Hello, and welcome to the
Tabletop Bellhop Gaming Podcast, episode 233, Mysterious Packages,
The Best Escape Room and Mystery Games. This episode is sponsored by our friends
at Grand Gamers Guild. Thanks, Marc. I am Moe Tousignant, the Tabletop Bellhop,
your cardboard concierge helping you make
your game nights better. With me tonight is my wife,
partner, and less visible, but very important part of the
Tabletop Bellhop team, Deanna. Hey, folks. Now, unfortunately,
Sean's day job has turned to c
rap lately, and his company has him staying on site,
so he's not able to record tonight. So we figured we'd try something new and
record an episode with just Deanna and I. Now, we're recording this live on Twitch,
as we try to do every Wednesday night at 8 P.M. EST and things may not
quite look as polished as usual. It's Sean who usually hosts the streams, and he's way better on
the tech side of things than I am,
though it's working so far so good. So hopefully you guys will be forgiving. So one
of the reasons I wanted to come on
the show tonight is I wanted to talk about one of my favorite styles of games,
which is mystery games or escape
room style board games. And in general, I enjoy that type
of game way more than Moe does, especially when it comes to
the mystery solving side of things. So since you're not likely to
hear Moe raving about such things, I wanted to share some of
my favorite mystery games, and also help out with
tonight's featured review, which is going to be Ghost in
the Machine
from the Mysterious Package Company. Plus, this way I get to sneak in some of
my thoughts during the tabletop segment, and we'll be talking about all the
games we've been playing lately, which includes something new that is
also from the Mysterious Package Company, and that's the Doomensions. You probably saw Moe's photos.
He's been dropping on social lately. It's this giant 3D pop-up paper Dollhouse.
It's really nifty. So you can find links
to the games we talk about tonight and mor
e
through our show notes, which you'll be able to
find at TabletopBellhop.com/episode233 That's 2-3-3, the numbers. Now, some of those links
may be affiliate links, which cost you nothing to use,
but may give us a small kickback. Also,
some of the games we mention tonight will be review copies
provided by publishers. Okay, we're going to start things
off by stopping by the suggestion box. Welcome to the suggestion box, where we share some pertinent feedback
we've received on our content lately.
Here's a great comment we got over on BGG in regards to our Herb Witches expansion
for the Quacks of Quedlinburg review. Stefan Hickey writes, A thorough and accurate appraisal
of the Herb Witches expansion. I totally agree with all these modules. Deserve to be included in the base game. It offers a lot more options that
expand on what's already in play. Now over 46,000 ingredient permutations,
I read elsewhere. It's worth the price of admission
just to get the new set of books, each offering tw
o new
ways to play each ingredient, plus the two newly added ingredients. But, as you pointed out, the extra control provided by the
Herb Witches is something great that hasn't been commented
on enough by others. You add in the overall spill pot
and black player components, and this is a must-have
expansion by my definition, meaning that I'd never want to
play without it if it was available. Well, thank you for that encouraging
comment, Stephen or Stefan. I do appreciate the part where
they note
d that we called out something that hasn't
been mentioned by others, and I'm always encouraged
when I hear feedback like that. Because to me,
that indicates that our longer format, more detailed reviews are worth doing. That kind of sets us
apart from other people. Now, is there anything you wanted to
add about Herb Witches for Quacks? Well, I agreed with Stefan because
it is a must-have expansion for me. That is the expansion that
made Quacks playable for me. Choosing the best
moments to use yo
ur coins, just that little bit of added strategy made
the game so much more enjoyable to me. It just felt like I had more player agency. Okay, up next we have a
comment from Relentless Rolento, who commented on our Endangered unboxing. They say, Love this game. I grabbed the expansion as well, and it almost triples, if not more,
the ways to play for the better. Really easy rules and great
to play with kids or adults. Well, thanks for that, Relentless. We got a copy of the expansion. It's actuall
y, you might be able to
even see it above my shoulder over here. And as well as we actually have
the Monarch Butterfly promo as well, and I am looking forward
to checking those out. More so now, though,
knowing how much it adds to the game. Sean and I actually
did some digging on this. We're like, holy cow, there's a
lot of stuff out there for this game. Not just from Grand Gamers Guild, but also
fan-created stuff, which is awesome to see. Now, one of the reasons
I included this comment is we ju
st had this out at our last
public play event, and it was a huge hit. I actually can't believe
how well it went over. So we are getting very,
very close to reviewing Endangered. Could be as quick as next week. Now, Deanna isn't as much a hobby game fan, but I think this one actually
tickled the right spot a few places. Yeah, overall, I did enjoy it. It has a cooperative game problem. It's really hard not to
quarterback in this one. Maybe it's because I was
playing with my own kids. I don't know.
But the theme integration is really
well done, and there's a lot to enjoy. Enough to keep me coming back,
even though it's cooperative. All right,
that's it for the Suggestion Box this week. Let's keep things moving with
a couple of announcements. I've got a few things I want to cover
this week, starting with an apology. So last week,
Sean and I talked about great kids games. Great kids games that are fun for adults. And this is kind of an update
to a classic list we published. It was on cooper
ative games,
but being more breadth, talking about more
different types of games. And one of the other things I
wanted to do was update the list. So we were only talking
about things that were currently in print that
people could actually get. Well, I messed up. And I swear,
I checked every game that day before we went live to make sure I
could find a copy somewhere. Now, I don't know if I looked
and I found a copy of Pitch Car. Pitch Car is the problem. I don't know if I found one copy. You kno
w, I happened to see the last copy
available, say, on Amazon or somewhere. I don't remember where I checked. Or I looked it up on Board Game Oracle,
and there was somewhere it was available. But it's not. You cannot get Pitch Car anywhere. To the extent I went to
Eagle Griffin's website going, well, it's got to be there. Maybe it's between printings. The Pitch Car section on their site's gone. All that is left is the loop-to-loop,
which is the final expansion they put out, and a couple little tr
ack expansions. But, like, not even the core box expansion. Just, like,
you can get extra pieces of track and some foam rails,
and that's all that's left. So it seems Pitch Car
is sadly out of print now, which I am sad to see
because it is a fantastic game. Hmm. So take this as a heads up. If you happen to find a copy at your FLGS,
pick it up now. Because it seems the core game is
already going for silly prices online. Yeah, the one copy I did find, I didn't even want to
throw a link in the show
notes, too,
because it was a little ridiculous. Next up, just another reminder
that we will be in Louisville, Kentucky from March 2nd until
March 7th for the GAMMA Expo, which we're looking forward to
going to and meeting up with publishers and checking out the new hotness and
networking with fellow content creators. I'm getting hyped. The GAMMA Expo hype is real
here in the Tousignant house. Yeah, I'm getting excited about it. It's really close now. Both Moe and myself will be there. So if you
see us,
be sure to come up and say hi. All right. Finally, I've got one for the locals,
anyone here in Windsor, Ontario, perhaps even over the
border into the Detroit area. I am pleased to announce a
brand new monthly game night starting up right here in
Windsor in the Walkerville area of town,
in the Walkerville Brewery District. I'm working with Walkerville
Brewery themselves to bring you Brews and Board Games. A once a month game
night on Thursday evenings. And these events are
going to run
from 5pm to 9pm with the first one
scheduled for March 28th. Now they're going to have food available. Specifically, I know there'll be pizza. I'm not sure exactly what
else they're going to have. They will have their full tap list
available with their fantastic beers and their fantastic cider,
as well as non-alcoholic beverages. Now, I also know that
particular night they're going to throw a deal out because they
want people to drink and game. Pitchers of Draft will be on sale. I think it's thr
ee bucks off,
but I can't confirm that right now. Now, as usual for one of these events, I will personally be
bringing a load of games. There are going to be
at least three of us there who will be happy to
teach you anything we bring. We may not all know all the games, but
between all of us, we'll know all of them. And as usual,
you are welcome and encouraged to bring your own games
out to share them with others. And the brewery is just...
it's the perfect space for it. They have big tables,
nic
e lighting, and tasty beer. So I'm really excited about the new event. And the first one is on the
Thursday at the end of March, which is right before the
Easter holiday weekend, right? It's the day before Good Friday. So hopefully a lot of people
will be able to come out. At the Tabletop Bellhop, we're here to
answer your gaming or game night questions. If you've got a question for us, you can send an email to
questions@TabletopBellhop.com. You can head over to the website
and click on Ask the
Bellhop and you'll get a form you can fill out. Or you can hit me up on social media, where I can be found everywhere
as TabletopBellhop (one word.) Now tonight,
the question we're answering is, what are some of the best mystery
and escape room style games? And to help me answer that,
I brought in an expert. Someone who enjoys these
kind of games way more than I do. My wife and partner, Deanna, who
does a lot of the behind the scenes work that goes into making the
Tabletop Bellhop what it is. H
ey folks. Happy to be here tonight
talking about some games that I might like just a
wee bit more than Moe does. Now before we get to our
game recommendations, I don't want to just jump
into a top 10 list or whatever. I want to spend a bit of time clarifying
the type of games we're talking about, and then talking about what
we think makes a good one. What makes for a good
mystery escape room game. Okay, I'm going to let you
do the whole definition thing. Go to it.
