Another great game day at Osterville Village Library today as we welcomed two new gamers. Wingspan continues to be a popular game as it was up and running on two tables today. We also got Carcassonne out and Sushi Go Party for a fun wrap-up to the afternoon.
Meanwhile, six kids enjoyed D&D Club for Kids. Summer session ends next Sunday and then D&D Club for Kids Autumn Session stars Oct. 6 for six weeks of D&D fun.
Thanks to everyone who came out today. We’ll see you next Sunday the 22nd for more gaming.
Creating a character for Dungeons & Dragons can be a daunting task. You’ve got to pick a race and class, write a backstory, deal with lots of numbers and decide if your character is basically good or basically evil (or somewhere in between). I struggled with this for a long time, wishing to come up with a compelling character that would be enjoyable for me and my fellow players. That’s why I empathized with this tweet from my internet pal Lyz*:
Now, I’ve not written this post to bestow the definitive answer upon the D&D-playing masses. Instead, I want to give a few simple tips that have made the process easier for me. If they work for you, dear reader, great. If not, please share your tips for character creation in the comments below. With that said, onward!
For me, the most confounding aspect of character creation in D&D is the backstory. For years, I would write elaborate, multi-page tales for my characters involving missing parents, burned villages, oaths of revenge, sworn allegiances and “last of my tribe” sorts of thing. All of it pre-history as far as the campaign was concerned. Jonny Ironsword would enter my DM’s campaign hell bent on avenging the death of his father or tracking down his twin brother, drafted into servitude by a nomadic tribe of marauding half-orcs when Johnny and Jimmy were only 12…
Only to have that never come up in the campaign, which is about delivering tainted mead to the Zhentarim’s block party.
Your story arc
That’s when I decided to let my character’s story arc happen in the campaign, not before. Here’s what I mean.
The character I’m playing as of this writing is Reed Greenbottle, a halfling druid botanist. He leaves his village to collect samples of plants to record in his book.
That’s it. That’s his whole story.
This is Reed’s first time “off the farm” if you will and his naivety informs his interactions with the people, beasties and situations he meets.
Is that a Kenku? Neat, let me get a close look.
In combat, Reed casts a spell in a way that endangers the attacker as well as his allies. He’s never fought anything before, you see, so he kind of sucks at it.
Eventually, young Reed’s belief that all things are inherently good will begin to erode. A few things try to kill him and his new friends. Maybe he gets robbed. Maybe he gets double crossed. After 12 weeks of play, Reed probably won’t be the same person he was at the beginning. In other words, I’m letting my DM’s plans shape who Reed is. It’s a lot less pressure on me, feels more organic, and alleviates the frustration of realizing the intricate backstory I wrote has no place in the campaign.
As for the other aspects of character creation — race, class, alignment, ability scores — just pick whatever sounds cool. As for ability scores, let the dice decide. Maybe you end up with a wizard with very low wisdom. That’s not bad, it’s a story-telling opportunity! Perhaps she flunked out of wizarding school and learned from back-alley charlatans.
Now I understand that “just pick whatever sounds cool” probably made a lot of you cringe. If you enjoy the deep dive, by all means have at it. But if the question is simplicity, this has worked for me. It’s fun discovering who Reed is as I play him week to week.
*By the way, Lyz custom-inks gaming dice and they’re beautiful.
As we mentioned in a previous post, being in this space will allow us to:
Decorate however we want
Be loud without bothering anyone
Arrange furniture however we want
Bring many more games to each event
Have retail space
Have advertising space for our products (D&D Club, After-School Club, etc.)
In the meantime, we’re getting ready: new games, new materials and new plans for lots of fun. Soon we’ll have additional news to share about D&D Club for kids, D&D for adults and, in the next few weeks, RGL Hyannis!
Huge thanks to all of our customers and friends who’ve stayed with us during our transition from Mashpee. See you all soon!
Hello, gamers. Here’s a quick update on our hunt for a new gaming space.
I’m currently pursuing locations in Mashpee, as I know it’s convenient to most of our audience. I’m scheduled to have a conversation with Mashpee Library later today (Monday the 8th). It’s a very nice spot and they have a pair of big, clean, well-lit and open rooms. It looks like they’ve only got Saturdays open, so we’ll see what happens. Cross your fingers to wish us +1 luck!
