsuro is a game that’s been around for a while but I hadn’t gotten to actually play it until a couple weekends ago at PAX. Formerly published by WizKids, it’s now published by Calliope Games (founded by some of the original WizKids folks). It’s a simple, beautiful, elegant game about making paths and trying to stay on the board.
Tsuro box 
Players: 2 to 8 (yes, 8!)
Ages: 8 and up (though younger kids could certainly play)
Playing Time: 15 to 20 minutes
Retail: $29.99
Rating: Superb. Tsuro excels on several fronts: the pieces are gorgeous, the game is easy to learn but allows for deeper strategy, and is a great option for gamers and non-gamers alike.
Who Will Like It? Just about everyone. I don’t say this for most games, because there are a lot of games that some people love and others hate. While I’m sure there are some players who won’t like Tsuro, I can see that this one will have very broad appeal — it’s not the only game I’ll want to play, but it’s one that very few people will turn down.

Tsuro tiles
35 unique path tiles, and 1 Dragon tile.
Theme:The board has an Asian theme, with a phoenix on the board background and little dragons engraved on the pawns. There are Chinese characters throughout that say tong lu (roughly, “access” or “through road”) as well as a “East West South North” in one corner and “Wind Fire Water Earth” in another. All of this, combined with the simple rules and elegant gameplay, give the game a very peaceful zen-like feel, despite what can sometimes be very cutthroat play. There’s even a translucent piece of paper with a bamboo brush painting on it included in the box — entirely unnecessary to the game but adding to the flavor of the whole thing.
Tsuro pawns
Stone-like pawns.
Components:
The game includes the board, 8 plastic pawns, 35 path tiles, and 1 dragon tile. Everything is very nice quality: the tiles are sturdy cardboard with rounded corners, and the paths look a bit like rope laid on dirt or stone. The artwork and the stone-shaped pawns give the game an earthy feel even though it’s really just glossy cardboard and plastic. While the board is really just a simple 6 x 6 grid, it’s one of the most gorgeous boards you’ll have in your collection. Tsuro game in progress: Tan, Blue, and Yellow are on a collision course.
Tsuro game in progressGameplay:
The tiles are shuffled face down and each player takes three to form their hand. Each player in turn picks a starting spot along the edge of the board. (Each of the squares has two paths per edge.) Then, everyone takes turn playing tiles. The tile you place must extend your own path — you cannot place a tile somewhere else on the board — and then you move your pawn along the path until it ends. If you get routed back to the edge of the board, you are eliminated from the game.
After playing a tile, you draw a new tile. The dragon tile basically is a stand-in: if you need to draw but there are none left, you take the dragon tile. As players are eliminated and their tiles are put back in the draw pile, the player with the dragon tile draws first. It’s a simple solution but the rules for that particular item can be confusing.
When more than one player borders the same empty space, then whoever plays a tile there not only extends their own path but also changes the course of the other players as well. The goal is to be the last player still on the board.
Conclusion:
Tsuro is a cinch to teach, but makes for fascinating play. Younger players will simply try to find a tile that doesn’t bump themselves off the board right away, but more experienced players can look for ways to plan ahead, finding routes that will give them access to more space on the board. Ray Wehrs of Calliope Games explained that it really works out to a territorial game — you need to have space to play tiles, or a way to get to more space.
It can be really interesting trying to stay right near other players, because then you can affect the direction they go … but then they can redirect you as well. I also love the fact that the game works from 2 to 8 players. The more players you have, the sooner everyone starts running into each other. You can be fiercely competitive or try to play nice, depending on the gaming group you’re with, but eventually people are going to get run off the board.
Tsuro has been a real crowd-pleaser. I took a pile of games to try out at a recent game night, and after introducing this one we ended up playing it three times. It’s great because it can accommodate a wide number of players and it’s a quick game that you can set up and teach in just a few minutes. It won’t satisfy players wanting a long, heavy-strategy game, but even in those cases it makes for a great appetizer.
Wired: Gorgeous components, elegant gameplay, goes up to 8 players.
Tired: Makes a great snack but not a full meal for hardcore gamers.
Disclosure: GeekDad received a review copy of this game.

Jonathan Liu is a stay-at-home dad, Etch-a-Sketch artist, community agitator, board game geek, and a voracious reader.
Follow @jonathanhliu on Twitter.

Friday, September 9, 2011

Store Owners Increase Awareness of Designer Board Games
12 Games Will Be Given Away to Lucky Participants

Summerville, SC - September 9, 2011                       





www.herebebooks.com

Here Be Books & Games in Summerville today announced their intention to educate the community about modern designer board games. They’re called Designer Games for acknowledging the name of the game designer on the cover, like the author of a book.

Thousands of new Designer Games are published every year in the United States and Europe, but few Americans are even aware that they exist. To increase awareness, the store owners, Tina & Tim McDuffie of Goose Creek, will teach visitors to the store a different award-winning Designer Game each week until the end of 2011.

Games to be featured in these weekly events include award-winning: Tsuro, Got 'Em, Dixit Odyssey, Thunderstone, Ticket to Ride, Pirate Fluxx, Carcassonne, The Settlers of Catan, Telestrations, Forbidden Island, Zombies!!!, Quiddler, SET and SET Cubed, and a variety of children's games by HABA.

The Game of the Week will be set up on a table in the front of the store so visitors can watch a demo, learn how to play, or even sit down and actually play the game. Tournaments will be held during the store’s monthly Game Nights on October 1, November 5 and December 3. To encourage participation, the McDuffies will be giving away one game a week to a lucky participant of each week's gaming lessons.

About Designer Games
Designer Games have a definite theme: a lot of attention is paid to the artwork and other components, which are more often made of wood than plastic.  The games tend to emphasize player interaction or cooperation so players are engaged all the time rather than just waiting for their turn. 
In a Designer Game, players are rarely eliminated and any randomness or luck from dice rolls or card draws, are mitigated by having the player decide what to do after a random event happens, rather than before. Players can make more interesting decisions, utilizing strategy and tactics, usually involving competition over resources or points. There are often multiple paths to victory. Designer Games have been created for all age groups, with a variety of playing times, and supporting different numbers of players. The themes run the gamut.

About Here Be Books & Games
Tina & Tim McDuffie are the sole traders of Designer Games in Summerville, SC. Their book and game store, Here Be Books & Games, at 4650 Ladson Road, Suite I is open Tuesday thru Saturday from 10 a.m. to 6 p.m. Founded in 2005, the store has been hosting monthly Game Nights since 2007. 

Contact: Tina McDuffie | (843) 695-1498 | 4650 Ladson Road, Suite I | Summerville, SC 29485-8535