All right. So clarifying the ki
nd of
games we're talking about. These are the games that
fall under tonight's umbrella. I want to share cooperative puzzle games
where the information provided in them. is used to play through
and get to some conclusion. Like you win the game,
you finish the game by solving the case, or by completing all the puzzles, or by
getting the box open, or finally escaping. Now these include a
murder mystery games where you're presented
with a series of clues, as well as escape room
and a box style game
s where you're presented
with a mix of puzzles to solve. Okay,
and while I enjoy both styles of games, the solve-a-mystery ones
are definitely more my thing. Fair enough. Now you're the one that
really digs these style of games, as does our youngest
daughter and your mother. You are the ones that like the mystery. You want a pile of
evidence to sift through and corroborate things and
figure out who's lying and not. Whereas our older daughter,
Gwen, and I seem to enjoy more of the escape
room puz
zle style ones. Especially if they have physical components
where you're manipulating things. So it's kind of interesting
because the family overall is kind of split
between the two of them. But I think there's a lot of things in
common by these two types of games, which is why I grouped
them together tonight. And there's some overlap as well. Many of the murder mystery
games have puzzles in them, and many of the puzzle
games still tell a story. So what I'd like to talk
about is what we think ma
kes for a good mystery escape room game,
and I'll let you go first. Okay,
so this is a personal preference thing, but I think if it's a theme
or an IP that you're interested in,
you're going to enjoy the game more. It's true for most games, right? So for me,
I'm probably going to enjoy something that's historical or
fantasy-based versus modern. And then when we were doing
the Coded Chronicle games, there was the Scooby-Doo one. That was super fun because we
could all buy in on it with Scooby-Doo
. When we played The Shining, neither you
or I had watched the movie, so it wasn't... It was okay. It was a playable game. Like it wasn't an unplayable experience, but it just wasn't as fun as something
where we were bought into the IP. Whereas on my side,
I think the most important thing in one of these type of games is there
is some theme or story or IP. I don't want just a bunch of random
puzzles that are not interconnected, that have nothing to do
with the story or the game. And we played a
couple with this. I'm not going to call
out the bad ones tonight. We're going to focus on the good ones. But we played a few where it was
like the puzzle took you out of the game. It's like,
you're following this logical path. Now go do this puzzle. It has nothing to do with it. Okay, now you get a little further. Go do another puzzle. I think it's important to
have some form of theme, and it can be even better if it's IP. Yeah, and like you said, I like when
it's cohesive and it's all tied toge
ther, not do a puzzle to unlock
another three sentences of story to do a puzzle to unlock
another two sentences of story. Yes.
It's just not as fun or immersive. Now, the next one I would call out is bits. I want cool bits. I want neat things. I want things to manipulate. And I think this applies
to both types of games. Like if I'm doing an escape room game, give me tumblers, give me code wheels, give
me stuff to play with, give me neat bits, especially when it's
something you don't expect. Oh y
eah. Like the Hunt a Killer game, the Agatha Christie one, when it came in, we have the deluxe
version, it came in that giant wooden box. And it just like, the game could have sucked at that point,
and I was already going to be sucked in. And the game did not suck, but you have a giant box, it's wooden, it has a locked drawer
that's actually locked. It's got all these neat components, you don't know how they got,
like that just sucks you right in,
right at the beginning, right? So stuff like tha
t. Even the one we're reviewing tonight, like it wasn't quite as over the top,
but it's still like, just the way it was presented, when you open the box, there's a file case in there, everything's in the file case. So it's just draws you into the game. I totally agree, which actually kind of gets my next point, is I want the game to be immersive. I want it to feel, especially this, this is more so on the
crime scene style ones, is I want to feel like
I'm investigating a crime. I want to feel lik
e I'm looking
at actual bits of evidence. But like that box, I'll call it out right now. We have an unboxing video, you can go look at it. It's Agatha Christie's Murder at the, sorry, Mystery at the Hunter's Lodge. It's either Mystery or Murder
at the Hunter's Lodge, my bad. Something at the Hunter's Lodge. Mystery. Mystery at the Hunter's Lodge, thank you. Agatha Christie's Mystery at the
Hunter's Lodge, Deluxe Edition. Just watch that unboxing video. You can't help,
there's a pennant, there's
a drinking flask. And the drinking flask,
when you pull it out, you find a note that was
tucked inside the leather case. Like,
it feels like you're actually involved. Another example of that, I think, is the Body of Evidence series that's
new from Mysterious Package Company, where you're not only detective, you're also coroner, and you get a paper cadaver to actually perform an autopsy on. Yeah, that one was kind of neat. This is just me,
but I'm really picky about paper quality. So if you're te
lling me that
I'm doing something that's from the turn of the century,
but you put it on, like,
super glossy poster stock, that's going to pull me
right out of the game. There was a couple
games we played that were, um, you know what? It's just better that I can't remember because I'm not
saying anything negative about anyone,
but there was a couple we played that were set in the turn of the
century or 1920s or whatever, but the paper and the printing was just,
you know, and also it all looked t
he same. If it was a newspaper
clipping or a postcard or whatever,
it was all printed on the same paper. No, that's not cool. Yeah, like the good ones. take that into thought and
have good paper quality. Yeah, my escape room
mystery game shouldn't look like it's a print and play from my own,
you know, HP printer. It shouldn't look like I
printed it out in my computer. Um, so good proofreading. That's a big one. If there are errors in the text, like, uh, we ran into one and we were, we were using
, uh,
we were playing a preview, like for the actual,
yeah, prototype, right? So we were playing a prototype,
so I'll give them some leeway there,
but there was an error in the text and it became a red herring and sent
my mom and I off on like a 45 minute quest to try and figure out something
that had nothing to do with the game. So, you know, you need everything to
make sense and to match within the game. And if something doesn't make sense, it had better be part of the puzzle. Yeah, this is a
hard one. We've had some very negative experiences
with these style of games due to mistakes. Um,
not even necessarily just as like typos, but like puzzles that don't
actually work or things that don't line up or they send
you to passages in a book and it ends up one of the
passages was duplicated. I remember trying to solve one game
and having to flip through the book and read every passage to find the
one that logically made sense to be next. Yes, I had forgotten about that. That was awful. So
, and it needs to be
somewhat historically accurate. Like, I don't need a PhD
level of history lesson here, but I don't want glaring discrepancies,
right? Yeah. Something that's just going to pull you right out of the game, make you go,
what the heck? No, I agree. And I'm going to bring
up one of our later points now because it fits in
here is anachronism. If the game is all about
going through mafia notes being passed to each
other and set in the 1920s, don't have me Google something. Don't hav
e me have to look
something on the Internet. Even having to play an audio clip
just brings you out of that immersion. Don't throw in anachronism where possible. Like, I get it. Some games are app
based and I understand it. We're going to talk
about some later tonight that are set in medieval times
that use apps, but do a good job of it. But like, make sure it just, it fits. Exactly, yeah. I find that one to be,
that can really ruin a game for me. Yeah, it just brings you out of it, right? Like,
you no longer feel
like you're investigating this. You now feel like you're playing a game. And again, immersion is a
huge part of these games to me. And I'm getting distracted by my Facebook
messages that are popping up, right? Is that what I want to do? So something else I'm looking
for is accurate age guidelines. And if it's going to be gruesome,
tell me about it up front. Like, that's not necessarily a bad thing, but I want to know the tone
of the game going into it. I don't want to be surpr
ised by it. Totally agree. Let you know, like,
I know, give us a rating, give us, tell us the contents. It's like we talk about with role-playing
games and safety tools and session zero, like all that information
for these style of games needs to be on the box
or easy to find somehow, especially on the box. But if you're ordering the game online,
it should be available on your website. Describe what's in here. Content warnings are important. And we're talking about
this from experience. So that'
s why we
wanted to call this one out. One of the things I look
for is a compelling story, interesting plot. We mentioned this a bit above, but we don't want just a
bunch of unconnected puzzles. The puzzles need to be tied to the theme. And I'm going to pull out a negative of a
game we overall have good thoughts on. When I mentioned the Coroner game, well,
the Coroner game kind of pulls you out of it when you find like a silly
match the lines puzzle is the end result once you're in the body. And
I'm like, well, what the heck? You're making me be a coroner,
but now I'm playing Connect the Dots. They give you a full on cadaver. And I mean, on the one hand,
it wasn't gruesome. Yeah. It was totally family friendly, but you open it up and you
have like polka dot puzzles inside. Yeah. Abstract puzzles inside this cadaver. And I was like, that's a little jarring. And we've definitely... It's still a good
game, but that part of it broke continuity. Yes. And we played like... Here's a good examp
le is the exit
series of games go kind of both ways. Some have this like great
overarching plot and everything. And then others are literally just
turn the page, solve the next puzzle. And it's such... I much prefer the ones where I feel
I'm solving the puzzles for a reason. Yes. And I mean,
there's also varying levels of... How do I say this? Like some of these are really well-written. The one that I Mark out as my
favourite is exceptionally well-written. Like I was just blown away
by how solid
the writing is in it. So that's definitely a plus. Now a draw for us specifically, because
we do not do these as solo experience. We always...