The Boys & Girls Club is quite close to Mahspee Commons, and has rooms to rent, but at $75/hr it’s a bit outside what we’re willing to spend. I’m also looking at the Sandwich Recreation Center.
This is my main focus right now, so I hope to have an answer to you all soon. Thanks for your continued patience. We’ll get back to gaming together soon!
Earlier today we played Dungeons and Dragons at our home at Cape Cod Coffee in Mashpee Commons. I have to say it was tremendously fun as eight people joined the adventure. For four hours we explored the secret of Yokotoro Village along the Sword Coast. I don’t want to spoil anything but I’ll say that things were not what they seemed.
If you want to join us for adult D&D, follow us on Meetup, as that’s were we arrange things. We’ll be back next Saturday, 12:00 PM - 4:00 PM for more fun.
Never played before? Veteran with a drawer full of characters? This is for you! I provide dice, characters, adventure, and minis (of course, you’re more than welcome to bring your own). I hope to see you at the table soon.
In this massive game (we had to push two tables together), you play as humans who have to assassinate the “Epics” who’ve taken over Chicago, now called “Newcago.” There’s a lot of planning, plotting and assassinating. Here are a few photos from today’s epic (see what I did there?) battle.
As I sit here prepping maps and minis for tomorrow’s summer session of our Dungeons and Dragons Club for kids, I can’t help but get excited. The adventure we’ll be running is one I’ve run three times now and it’s a LOT of fun. I won’t name it specifically, just in case and young eyes are reading this, but I will share one minor spoiler: nunchaku made out of pufferfish.
See you tomorrow at Cape Cod Coffee in Mashpee Commons, 12 PM - 4 PM.
We’ve been running Dungeons and Dragons Club for kids for several months now. What started with three kids has grown to over a dozen, and summer session is about to start. It’s been a lot of fun, and now several of you have asked:
“What about D&D for adults?” We hear you, and we have a plan.
We’d love to host this for you all. After all, beheading kobolds with friends is one of life’s simple pleasers. The challenge right now is location and timing. Let’s start with location.
Currently, we meet every Saturday and Sunday at Cape Cod Coffee in Mashpee Commons (map). It’s a great spot, albeit a little small. We currently run D&D Kids Club there and that plus drop-in gaming really commandeers most of the available space in that tiny cafe.
The next issue is timing. Many of you have asked for evening D&D, and we get it. People typically work during the day and have free time for leisure activities in the evening. The current location closes at 4:00, so there’s that.
Just like a barbarian swinging his battleaxe with a buff of Bardic Inspiration, there is hope.
Soon, Cape Cod Coffee will move to its new, bigger location across the street from the current spot in Mashpee Commons, and we'll be moving with them. The new place will have a full menu, beer, lots of seats and evening hours. When that happens we can have an RPG night, no problem. That’s great, but what about now?
Until then, we’ll offer one-offs at the current location on Saturdays. Bring your own adventure, or I can even DM a one-shot. We can use Meetup to coordinate the who’s, what’s and how’s. I can provide graph paper for maps and minis. You provide the fun.
It’s not perfect I know, but it’s something to tide us over until we're across the street. Let me know if you’re interested, either here in the comments or on Meetup.
Last weekend at our weekly game day meetup in Mashpee Commons featured a theme: The Lonely Games Club.
Let me explain.
We all have those titles on our game shelves that never get played. Perhaps life got in the way, you couldn’t find the right group or if you’re like me, you buy games more quickly than you can play them. Last week I looked at my game shelf and said, “That’s it. We’re playing some of these games.” I tossed Lewis & Clark, Elfenland and Legendary into the trunk and headed for Mashpee Commons.
I’m glad to report that we got Lewis & Clark (L&C) to the table. As the name suggests, it’s about leading an expedition across the North American continent in the name of exploration and expansion. L&C is a resource management game that has you gathering resources to convert into items you need, like canoes and horses, as well as to hire new people into your expedition. Each new traveler brings unique abilities that let you move more quickly, navigate difficult terrain or convert primary resources into the more effective secondary resources efficiently.