It's always at least two of us. Usually it's all four of us. And sometimes we bring in Dee's mom,
Brenda, as well,
because she loves these style of games. And we're playing with five of us. And sometimes Sean's
there and we'll play with six. Is what I love to see in these
games is a way to split the puzzles up and have people work on
different parts simu
ltaneously. And that really varies in these games. Some very much feel designed
to work with only one person. But I much prefer it. Give multiple people
different things to do. Whether that you give us
multiple puzzles at once, or there's just enough
different clues that everyone can be
doing different parts of it. Someone can grab all the police reports, while someone else
looks at the witness reports. Whatever that happens to be. Please give us some
way for at least two people, like at least t
wo things you can split up,
if not more. And I remember a positive
example of that is when we did the Holiday Hijinx,
the Valentine's Day one. Right away, it unlocked two
branching paths right off the go. So we each had our own thing to do. And that was kind of cool, right? And then we could switch
off when we got stuck. Though as Sean pointed out for that one,
and I kind of agree with him, if you're going for a
Valentine's date theme, it might've been more thematic to have
us work on the same p
uzzles together. But I did appreciate that. That's true. Let's all work together, apart. Yes, exactly. Length of play is important. Some are very short, some are very long. And in a shocking way,
for one of the things, this should be very clearly
stated at the beginning, just like content, the length of
the game should be very clear. Some companies are great. They say like exit games are about an hour. Holiday Hijinx games are about an hour, except one that very clearly stated
it's two hours and
can be split over. We had no clue how long the
Ghost in the Machine was going to be until we were partway through, and I was
like, holy cow, we're still in book one. But people say we had a preview copy, and it does have the
info on their website now. Now, yes. I don't know if it was
there before and we missed it,
or we just didn't do our due diligence. I think mainly at that point, we had probably played 10 different
mixes of murder and escape room games, and we just expect them
to be an hour
or two, right? Like that's just kind
of the standard length. Not this one. This is like eight to 10 hours, right? Hunt a Killer was on the long side too,
that Agatha Christie one. You know what? Since they're one-and-dones,
you can only play these games once, and then ideally you can repackage
them and give them to someone else. I like when they're on the longer side. I feel like I'm getting, you know,
it's worth the price of admission. No, I agree. The length of play is nice. Just make it clear
so we
know when we're going in. I think that's the big thing. Now I'm going to call out
something is the re playability. A huge bonus for any of
these games is a way to reset it. A way that someone else can play. Most of these games are one-and-done. I would say probably all of them
are one-and-done for a specific group. As in,
you're never going to be able to play them again because
you'll know the puzzles, you'll know the mystery,
you'll know whodunit. But most of them also get
destroyed whil
e you're playing. They expect you to write on
things and fold things and cut things. Which is awesome because that
really enhances the immersion. It's the same thing I found. I love legacy games. Risk Legacy taught
me that cutting up a card is awesome because what I've
done in the game is now permanent. I made a permanent change. My decisions matter. I can't just restart and play again
tomorrow and it'll be different now. And that's what I love about these games. But even better though is
when t
hey include a way to reset. And we're starting to see more of
that and it is greatly appreciated. I remember the first exit game we played. We tried so hard to not ruin anything. It ruined the experience. It made it less fun
because we were just going out of our way to try not to
cut or bend or write on anything. And the one that really
impressed me was when we opened the Doom
Mansions the other day. It had a replay pack inside it. Not only that,
there's a little skull symbol that's on anything
in
the game that you are going to destroy while playing
that will be replaced in that pack. And then, you know, you're not wondering,
is this okay to destroy? Should I be bending
this or cutting this up? You know you can
do it and you can still use the recharge pack to reset it
to give it away to someone else. So I thought that was super cool. Now,
they did only include one recharge pack. So you're still going
to get two uses out of the game,
but that's still better than nothing. I wonder if you
could buy another one. That would be...
That's possible. There's something to look up. I have no idea, but that would be cool. Going back to length of play,
if you were going to give me more than an hour,
anything more than an hour,
give me some way to save the game. Give me a logical break,
some way to stop and come back to it later. In my opinion, that points an hour. I think some people might
even say half an hour. I need to be able to pause
my game and come back to it. Just we're adults. Th
ings come up. We have kids, the phone rings, whatever. Give me a way to pause and give me a way to
come back, especially with the longer one. Yeah, half an hour would be excessive, but
an hour, two hours, give me a save point if the game's not going to
be wrapping up at that point. Yeah. And then you have the choice. You can go longer if you want to,
but also it gives you an idea of how
much more you're getting into, too. If you're sitting there trying to judge,
well, let's say the clock, do we
want to keep
going or if there's logical breaks, right? Now, a huge one for me, and most games are
pretty good at this, is a clue system, but more specifically an
incremental clue system where you get multiple levels
of hints where the first hint is... All it's going to tell you is,
do you have the stuff in front of you? Are you looking at the right cards? Have you opened Evidence Pack 6? Are you looking at the map? Have you already been to the barn?
Whatever. Whatever that first hint may be,
wh
ere it doesn't spoil anything. It's just making sure you're
looking at the right stuff. Because often that's enough. And many of the games
we played were like, oh, this, okay, wait,
I thought that thing we touched half an hour ago we were
done with and we put it back in the box. We still need that. That's why we're stuck. Many times that's happened. And then it's just increments, right? Like now that you have the things,
here's what they combine with. Okay,
now that you know what they combine wi
th, here's the kind of thing
you want to look at it. Okay, now that you know it's a word puzzle,
it's a five-letter word, whatever. And then give me multiple steps
before you give me the final answer. And then when you give me the final answer,
explain why. Because we had a problem with that in one
of the first ones of these we played, where there was part of the thing
we would have never got, and nowhere in the game did it explain
where that answer came from. And it drove us bonkers. Give me bo
th. If I remember correctly, we looked it
up online and we eventually figured it out. Yes,
I had to watch someone else play through who figured it out to figure out how
they were supposed to figure it out. And wasn't there some kind
of typo involved anyways? So we really would have never gotten it? Yeah, in that particular one,
yes, there was an errata. There were two printings
and it changed between the German printing
and the English printing. Not to try to hint too much at
what company that m
ight be. You know what, like half the time I'm like,
oh, I don't even want to see clues or hints. It just tempts me. I don't even want to know they exist. But then when you get
stuck to the point that like everyone at
the table is starting to get titchy and argue with each other,
it is nice to be able to have something
to pull up and look at. No, and I agree. And we've said this on every
review we've ever done on any of these games, although I don't
think it's in tonight's review. Use hints. Don
't get to the point you're frustrated. You can, you can... I came through the...
What's the term before frustrated? You know, you can be engaged,
you can be working on it and... You don't want to be challenged. Challenged, yes. Yes. Challenged, good. Frustrated, bad. It comes more into play in the escape
room style than the mystery games. Unless something's gone really off. Yeah. You should probably
be on the right track with the mystery solving
ones that you don't need. But with the ones that
i
t's just a series of puzzles, sometimes getting stuck in that one puzzle,
it's no fun. Yep. Another big one, unfortunately,
is quality control. Speaking of no fun. Customer support, because another thing we
call out on every one of these reviews now is most of these games come with
a checklist to verify what's in the box. Use it. Please go through there. You don't want to be
playing a game for three hours to get completely stumped,
only to find out you're missing something. Like it literally was
not in the box. Unfortunately, we've seen this happen. Then it comes to customer support. We could have just gone through
the checklist and we didn't bother. We skipped that step. And then three hours in,
we were quite frustrated. And that was one of those. So again, I don't,
I'm not as big a fan of the crime games. I'm usually the one that's like,
I'll grab my phone and Google something. And then I'll just kind of sit
back and play GM and give hints. Because I'm not the one that's enjoying
the
game as much as everyone else anyway. And that was one I'm like,
okay, wait, the clue is here. And everyone's like,
well, I can't find that. And oh, it was a mess. It was a mess. Also, this is true of most
board games these days. Check for an FAQ. I hate that you have to do it,
but check for an FAQ probably
before you start playing. Yep.
Check for an FAQ and an errata. So. So I think those are the main points. Negative. And then we got bonus points,
bonus extra positive points. If you have a go
od plot twist. There's a couple lately
that we've played that had like a really solid plot
twist near the end that I enjoyed. And the other thing
that you get bonus points for is if you get some kind
of artifact to keep at the end. Yeah. Like, you know, something solid, metal,
wood, some doohickey that you can keep. And, you know,
if there's something for different people at the table to take home,
that's always fun. That is cool. Honestly,
it doesn't have to be that big a deal. We have played g
ames. No, even like those little, those little
plastic skulls in that one exit game. Yes, exactly. That was a neat thing. There was three of them and I, you know,
each of the kids got to take one and it was like, yeah, you have a little something
to remember doing that event. You remember doing that part, yeah. Heck, one exit game,
when we finished it, gave us a recipe. Even that's just cool. Yes, that's great, yeah. Like, that's just neat. Yep. Yeah. Give me something,
give me an artifact at th
e end. That's actually one of the things
I like about these kinds of games. Now, some of the games are
basically artifacts at the end. Like, Doomensions itself is an artifact. You have a pop-up
Dollhouse at the end of it. But it's always nice to get something else. And there's, depending on the games,
some companies are great at this and some
give you nothing at the end. You're just like, oh, I'm done. Yeah, I got a score. Okay. Bunch of stuff to recycle. Yeah, really. Yeah. All right. Now that
we've shared
some of our thoughts on what makes for a good
escape room or mystery game,
let's get on to a list of some of the best games we've played
in this genre of games. Okay. Doomensions. I'm gonna start with Doomensions. We're just starting to explore this one. But oh, wow. Is it ever impressive? Okay,
so it's a giant pop-up paper Dollhouse. And I know Moe's been sharing
a lot of photos of it online lately. It's like a two-story massive pop-up. When you open it up, all the
furniture inside
the Dollhouse pops up. There's little books you can open and
coverage you can open all inside this thing. And I was like, wow,
that right there, I'm sold. That looks so cool and
all the pictures of it online. But then when we did the unboxing,
you find out it also comes with this
really elaborate scrapbook journal. Yeah. And it's, wow, we started playing it last
week and I was just so impressed with it. And it is broken into five
chapters with easy spots to stop at. And it is very much,
it's no
t a murder mystery. It's an escape room in a box,
an escape room in a Dollhouse, really. So it's a string of puzzles. But the plot around it isn't bad. It's cohesive. I was really enjoying it. And yeah. And that scrapbook was surprisingly cool. It had lots of cool little bits in it. You get a giant Dollhouse. You get a magnifying glass,
like a big wooden magnifying glass. And they give you a little flashlight to
poke around and look in the Dollhouse with. So it was just, it was super well done.
Yeah.
It's extremely neat. And I would say it's kind of a mash-up of
the murder mystery with the escape room. But so far the puzzles are
very escape room feeling. But like the story leading up to it,
because you've got five
chapters and each of the chapters is a different investigator
that was there before you who failed. So you actually get
like their notes and stuff. So it's kind of cool. It's got a lot more story than some of
the escape room games we've played. So I do dig that. One of the th
ings to watch for though,
is this is a long one. Because those five chapters,
they say each one's one to two hours. And the one we played took
us about an hour and a half. But that was including like
learning the game, right? Like reading through,
there's a thick instruction book, kind of walking it
through all of it and so on. And there is a lot of playtime in this box. You're looking at like 10 hours worth
of playtime, which is quite impressive. The only thing, I'm going to call them out
right
here on this, is it's really silly to start an instruction book by saying,
no app, no online. You don't need the Internet. You're going to play this
at a table together and then have a QR code
that reads you off the story. Yes. Like what? This game is going to be totally analog. Put your phones away. Okay.
Now scan this QR code. I'm like, did that just happen? That was like, there,
you need an editor there. You got some conflicting information. It was in the wrong order, guys. All right. So my
first game on
this list is Scooby-Doo! Escape from the Haunted Mansion, a Coded
Chronicles game from Jay and Sen, some fantastic Canadian game
designers published by The Op. We love the Coded Chronicles series. The Coded Chronicles series
is just so well done and so neat. And honestly,
this is the best of that series. One of the best family game
nights we've ever had with Deanna, myself,
and our two kids was playing Scooby-Doo! Escape from the Haunted Mansion. It was just that engaging. Now the
system's fascinating where you have
different characters that have numbers on them,
and then you have map tiles with other numbers and you match the character to the
map tile to look up a section in a book. And each character
does something different. Like Shaggy tries to eat it. Scooby tries to sniff it. I don't even remember. Velma tried to work with it,
I think, use it. And every character
had a different skill to use. Such a fantastic system. They did a really good
job capturing that kind of
point-and-click adventure
feel in board game form. And I gotta say,
the kids just devoured doing silly things, having Shaggy
try to eat and lick everything. Yeah, it blew me away how much it captured
that point-and-click in a board game. And I was so enamored with the
mechanics when we first got into it. I was so excited at the entire
concept of the Coded Chronicle games. And then it was just so much fun. It was definitely one of the best
game nights we've ever had as a family. The kids were ju
st giggling. And we also solved a mystery,
but they were going around and having characters do silly
things and interact in silly ways. And the theming was on point. It was very Scooby-Doo. And our kids aren't big Scooby fans,
so even with them not really knowing the IP,
they still had an awesome time with it. And that game is a 10 out of 10. It's just super fun. The next one on our list, number three, is
Hidden Games Crime Scene, case number one, the Maplebrook case. So that's the Canadian vers
ion. And I think it's neat
that they localized it. It's still the same game, but it's not
called the Maplebrook case in the States. And I don't remember what it is called. But they localized it,
so I thought that was cool. And for a modern setting,
I actually really enjoyed this one. You do need Internet access,
and there were parts where you even listened to audio recordings,
but it didn't take you out of the story. It felt appropriate because you
were doing a police procedural, right? So it wa
sn't as weird
as if I'm doing something turn of the century and they're
telling me to pull up a sound file. And I just loved the sheer
number of paper clippings and case files and photos and how it
was all there to look through. And we took over my mom's
entire dining room table. It looked like we were having
some kind of just crazy escapade. And it was easy to split up
because there was so much to look at. And it was super fun. So the U.S.
version is called the New Haven case. And what they cal
l this is a
realistic crime scene game. And I got to agree,
it's you get a Manila envelope and you crack it open
and it's basically we're stumped. Here you go, detective. See what you can figure out. And I thought that was extremely well done. What I was really impressed
by was how much stuff you got, how organized that
stuff was and just the quality. Here was one where the
papers were all different. The newspaper was on
newsprint and the postcards were postcards and
there were Polaroids. And it
was like a Polaroid. It obviously wasn't a real Polaroid,
but it was really close. Like it felt like a Polaroid. And what I really loved about
this one is they gave you one tool. Because a big part about
this game was looking at witness statements and
the timing things happened. And they actually gave you a day planner,
like a calendar that they fully
expect you to write on. And that's where you make your notes on. And that just worked really
well to tie everything together. I thought that was
a fantastic
prop and tool to include in the game. Yeah. So everyone at the table
could make their own notes and then we were just pulling it
all together on this calendar. It was really cool. And I think off the top of my head that the
MSRP was really reasonable on those two. So for like a cheaper game,
I was just super impressed with them. It looks like $25 US. See, I thought it was $19.95. But you know what? I might be thinking of five years ago, too. That too! We played that one a while ago.