My favorite mechanic if the game is that you power the cards in your hand with…the cards in your hand. Thus, the dilemma becomes, which card effects do I want to use this round, and which will I “sacrifice” to power those abilities? Additionally, hiring people into your expedition lets you build your deck and plan for future rounds.
While the game was fun, there are some off-putting aspects, like the fact that the “Indian” tokens are referred to as “stock” and, honestly, once in the village, you’re essentially trading them for goods. The game says using their labor, but that’s not how it feels here in 2019.
Once you get past the blatant colonialism (if you can get past it), Lewis & Clark is a solid game, with aspects of worker placement, drafting and resource management.
What game(s) have you been itching to play? Dust it off, toss it in the car and meet us at Mashpee Commons this weekend. We’ll gladly give it a shot.
Many families with school-age children are enjoying spring break this week. With the kids at home it’s a perfect time to break out a board game. There are, of course, thousands of terrific games you can choose from, and today we’re recommending Tsuro from Calliope Games.
Dragons that look like decorative soap! Curving, unpredictable roads! Sending your friends and family to their doom! Did I mention the soap? Tsuro: The Game of the Path from Calliope Games (about $30; a little cheaper on Amazon) has all the ingredients of a perfect family game. It’s easy to learn, appeals to all ages and offers great replay-ability. Calliope suggests it’s for 2–8 players, aged 8 years and up, and takes about 20 minutes to play. In my experience, it’s more fun with a larger group, as the twists and turns get really crazy, though three players will still have fun.
Tsuro has a fun Asian theme. You must guide a dragon along the unpredictable path of knowledge, which you create step-by-step as you play. Meanwhile, other dragons are forging their own path, and if two should collide, both are destroyed. The path itself can be confusing, and a mislead dragon will fall off completely, never to be seen again. There’s room for strategy and luck in a game of Tsuro, which makes it a good choice for a variety of players. For example, kids and casual gamers will enjoy the simplicity, while it serves as a good transition game for hard core gamers who are between sessions or waiting for something more complex to be set up.
The theme is set as soon as you open the box. A thin sheet of what looks like rice paper covers the instructions and features the game’s title, a thin “painting” of bamboo and the phrase:
“Build your path through discovery and chance. Quiet your mind. Your journey begins here.”
The rules are printed on a nice trifold document of dark burgundy with silhouetted bamboo and Asian characters. Inside, game play is clearly explained, though the print is really tiny. A smaller, separate pamphlet explains the rules in Spanish, Portuguese, Italian, Dutch, German and French. The board features a bold phoenix with looping feathers, and clearly indicates where the cards are to be placed. There are 35 tile cards and one dragon card. The tile cards feature a bit of the path on one side and art that resembles the rice paper on the back. The dragon card is bright orange, as opposed to the white tile cards, and features “Tsuro” on the back and a snarling dragon on the front. Finally, there are eight dragon tokens which, as I said, resemble decorative soaps. Each is a unique color with a dragon stamped on one side. But honestly, they’ll always remind me of a box labeled “Avon” in my grandmother’s bathroom. My kids and I will always call them “the soaps.” Everything is well made and the soaps are quite scratch resistant. My kids are hard on game pieces, and Tsuro still looks good after many family game nights.
Playing Tsuro: The Game of the Path
To get started, the board is laid out and each player chooses a soap – sorry, “dragon” – and the dragon tile is set aside. Next, everyone is delt three tile cards, face down. The remaining tile cards become the draw pile. Finally, the oldest player goes first. At home, that’s yours truly. Lucky me.
The first player places his dragon on a marker on the outer edge of the board, then the other players do, moving clockwise from the start player. Then everyone starts taking turns. A turn has three parts:
Play a path tile
Move your dragon
Draw a tile
Each tile features two parallel roads, moving from one edge to the other. These line up with indicators that are all around the perimeter of the board. On her turn, a player places a tile, chooses one of the roads and moves her dragon along it until the end of the tile is reached. She then draws a card. Then the next player goes and the steps are repeated. When the game comes back to the start player, she places a tile that lines up with the first tile she put down. Her dragon then moves along the now-extended road. The object is to keep your dragon moving along the road for as long as possible. If its road leads into another dragon or off the board, that player is out. The challenge is to extend your road as long as possible, while trying to direct your dragon away from the others and the edge of the board. Now you see why a larger group makes game play even crazier.