Yeah, we did play that one a while ago. All right. My next one is another
Coded Chronicles game. Because as I said, I loved the series. And that is The Goonies Escape
with One-Eyed Willy's Rich Stuff. I thought Scooby-Doo was better. I got to say, we don't always
present these lists in order. But I will say Scooby's better. But I really enjoyed The Goonies. Now, when we did sit down to play this,
we did the good parent thing and sat down and watched
The Goonies with the kids. So they at least kn
ew what was going on. But I don't think they had the
attachment to The Goonies. Like it just wasn't that big a deal. And I got to say, growing up, living in
Windsor, and the threat being that the kids are going to move to Detroit just
had a personal impact, I think, on people in this area that may not have other people
watching The Goonies around the world. So this was one of my favorite movies. And I got to play it in board game form. And that is where they nailed it. This is where Sen and
Chri
s just blew it away. Is they worked with some
of the original people. And I don't remember
what film company produces The Goonies,
but they made it part of the movie. It's basically,
it could be cut scenes that didn't make it in the film and
you played through them. I loved the way that this let me
experience The Goonies, a movie I grew up loving in a new way and made
me feel like I was part of that plot. That was awesome. And it just felt like it
was adding to the story. And it was really well
done. The writing was great. And it just felt like it was very on point,
very on theme. And I love the Coded Chronicles system mechanically. So I was super excited to have
another game to play in the series. But I really preferred
the Scooby-Doo one a lot. I liked the way that the stuff was broken
up into the envelopes for The Goonies. I just,
there were parts that felt fiddly to me. I didn't like the way the
map laid out and it progressed in weird ways and it took
up a lot of table space. And I
remember because we didn't know,
for example, that it was going to just suddenly keep building off to the left
and then we have to slide it around the table and then it would
build off the other side. We have to slide around the table again. So I don't know, it's just fiddly and
I didn't like it as much as Scooby. Yeah. I remember one puzzle
with a bridge and a rope that was not well-designed
or we just didn't get it. Other than that, like you said,
I enjoyed that one. I just think you liked
it
better than I did. It wasn't bad by a long shot,
but not as solid as Scooby. So we're on to number five, and that's
Body of Evidence, Best Served Cold, which is also from the
Mysterious Package Company. And this game is pretty darn unique. You actually get a giant paper
cadaver that you just fold out. When you open it,
first thing you see is a toe tag. And somehow this is not at all gruesome,
despite the fact that there is a
almost life-size cadaver. You do actually dissect by
opening it in a s
pecial way, and you play the coroner as
well as the detective in the game. But like we talked about this earlier,
there was a bit of disconnect between the coroner's examination and
the abstract puzzles that ensued. And at the time,
that was a surprise that disappointed me. Now,
knowing that that's what to expect, I would totally play through
another one of these. I think they said it's
going to be a series. So if they were to come out with
another one, I would know what to expect. I'd probably
enjoy it more. And this was modern,
which is another negative for me. But the storyline was well done. It had really well-developed characters. And it felt like you
were solving a mystery. Yeah, this one was super neat. And I'll say right here,
they have two more coming. So the next two Body of Evidence
games are being crowdfunded. I know you can follow the
project right now on Kickstarter. I don't know. It might be live by the
time you listen to this. So there are two more coming. What we playe
d was a prototype. So we didn't get to see
the final version of things. And I didn't know what to think with this. I was on the same place
as our kids who were like, do I really want to dissect a cadaver?
I don't know. I don't think I do. And then I'm like, I don't know. Is it going to be gruesome? Is it not? But once we got into it,
it was pretty cool. Like,
this was one that I didn't plan on playing. I was going to sit and take some
pictures and let Deanna and her mom play. And I ended up gett
ing
as involved as they did. And I ended up helping take part. And I basically,
I played the whole thing with them. And I didn't intend to originally. And I think what I liked there is it
did the whole crime scene thing, right? Like talking to witnesses and checking
coroner's reports and checking police reports and figuring out the times of
things, but also included the puzzles. So for me, it was like the perfect mash-up
of the escape room with the mystery. So that was one aspect of
Body of Evid
ence I really enjoyed. Yes. And I felt like I could be like,
here, you work on the puzzle. I'll work on the mystery. Yeah. Well, it was kind of you and your mom
were busy doing something with police reports while I was cutting
into someone's head. Next up, I have another
mash-up that's similar to this, that's on this list for the exact same
reason as what I just said. It's La Famiglia from Puzzling Pursuits. This was just, I don't know,
it just wasn't what I expected because the Puzzling Pursuit
s, the name of
the company is Puzzling Pursuits. So this is a case of mixed expectations. I was expecting crime scene. I was expecting piles of evidence. Again, everything you do
in a murder mystery, right? And that's not what this was. This was puzzles. I expected clues and got puzzles. So far, both the games we tried
from Puzzling Pursuits had this, but La Famiglia wins by far because
the puzzles fit the story. The story was about the mafia and it
was about them passing ciphers to each other t
o get hidden information
around town without notifying the police. And while you had to decipher the ciphers,
the puzzles were the story and it felt like you
were deciphering mafia ciphers. And that was fascinating. I really enjoyed La Famiglia. And what's funny is I enjoyed the first
game we played from them, Blackbrim, quite a bit for that escape
room puzzle experience. But this was just better. It had the story that went behind it. I think it's good we played them in that
order because, yeah,
we played Black Brim and I was like, yeah,
that was pretty good. I liked that. And then we did La Famiglia later and
I was like, oh no, this one's way better. Of the two, I much preferred that one. The historic tie-ins were solid and
the puzzles felt like they were part of the story, not breaks from the
story and then move on, right? And it was a while back now when we
played this, so I can't remember the exact details, but I remember our eldest
daughter, there was something in high school hist
ory class that
she was currently taking that actually was mentioned in the
newspaper clippings for the game. So I remember that was kind of
fun when we were playing it that night. So on to number seven, Hunt a Killer,
Mystery at Hunter's Lodge. Okay, we were talking
about this a little earlier. I was so excited about diving into this
game because it's the one that comes in the big wooden box,
which is like a giant jewelry box. It has a locked bottom drawer. You flip it open, there's like a signe
t
ring in there and all kinds of papers and booklets and one of the small silly details
that excited me was the paper quality. All the clippings and the papers
were the right type of paper. They didn't feel like weird,
suspicious, modern, you know? And then this is the deluxe
version we're talking about. There's also a regular version,
which actually has some neat artifacts,
but it's not quite as over the top. So this game was so immersive and it had
a great storyline, which is based on the shor
t story by Agatha Christie,
but it doesn't have the same answer
as the short story did. So you're not spoiled by
reading the one or the other. But to give you an idea of how immersive
this is, we gave it to my mom as a Christmas gift and we were just going
to open it up and take a quick peek at it. We weren't going to play it. And the next thing you know, we're taking
notes, we're yelling out ideas and clues. We're like, did you see this thing?
Look at this. And it's like three hours later and w
e're
setting it aside to continue with another day. Yeah, and the amusing one
about that was my mom was present because it was
Christmas while it was Boxing Day. We were probably over at your
mom's or possibly on Christmas Day. I don't remember which, but we were there. My mom was there, too. And my mom's,
despite the fact she goes to Euchre every Wednesday night,
claims she's not a game player. Well, she's sitting in the chair kind of
in the corner and she keeps helping out. She keeps yelling o
ut clues. Don't forget about, I don't remember what,
don't forget about the wife or check the fireplace or, oh,
wait, did the clue mean this? This was awesome. Like, so fantastic looking,
so over the top. I have never experienced a game
product that was as impressive as this. We talked earlier about how we want
games that leave you with artifacts. Well, the whole thing is an artifact. There's nothing in there that's
not worth keeping in the end. Like from watches to flasks
to the wooden box itse
lf. There's a pennant that I want to hang up
in our game room when we finally finish it. Now, we will call out that this one was
the game that we had a problem with because this was completely marred by
our copy of the game being incomplete. We were missing an entire
booklet from our copy of this game,
which actually made the case unsolvable. So we will finish it at some point. We were provided PDF copies of the booklet,
which talk about being pulled
out of your immersion. We do have those. And
at some point we do
plan on finishing this one, but we're going to have to get
through Dimensions at least first. Next up, I have Exit the Secret Lab,
in general, the whole Exit series. But I wanted to call out specific games
tonight, not just a whole genre of games. And Exit was actually our first Exit game. But looking back on it,
it's actually one of my favorites. So one of the problems I
had when we first played the Secret Lab is we had never
played an Exit game before. And the Exit games ha
ve
a very distinct system. They all work the same. The mechanics are the same. You are looking for
three things that you're going to put on a code
wheel to get an answer. And that has you look at cards,
and the way the cards look at tell you if you're on
the right track or not, right? That whole aspect of it was rough. It was a rough learning curve in Exit. But once we got past that, the actual
stuff you had to do was fascinating. In this game, you're cutting things. You're assembling things. Pr
etty much every piece of the game,
including the box itself, can be part of the
puzzle with the Exit series. And the Secret Lab, where it ended
up shining, is we went on to play some other ones that were lower difficulty,
and they would seem too easy. I just wish the Secret
Lab wasn't our first. I wish we had started
with one easier just to get that system down,
to get how Exit games work. The Unlock series does a great job of this. They include this little small
10-card deck that kind of lets y
ou learn the game
before you play your first game. I needed that for Exit. So while the Secret Lab is my favourite
of all the ones we played, I recommend the Haunted Roller coaster
as your first one. Because it's fun, it's got a silly,
spooky Halloween theme, but it's more linear and does a great job of introducing
the Exit series and how it works. Yeah,
and I remember the kids really enjoyed when we did the
Haunted Roller coaster one. My personal favourite is
the Catacombs of Horror. Um, I like
that it's set in
the Catacombs under Paris. It's double-length,
it's actually a two-part. Or you can play it in one
night if you're ambitious. It had some really neat components. These little plastic skulls, and there
was an actual candle, and there's just some really neat stuff
going on in this one. And I liked that it was a little longer
and more meaty, because sometimes the Exit games feel, you know, if we
finish them in 50 minutes, I'm like, okay, now what? You know, it just doesn't
feel li
ke quite enough for me. Yeah, I agree. So number nine on the list
is Chronicles of Crime 1400. Now, you're solving mysteries,
which I like. You need an app to play. And you travel to different places,
and you interact with and question
the suspects via the app. And there's a VR component,
and I have to say, when I first heard about that,
all of that sounded awful. Like, it just sounded gimmicky,
and it's in the 1400s, but you're using an app and VR,
and that sounds jarring, you know? But then we
played it, and I loved it. It was one of my favorite games. I super enjoyed it,
because the app is not... It's definitely a very
integral part of the game. There's no other way that
they could have technically done that game, because time
passes as you're playing the game. And what order you go...
And I don't mean... It's not like counting your every second,
but what order you talk to folks in matters. It takes time to travel from one spot
to another on the map that you're on. It's very intrica
te and very neat. And I really enjoyed the
time period and the setting. And yeah, it was just super cool. I want to get back to the table,
but Mo didn't really care for it. Yeah, and honestly, I don't even know
what it was I didn't like about the system. It's very well done. I had more of a problem
with the immersion system. Like the whole scanning QR codes,
because it's all QR code based. So if you're talking to a person
and you want to ask them about an item in your inventory,
you scan the ite
m card. And then if you want to move
to a different spot, you scan it. I don't know. Then there's the whole thing
where you have VR glasses, where you literally hold your
phone up and look around. And you do that. And I'm like, it's neat. I'm looking around a crime scene. But like while you're doing that,
you're just shouting out what you
see to the other players. And they're shuffling
through an item deck as quick as they can,
trying to pull out the ones you said. Like to me, like it's neat. It
's very cool. It's well done. Maybe if it was modern, like the
original Chronicles of Crime is a modern. crime series. Maybe it wouldn't have bothered me as much. But something about playing a medieval
period where you're like a psychic with a dog, having to do all this
just took me right out of it. And that is a thing like the
VR part was the only part that made it not ideal for
playing with multiple people. Right. Because I don't want to
be the only one at the table because I want other insigh
t
and other brains at the table. But once you're looking
around and trying to spot things through VR,
like only one of you can do that at a time. And with the kids,
the kids are like, I want to do it. No, no, no. I don't know. It was interesting. We really should go back to it. I should give it another shot. Like some of the stuff is so fantastic. What I liked in this game is you could
ask the wrong question, which is something you don't get from the, we just
have piles of paper evidence to read
. Like you're interviewing people,
but you're just reading things. This let you, like we did, we messed up
one case because we asked someone in the story the wrong question
and they got mad and that shut down a whole
section of the game. And there was no way we were
going to solve the case after that. So, which was impressive,
but then it also had the which-way book problem of,
well, now we can't win. Do we replay? Do we restart from the beginning?
I don't know. See, that didn't bother me. That
was just like, yeah,
it's like the which-way book. You just reset and do it. And now I'm going to
make different choices. Yeah, but this is an hour and a half,
two hours in and reset and redo it. You can't just hit back. My next one is the Groundhog Gambit. Again, like the Exit games,
I didn't want to put the entire Holiday
Hijinx series on here. I want to call it the best of the best. Now, this one is from our sponsor,
Grand Gamers Guild, but honestly, we hadn't played all
these games before th
ey were our sponsor. So take that with a grain of salt. These are fantastic 18-card escape room and
a box games by Jonathan Chaffer, who I am. baffled by how he keeps coming up
with new ways to use only 18 cards. Now, I'm calling out the Groundhog
Gambit because it was the smartest and neatest of the
bunch at using only 18 cards. The Groundhog Gambit,
as we said in our review, check that out when you have time,
is, of course, based on the movie
and not as much the holiday. And the way the same
1
8 cards were used over and over again, giving you a different
story each time was just fantastic. Yeah, no, it was brilliant. Overall,
I really dig the Holiday Hijinx games and how they managed
to fit like an entire escape room in a box
style game into 18 cards. And you get an hour of play out
of this little thing like this, right? And Groundhog Gambit,
definitely my favorite of the bunch. And again,
I liked it because it was longer. It had a two-hour playtime
versus the one hour for the rest of
the games
in the series that we tried. And the way the cards were used and then
reused and then reused, it was brilliant. OK, normally these lists
aren't in any particular order,
but I did save the best for last. The Ghost in the
Machine from Mysterious Package Company is
my favorite of the bunch. I haven't finished Doomensions yet. I may change my mind,
but it's unlikely because that's more escape room and
this is more murder mystery. The storyline's great. It's just the writing's fantastic. I
t's a super engaging experience. And while it isn't
quite as over the top as that giant wooden box from Hunter Killer,
it's got really cool table presence. When you first get it,
you open the box and inside there's this,
it's plastic-y when you touch it,
but it looks like a leather file folder. And you open that and the
whole game's in there and it's got all these neat physical
bits and it's immersive. I was really impressed
with the way the game mechanics worked,
which was a combination of a wi
tch way book system with
some sleuthing and puzzle solving. And yeah, it's just one of
the most fun things I've done. Oh, and it's super long, super long. We played it for like four nights, I think. So we got a lot of enjoyment out of it. All right. We are going to be reviewing
this one in detail later. The Ghost in the Machine from
Mysterious Package Company. So I'm going to save my
thoughts for our review. Now, what I do want to do
before we go and move on to the next section is call
out two h
onorable mentions. Now,
the first one I'm going to call out, because I don't know
where else I would talk about these, is EscapeWelt's line
of what they call escape room boxes. These are escape the room in your
home or something is their marketing. Their English is not their first language. Their marketing is somewhat
questionable at times. They're English. But these are high-end wooden puzzle boxes
featuring multi-step puzzles of various difficulty. They get them open. They look fantastic. And
I've got to say
they make some of the coolest gift boxes you can
ever give someone else. Now, while each box has a pretty ridiculous
story attached to it, I would kind of throw that out the window
and ignore the fact that you're supposedly getting the
feel of exploring an ancient pyramid. No, no,
it's just a wooden box you have to solve. These are honestly almost
more desktop toys than games, which is why I did not
put them on the main list. Yeah, they're beautiful. And I think they're neat. Par
ticularly if you pop them open and put
something inside and use it as a gift box. But if you think you're
going to have a group of people sit around a
table and work on one of these boxes together,
that is not happening. This is really more of a solo experience. I know with our first one, we did try that. We're like, we'll all work on it together. We're like, no, we'll just pass
it around and get frustrated. Yes. I don't know about solo
experience because I don't think any of us on our
own has g
otten a box open. It's always been, you fiddle with it for a
bit, then someone else fiddles with it for a bit, maybe finds it out,
figures out the next part,
then someone else fiddles with it. But yeah,
it's not something you can all do together. Finally, I have Fighting Fantasy Adventures
from Martin Wallace, based on the classic game books. Now, we've only played a prototype. This did fund on GameFound,
but it hasn't actually been published yet. So we can't really say,
go out and grab it or an
ything yet. And that, for one,
put it off the main list. Now,
this felt like playing a which-way book, especially when we confirmed that
you can die by going the wrong way. And yes, you're just supposed to start over
like you would in a which-way book when you die and play through a second
time knowing where you went wrong. So I wanted to call this series out. Now, Deanna doesn't
necessarily agree with me that these are countless puzzle games,
but I don't know. It's got that which-way feel. To m
e,
it feels quite a bit like Ghost in the Machine and a few of the other
games tonight, the Coded Chronicles. I think there's some overlap there,
but I know she doesn't agree with me. We argued about this earlier. It's a which-way book. It's a super fun which-way book. It totally captures the
feel of the books it's based on, but it is not a mystery
game or a puzzle game. I don't know. The puzzle was you
had to go in and find three coins and then put them in
the chest in the right order. How is t
hat not a puzzle?