Now a word about the dragon tile. If you play long enough, the draw pile will get low and each player will have fewer than three cards in his hand. At this point, everyone draws a new tile on each turn. When you reach a point there are no tiles for a player to draw, that player receives the dragon tile. He holds on to the dragon tile until more cards become available to the draw pile (your hand returns to the draw pile once you’ve been eliminated). Then, the person with the dragon tile is the first to draw a new card, regardless of whose turn it is. The dragon tile then moves to the next person.
The Tsuro Experience
This game is just plain fun. I enjoy pushing my luck in trying to extend my road, avoiding the competitors while trying to force themselves either off the board or into each other. There’s lots of “Wait, hold on, ummmm..” while people mentally twist and turn tiles, trying to predict the best path. You’ll have a few laughs along the way, too. Since the tiles are shuffled, you’ll create a different path every time.
A couple of caveats. There is a good amount of luck involved. If you draw three tiles that don’t help, well, that’s just tough. A lot of people dislike games with luck as a core mechanic, so keep that in mind. Also, its simplicity might turn some people off. Your turn consists of placing a tile and moving your token a few inches. Those who typically play something more involved will be left wanting. Finally, there is player elimination. If you go out early, you’re sitting there, watching everyone else have fun. Still, Tsuro is a great choice. Break it out with the kids, your family or group of casual gamers.
Super simple to learn
Attractive components support the theme
Appealing to many ages
The emphasis on luck will turn some players off
Can feel a little too simple to more advanced gamers
Now get to it. The soaps are depending on you.
The D&D “red box” has gotten stranger.
Long-time Dungeons and Dragons fans remember the starter set released by TSR in 1983, which shipped in the now iconic “red box,” featuring cover art by Larry Elmore. Today, Wizards of the Coast has teamed up with the gang behind Netflix’s mega hit Stranger Things to release the Stranger Things D&D Starter Set which ships in, you guessed it, a glorious red box.
The set features everything you need to play Dungeons and Dragons:
An adventure “written” by Mike himself, featuring a monster of Mike’s own creation (don’t worry, we won’t spoil it).
A set of dice.
Two Demogorgon minis, one painted and one not.
You also get five character sheets featuring third-level characters that are ready to play, including a half-elf wizard, a hill dwarf bard and a human paladin. What I really like about the character sheets is they tell you what each character can expect to receive at 4th and 5th level. So you can keep playing them as long as you like.
It’s a solid kit and fans of the show will really enjoy playing Mike’s adventure. It’s really meant for players new to the game, but veterans will get a kick out of it too, provided that they enjoy the show. You can pick it up at a game store near you, or online. Check out our unboxing gallery below.
Eager to play? We have D&D Clubs for kids that meet weekly: one co-ed and a D&D Club for Girls. Additionally, if you’re looking for a place to meetup with your adults and play — or you want us to expertly run a terrifically fun one-night adventure for you and your friends or coworkers at your home our business (D&D is a FANTASTIC team-building activity) let us know. We can being the Demogorgon — or the upside-down — to you.
We’re always looking for new and interesting games to add to our collection. Here are a few we’ve added recently, with a little something for everyone.
Monopoly Cheater’s Edition
Oh, Monopoly. The game designed to be more of a lesson than a game. Did you know that Monopoly was created by an American anti-monopolist called Lizzie Magie, who hoped her invention would explain the single tax theory of Henry George?
Are you excited to play yet?
Here’s what I remember of playing Monopoly as a kid: cheating. It was the only way to make it fun. The folks at Hasbro have now embraced the practice with Monopoly Cheater’s Edition. It plays much like typical Monopoly, with the addition of cheat cards. Several are placed on the board at the start, each listing a way to cheat, like taking money from the bank, stealing someone else’s property, lying about what that Community Chest card said, and so on. Anyone can cheat at any time, if they get away with it, the get the reward on the back of the cheat card. Get caught, and it’s off to jail with you…complete with handcuff! It takes what is typically a slog of a game and makes it fun. Plus, additional rules change things so that the game lasts about 60 minutes.
Root is an adventure and war game in which two to four players battle for control of a sprawling wilderness. Each faction of cute animals has its own agenda and game play style, which creates lots of opportunity for fun interaction between players.
The Marquise de Cat, for example, starts off controlling pretty much everything, and they aim to develop the forest with industry and buildings. Meanwhile the birds (deposed rulers of the forest) are on the march to take back what they believe is theirs while The Woodland Alliance work to rally the people against the mustering armies, biding their time in secret until a full-blown rebellion is incited.
If that’s not enough, the artwork is SO CUTE YOU MIGHT DIE. It so fun to get lost in your faction’s M.O. that the game becomes a much deeper experience than you’re expecting.
This Game Goes to Eleven
This simple, press-your-luck card game is inspired Nigel’s amp which was, of course, one louder. It’s a race to have cards that total exactly eleven, so you can hand them off. Go over eleven and be forced to take the entire pile. Be the first to get rid of all of your cards.
You can play any or all of these games with us as we pop up across Cape Cod:
Thursday, April 11 at The West End in Hyannis, 6:00 PM - 9:00 PM.
Saturday, April 13 at Three Fins Coffee in West Dennis from 1:00 PM - 5:00 PM
Saturday, April 13 at Cape Cod Coffee in Mashpee Commons, 12:00 PM - 4:00 PM
Sunday, April 14 at Cape Cod Coffee in Mashpee Commons, 12:00 PM - 4:00 PM
Stay on top of where we’ll be next by joining our Meetup group. See you soon.
It’s true that we love tabletop games. Our whole business is about bringing people to the table to play and have fun. Does that mean we never play mobile video games? Of course not.
The list is pretty short, but we do have a few games on our iPhones. Here are the games that the board game guys keep on their phones.
For my money, this is hands-down the best example of a tabletop game on a mobile device. It looks, feels and plays just like its analog counterpart. The art is gorgeous and the soundtrack is thoroughly catchy. You can play with a random stranger via the Internet, with an AI opponent or, if you and a partner have devices on the same Wi-Fi network, play together.
Bored with the base game? Several expansions available via in-app purchase, specifically:
Abbot, River and German Cathedrals
Inns and Cathedrals
…and more. It’s very nice to have such a well-done iteration of this modern classic in your pocket.
Brace yourself: the second game on my list is yet another mobile translation of a tabletop title. The idea is to stack cards in numerical order, gathering points while your opponent competes to do the same. Think of it as "two player Solitaire with an extra portion of suspense". It’s a perfect pick-up-and-play title, and much like Carcassonne, you can play against friends, strangers or AI opponents.
This light strategy game is simple enough to learn within a few seconds, and challenging enough to keep yo coming back for more. You’re presented with a 7x7 grid of floating “blocks” of various colors. The objective is to eliminate blocks by tapping them away, while simultaneously scoring sets. Five red, four black, etc. Of course, your opponent is trying to do the same. Will you gather the blocks you need, or accidentally present the other player with exactly the opportunity they need? It’s a lot of fun and beautiful to boot.
Oh, I love a good tower defense game and this is far and away my favorite. Each level presents you with new enemies to prevent from traveling from Point A to Point B via various buildings, soldiers and weapons. The look is cartoony and lovely, with a delightfully tongue-in-cheek theme that as just the right amount of self-aware goofiness.
So there you have four mobile games that the board game guys love. Of course, if you ever want to play the analog versions Carcassonne or Lost Cities in person, you can easily join us and do so. Game on, gamers.
Dragoon. Verb. To coerce (someone) into doing something: she had been dragooned into helping with the housework.
Dragoon is a light strategy game for 2-4 players in which vengeful, feuding dragons threaten each other as well as the populations of the growing villages and cities on their shared, tiny island. As players it’s your job to horde the most gold (dragons love gold) anyway you can get it: stealing it from other dragons in combat, robbing their caves or demanding it from terrified villagers.