No, no. The puzzle is not
remembering which parts of the story I want to revisit
when I go back and die. I don't know. I don't see it. And plus, it has,
like I said before, it has stats. It has ruling. There's random attributes. All of those things, to me,
make it not a mystery game. All right. Fair enough. So there you have 13 mystery
escape room style games, maybe 12, depending on who you ask,
that we recommend. Now it's time for a quick check-in with our
lobby, our chat room
here on Twitch, who it ends up aren't
really into these games, but maybe we've convinced
them to check some of them out. So out of our entire chat room tonight, the
only game that got called out that has been enjoyed a lot of fun is Chronicles of
Crime, the original version of the game. Eggman Jr. said they had a lot of fun with that game. So that's fantastic. And hopefully,
maybe we've convinced you tonight to check out more
escape room mystery style games. Do you have anything you
want to add
before we move on? No, that kind of convinced me to maybe go
try the original Chronicles of Crime, which I have to say, until trying the 1400,
I had zero interest in. Fair enough. All right. Now that we've heard from the chat,
how about you listening at home
or watching on YouTube? What murder mystery, puzzle, and escape
room games would you recommend we try out? These can be the
puzzle-heavy type I like, or the solve the crime
style Deanna prefers. We'd love to hear about both. Let us know by
commenting,
sending an email off to moe@TabletopBellhop.com,
or hitting me up on social media, where I can be found
everywhere as TabletopBellhop, one word. Or if you want to yell
at me about something, you can find me at Deanna
at TabletopBellhop.com. And now a word about our sponsor,
Grand Gamers Guild. We've been a big fan of their
games for quite a while now. Now, we originally discovered them through
the abstract strategy game, Gorinto, which I actually had the pleasure of playing an
early
prototype copy and actually had some feedback back then that got it included
in the game, which is pretty awesome. But we still love Gorinto and we still
love Grand Gamers Guild's games. Like since then,
we have played a number of their games. The Holiday Hijinks series we called out
earlier today are by Grand Gamers Guild. And now since we've got Deanna here,
I thought it'd be worth getting her
thoughts on their games. So what are your favorite
games from Grand Gamers Guild? I mean, Gorinto, of
course. But I think you've talked about
that one enough on the show. I really dig Chiseled. That entire deck shedding versus deck
building thing, I super enjoyed that game. And I always enjoy
bringing it to the table and showing it to someone
new and the reaction to it. So I found that one fascinating. And I think Aldabas. It's got a subtitle,
The Doors of Cartagena. It doesn't get as much love as it deserves. That game is super fun,
even though I don't care for the vaults. You have to jury rig
something there. But aside from that, that game is so good. And I've really been digging
The Artemis Project, and I can't wait to dive into
the expansion for that one. All right. Now,
if any of these sound great to you, you can pick them up direct
from Grand Gamers Guild. GrandGamersGuild.com. All one word. Where you can use our exclusive code
BELLHOP, that's B-E-L-L-H-O-P, to save 10%. While there,
be sure to subscribe to their newsletter. Keep up with their
latest news and releases, because I
know they have
some big things coming for 2024. Welcome to our review
of Ghost in the Machine, an immersive murder mystery game from
the Mysterious Package Company, a Canadian publisher who we have to thank for
sending us a preview copy of this game. The Ghost in the
Machine originally called London Gothic the Ghost in the Machine,
which for some reason they dropped
the London Gothic thing. Was originally published in 2022
and got a second printing in 2023. And as of right now
is currently betw
een printings with a new version
due out sometime this year. Now,
this is a murder mystery set in Victorian era London that is
presented in a unique first-person perspective
through the use of two novel-sized books and
a variety of cool props. Now the Ghost in the
Machine is listed as playing one to six players ages 12
plus with a duration of over eight hours. Now it's my wife and
Bellhop partner here who was the one that
played through the game along with our youngest
daughter and her mother. A
nd I know you have some
concerns about these numbers. Well, we actually started playing this game
together as a family with my mom and Moe and myself and our two kids
who are ages 13 and 16. And I will get into this more in a wee bit,
but the game has a lot of
read-out-loud components. So we're here taking turns
reading and some of the content was just way too descriptive
and too gruesome for our kids. So we ended up having to
stop the night and put the game aside and we didn't even
pick it back
up for a few months. So your mileage may vary on
what you consider gruesome. So let me define it. And I'm aware that what upsets my kids
may be no big deal for someone else, right? But this is all right from starter info,
so this doesn't spoil anything. The murder mystery
you're solving in this game involves two
fellows who fell or perhaps were pushed into a giant piece of
machinery in a cotton mill circa 1896. And there are some,
you know, semi-detailed descriptions of folks being
mangled by m
achinery. In particular,
there is a very vividly described trip to the coroner's
office and that was the part where we ended up
stopping during our first play. My kids were like, no, I'm done. And there is a,
right at the end of that passage in the book, there's a line drawing,
it's not graphic at all, of a severed limb. It's just a black and white line drawing of
a severed limb sitting in a coroner's tray. And other than that piece of line art,
there's really nothing
visually graphic at all. It
's just words, lots of descriptive words. So a while later, we went back to the game
and I took on the role of reading the text and then I was just skipping over
anything that was too graphic or violent. And despite the fact
that I promised to skip over anything gross,
our eldest kid sat it out. She wanted nothing at
all to do with this game. And the 13-year-old very much wanted
to know what was going to happen next. So we started playing again. We're playing and
it's a really long game that we
ended up breaking
into three or four sessions. And partway along,
she said some of the themes are a bit much and I would actually
have preferred not to have played this. But I don't want to quit
now because I need to know what's going
to happen in the story. So the themes that she found upsetting
were, okay, this is a historic piece. It's set in London of 1896, right? So we're talking about child labour. There's some very
young children who are not necessarily being cared
for in a very nice mann
er. And they describe the corpse
of a child at one point in the story. There's also rat baiting, which if you're
not familiar with that term, it's basically a form of gambling where
they toss a dog in a pit with some hungry rats and they
take bets on the outcome. And some of the descriptions for
the rat baiting were pretty graphic. So yeah, my 13-year-old did not like that. So overall, would I call the game
appropriate for ages 12 and up? It depends on the child,
but I think maybe a slightly hig
her number would
have been more appropriate. Yeah. Some of the descriptions
in this were over the top and you're
looking at violence against children and violence against animals,
which is instantly going to
turn some people off. So fair warning on this one. No, we're not going to get into that detail
or any of that in this review whatsoever. Now, I will say we didn't
see this coming in, but we did have a prototype
copy of the ship to us. Checking out Mysterious Package Company's
website, they h
ave gotten way more detailed about what to expect. There are actual
paragraphs on their website talking about who
this is appropriate for, which talks about things
like child labor and does give you a better heads
up on who this game is for. Here, we thought we were
getting a family-friendly murder mystery game, and it wasn't
nearly as family-friendly as we thought. Now,
the way Ghost in the Machine is designed, what it is,
is a package that shows up that kind of looks like it was sent to
you by
people in the game, right? Like the experience
starts right with the shipping package and then what's
inside just carries on this theme. And it's super cool and impressive. Now,
you can get a spoiler-free look at this through our Ghost in the Machine's
unboxing video on YouTube. And I got to say, it's just fantastic. You can see my reaction
as I open up the stuff. Now, what do you think of the impact
this had when you first opened it up? Oh, it was so much fun to open. And it just immediately g
ot
everyone's attention at the table. We were all drawn into it. It comes in a plain brown cardboard box,
which is, I think it's got like
a couple stamps on it. Like you said,
it's marked confidential. And when you flip it open,
there's this neat, like it's plasticky when you touch it,
but it looks like leather. It's a file folder. And when you open that
up and you have to like undo the threads and
open it up and inside there is the game. There's bunches of all
these little brown paper bags that
are stamped and labeled
as your evidence packages. And there's a newspaper
clipping and there's a little pamphlet book
that's your London directory. And then there's two penny novels. And just the whole thing is just
super fun to open and check out. And it's very evocative of the time period. So you're immediately,
you know, called into the game. Okay.
So what is the setting here? We kind of mentioned it a bit already,
but what is this game going to be about? So it's set in London in the 1890s.
And as I mentioned earlier,
there's a murder in a cotton mill and
you're taking on the role of a private detective who's
taking on the case as a favor for a friend. Now, the way you actually play through
this game is to open up the case, right? Dump everything out. Then you're going to find some instructions
that tell you how to play, right? That's how you get started. Now, the one thing the instructions are
going to call you out to do, and I strongly recommend you do this,
is make sure you hav
e everything. It gives you a checklist. Not that we had any problems. Our copy of Ghost in
the Machine was perfectly fine,
but we've had experience with other murder mystery games that
were missing components. Yes. As I know from other games when we've run
into this issue, getting a couple of hours in and realizing something
is missing is no fun. So check off the list. Now, the two key items in this case at the
start of the game are the two novel-sized books. I can't stress that these are thick.