There’s also a thief about, stealing gold for himself. If you’re lucky enough to catch him, you can shake him down for a bit of his stash.
Dragoon is played in rounds, and each round has three phases: populate, actions and tribute. In the populate phase, players roll dice to see where new villages or cities appear on the map. During the actions phase, dragons spend their three actions to do things like move, claim a village or city as their own, fight or raze villages to the ground. Finally, during the tribute phase, the terrified humans who are still alive try to appease their winged overloads with offerings of gold. Play continues like this until one dragon has amassed 50 pieces of shiny gold.
The game is fast-paced, fun and so pretty. Look at those metal pieces! Metal dragons, metal dragon caves, metal dice, metal scoring markers. It all happens on an attractive, hand-drawn map that folds up nicely when play is finished.
We’ll be teaching Dragoon this Saturday and Sunday at Cape Cod Coffee in Mashpee Commons (map) from 12:00 PM - 4:00 PM. Come down and give it a try. Our game days are just $5 per person for four hours of gaming.
See you soon. There are villages to raze!
Tabletop gaming is a hobby traditionally monopolized by men and boys. Our D&D Club for Girls provides a supportive, fun environment for girls ages 10 and up who are ready to pick up the dice and make way for adventure.
Roleplaying Games (RPGs) like Dungeons and Dragons are narrative game systems that encourage cooperation, decision-making and creative thinking. RPG players are immersed in a shared story-telling experience as they work together to overcome obstacles. This program will focus on introducing players to the core concepts of Dungeons and Dragons.
During our five-week session, girls will:
Create a custom character and a custom character sheet
Receive their own mini figure, representing their character
Receive a full set of seven RPG dice in a drawstring dice bag
Receive a copy of the basic rules of D&D
Experience screen-free fun while practicing teamwork, cooperation, critical thinking skills and playing lots of Dungeons and Dragons!
Where: Cape Cod Coffee, Mashpee Commons (48 Market Street)
When: Saturdays, March 9 - April 6, 2:00 PM - 3:30 PM
Cost: $150 for five weeks ($35 drop-in)
The problem: You and your friends want to play RPGs together, but struggle to find a reliable location. People cancel, availability of each others’ homes changes and so on. It can be frustrating.
The solution: Reboot Game Lab. We provide the beautiful, clean, well-lit cafe as a reliable location for your RPG night. Dungeons and Dragons, Star Wars, Pathfinder, Fiasco, Gloomhaven…whatever. Gather your party and get ready to play.
Play begins every Saturday at 12:00 pm and ends around 4:00 pm. Late arrivals and early exits should try to notify their DM in advance. The average table takes 5-6 players, so be sure to show up on time! There is a $10 door charge for all players. You can also purchase our discounted $80 Encounters Pass which covers TEN entries. And as always, DMs (and GMs) play free!
Saturday, March 9, 2019 at 12:00 PM - 4:00 PM
Saturday, March 16, 2019 at 12:00 PM - 4:00 PM
Saturday, March 23, 2019 at 12:00 PM - 4:00 PM
Saturday, March 30, 2019 at 12:00 PM - 4:00 PM
Saturday, April 6, 2019 at 12:00 PM - 4:00 PM
Saturday, April 13, 2019 at 12:00 PM - 4:00 PM
Saturday, April 20, 2019 at 12:00 PM - 4:00 PM
Register now and start playing!
Calmer Choice is a pioneer in secular mindfulness across eight school districts on Cape Cod, bringing positive change to nearly 21,000 students since its inception in 2010. Now, we’re thrilled to offer a family fund raiser to help them reach their goal of serving more than 26,000 students by the end of the 2018-2019 school year.
Join us on Wednesday, February 27th at The Daily Brew Coffee House (map) , starting at 6:30 PM. There will be games (of course), snacks and delicious coffee (naturally) and because no RGL fund raiser would be complete without it, our third…
Hungry Hungry Hippos tournament! Assemble your team of two to compete to have your name inscribed on the Reboot Game Lab Hippo Trophy! Here’s how this works:
Assemble your team of two
Compete in bracket-style elimination against other teams
When it comes down to two, we have a head-to-head playoff and crown the Hippo Champions!
The winners get their names added to the trophy via permanent engraving, and may take selfies to share. Hippo bragging rights are on the line!
It’s a five-dollar buy-in to participate and of course all proceeds go to Calmer Choice and the Cape Cod students who benefit from their fantastic services.
Of course, Will and Dave will be on hand with piles of games for all ages to enjoy. Register for this free event below, and join us in a night of fun, laughter and a great cause.
Meeting someone special can be agonizing. Board games are always awesome. What happens if you combine looking for someone with playing board games?
That’s exactly what we’re doing. Here’s how it works.
Imagine this: you’re in the beautiful lounge at The West End in Hyannis on Thursday, February 14. Game Gurus walk you through several simple, fun games, including classics you know and some new ones you might not. You play each with different people, getting a chance to meet fun singles, all the while enjoying adult beverages and delicious snacks.
At the end of the night, you write down the name of who you’d like to get to know better as a friend, and who might be a little more than that, on a card and hand it to the Game Gurus. If there are any matches in either column, the Gurus will make sure you get each others’ emails so you can coordinate a time to hang out.
You know that awkward silence that always happens when you’re meeting new people and no one knows what to say? Just concentrate on the game. Awkward silences, eliminated!
Best case scenario: You find the love of your life, discover new board games and meet lots of cool people.
Bad case scenario: Only one of the three above.
Worst case scenario: At least there’s games.
Ready to sign up? Click the button below. The deets:
The West End, Hyannis (map)
February 14, starting at 6:00 PM.
$10 at the door.
Anyone who’s ever eaten at an Olive Garden has had those warm, lovely bread sticks. No, they aren’t what you came for (Ok well they probably aren’t what you came for), despite their garlicky goodness. The breadsticks are meant to give you something to nibble on while you wait for your entree to arrive, and to get you in the mood to enjoy dinner.
Breadstick games work the same way. When sitting down to an afternoon or evening of board games, be it at your local board game cafe or at home, a few quick, simple games can get you in the mood to hunker down with a more substantial title. In this post, we’ll describe a few or our favorite breadstick games.
Kulami is an abstract strategy game for two players, who must arrange marbles on a randomly-generated board of wooden tiles. A player may claim a tile — and its points — by having the majority of his or her marbles on it. Ah, but there’s a bit of a catch: your opponent’s move dictates where you can place your marble.
This super-simple game takes seconds to learn, is fast-paced and light enough that you’ll want to play a couple of times. In it, players must flip over a card and be the first to read a word inside one of the card’s three concentric circles. It sounds simple enough, but each word is presented as one continuous string of letters, with no clear beginning or ending. It’s quick and funny.
If you’ve ever played I Spy while enduring a long road trip, this one will be familiar. Spot It features circular cards bearing eight symbols each: snowman, whistle, lightning bolt and more. There is exactly one matching pair of symbols across any two cards. Your job, as you may have guessed, is to spot the pair before your opponents. There are five ways to play Spot It, though that core mechanic remains the same.
Imagine you’re at your favorite Japanese restaurant, trying to piece together a meal from all of the delicious offerings. That’s the idea behind Sushi Go, a set-collection card game that has you gathering sashimi, tempura, wasabi into sets to score points. Played in three rounds, this quick game features cute art and fun gameplay.
This cute dexterity game from Germany has you stacking wooden animals on top of each other, without knocking the whole thing down. A roll of the die determines which animal you must place next, or lets your opponents decide. Each player starts with the same pool of oddly-shaped animals and it’s a wobbly race to see who can get rid of their menagerie first.
This son-of-Scrabble has more in common with a crossword puzzle. Players each have a collection of lettered tiles and must build off of each other’s words. But hold on, opponents may steal letters and more in their effort to become “top banana.”
There you have it. There are more, of course, but these are some of our favorites. These titles and more are available to play every week with us at Cape Cod Coffee in Mashpee Commons (map) from 12:00 - 4:00. If you have a breadstick game that you love, bring it! We’d love to give it a try.