These are their little pocket books, right? The game is split over two parts
with each part using a different book. You start the game by finding
book one and reading it like a novel. Eventually,
you'll be presented with different choices. What will send you to
different sections of the book? Which way style? So there's a couple of
things going on with the books. You've got this thin
booklet that is the Business and Residential London
Directory for 1896, and if you want to follow a lead,
you mi
ght look someone up by
their name in that directory, and then next to that name, there'll be a
three-digit code, and then you've got those two thick novels Mo was describing,
which are their which-way books. There's part one and two. So that three-digit code will represent a
numbered section in the book, and then to visit that person,
you go there and read that section of the book,
and you can think of it as if each numbered section
of the book represents a location that you're visiting,
and the
n once you're at a location,
you might end that reading that section of the book
with a which-way-like decision, or it might say,
okay, if you want to do this, then go to page blah,
blah, blah, and if you want to do something else,
go to this page,
or you might just read the section and it ends there,
or it might give you a hint for something to look for
in the directory or a hint towards one of the puzzles
you're trying to solve. And then you're back to
thinking of leads to look up and places a
nd people to visit.
So you're not just following which way,
branching paths through the book. There's a lot of intuitive puzzle solving
and sleuthing going on to figure out which parts of the books to read.
Yeah, because you're basically exploring
the game through the book. And at the beginning, you've got the directory
and while the book itself telling you go here or go here,
it does start off very linear. The very beginning of
the game I played through was just started like a which way book,
b
ut then it quickly opened up
because you start to unlock other ways to use these books.
Like there's the directory on later.
You're going to unlock a map of London or a warehouse
set of warehouse blueprints. Well,
you have to visit a spot on the map. You look up the
entry in the book. All of this really leads to a
fascinating and well done open world feel where
you feel like you can explore things at the pace you
want and in the order you want. Yeah, it ends up being really intuitive
and it feel
s like you're really just exploring an open world
and figuring out things on your own instead of being
led down a linear pathway. Yeah.
And in a brilliant bit of design, some of the passages
may direct you to different places based on what you've done.
So for example, I've clearly remember early in the game,
you went to visit a specific woman and it said,
do you have your hat?
And if you do go to this section, otherwise keep reading.
Yeah. The book will say something vague,
like if a child sent
you here, go to this other number.
Otherwise come on in, which will allow you to
visit the same locations at different points in the storyline.
And the vague statements will make
sense when the time comes, but they won't spoil the
story at all prematurely. Yep. Now, as you go,
you're going to be instructed to open various sealed envelopes,
which will unlock more clues,
more evidence, and one of the coolest bit, little tchotchkes, right?
Like little artifacts,
neat things you get to kind of hold
on. to. Now, don't go thinking this
is just a game about reading. You are going to
have to take notes. You're going to have
to pay attention to what's in those passages.
You're going to have to use the various things
in the envelopes and the various pieces of
evidence to solve puzzles. And you're going to
have to use deduction to figure out where to go next.
And I got to say, the game does some
really clever things with numbers,
making it so that it's just much more than just reading
through a w
hich-way book. Yeah, it is so much more
than just a which-way story. There are puzzles and riddles to solve,
and there's tons of sleuthing to be done. You have to take detailed notes, like
very detailed notes, and pay attention. And of all the various
mystery games I've played, this is the one that had me
digging back through our notes the most often.
Now, one big advantage of this book-driven system
is that you can basically stop and save your
game or stop at any point. Like,
stopping and start
ing is really just finish reading a passage,
throw a bookmark in the book, or write down where you
stopped and put everything back in the case.
Though again, we're going to stress the fact,
keep good notes, because when you come back,
you want to make sure you can remember where you were
and where you were headed to.
Yeah, saving the game is super easy, and I really appreciated that.
We ended up breaking it into several sessions.
It is designed, when you read the instructions of the game,
that s
ays please play this in
at least two settings. It's got a very logical
break-point between book one and book two,
but I have to give you a warning that you don't want to go
too long between playing, because there are a lot
of small details and clues, and you just meet tons
of different characters. There's lots of stuff to remember,
and you need to keep things fresh in your mind.
We picked it back up at one point
after not playing for a couple weeks, and we were both just,
my mom and I, which wer
e, we were somewhat,
you know, running things a bit more than my kid was.
We were just both spinning our
wheels trying to figure out where we had left off.
Now finally, as far as how the game plays,
I do want to call out something I think is very important,
and it was one of the things I most wanted to
know about going into this. You can make bad
choices and wrong decisions while playing Ghost in the Machine.
You can lose this game. The choices you make do matter. It's not just following the pat
h.
Yeah, you can reach a dead end, quite literally,
and the game instructs you to just back it up,
rethink your choices, make a different choice,
and keep going. Yeah, so it kind of comes
with its own put your thumb on the last page,
just in case things go wrong. Now another thing that's featured here,
like any good mystery game,
is a full graduated hint system, but you won't find this in the box,
which I found that a little disappointing,
having seen the same company do something
similar in oth
er products. The only way you
can find this is online. It's part of the Mysterious
Package Company website. There's nothing in the
product to help you out. Now, as someone outside the system, I was
the one. I wasn't playing all the games. I didn't take part in every every session.
I even missed the end of it,
but as someone who was outside, I went through this hint system to kind
of help them out while they were playing, and it was really good at just giving
you a little bit of information at a
time. It does a really good
job of not spoiling things until you want it to,
and it even explains the final solutions when you get there.
So it's like, this is how you should
have got to this point. Now, from what I remember,
the only time your group actually needed
it was that time when you took an extended two or three weeks off,
and you needed to be reminded of
something you already knew. It was someone you had talked to who
presented a piece of evidence you couldn't remember who it was.
So t
hankfully, with me not being intimately involved with it,
I was able to check that out on the clue system and
just go, okay, the person's name was this. Yeah, I was certain we were
going to remember things that ended up forgotten,
and more notes should have been made. If I remember correctly, there was something
else we got stuck up on, but it was in the errata,
and we did have a prototype copy for this. So that is something else you will find on
the Mysterious Package Company web page. There is
an errata for
this game that's up there, and they have pointed
out that they are fixing all these problems as they
find them in the later printings. So at this point,
if you get the newest printing of the game,
which should be coming this year,
you shouldn't have to worry about this, but it is worth checking that errata.
Overall, from my point of view, from the outside,
as someone who plays a lot of board
games and who's still fairly new to murder mystery
style games and escape room games, I th
ought Ghost in the
Machine was brilliantly designed. I loved the different ways the game had
you putting numbers together to get you to different places,
the way things progressed in the game, and that whole system for like,
do you have your hat? Do you have your coat?
So it knew you were here later.
And that's actually a big part that the second book did,
because you have some of the same numbers in there,
but now that you're in the second half,
it knows that time has progressed and what's chan
ged in the world.
It did a fantastic job of feeling realistic.
It felt like time was passing. And I just thought
it was really neatly done, the various ways they
had you get to sections in the book. Yeah, it was really clever.
And even just looking folks up in the directory,
it was not always as straightforward as that could sound,
because you have to figure out
someone's full name. You have to figure out
the name of the location. Yeah, you know,
we went to a pub, but like, which pub?
What part
of the city are we in? You know, all of this stuff.
It was, it ended up, it was super fun. I remember there being similar names,
as well as multiple family names that were the same,
and you didn't know which one to go to. And if you went to the wrong one,
that could lead to bad things. Yeah. For the bits that I heard of the
story, it sounded fantastic. It was engaging. The language used might take a bit to get
used to. It definitely is going for an 18, what is it, 1830s,
whatever it is, late 180
0s vibe. The overall description
of everything. The writer of this
is very descriptive. To me,
it felt like the Lord of the Rings of the mystery novels, with the amount of different
ways dust particles were described. The griminess of everything, and the
on-the-nose political issues of the time. Again, I don't want to spoil anything,
but some of the things that were
happening in the game were very appropriate for the time period,
very immersive, and honestly,
I would go so far as to say educatio
nal. Yeah.
Overall, the writing was top-notch. It's part of what
set this game apart from all the other various mystery
games we've played, for me. It's just phenomenal writing, believable motivations,
solid and consistent characterizations,
and tons of vivid characters described in the game.
Playing the game led to some interesting
conversations with our one kid about the history of the child labor laws,
which actually ended up being
some really interesting, teachable conversations
that I reall
y enjoyed. As for things to watch out for,
the biggest one, of course,
is the one we already called out, which is the tone of the game.
The graphic descriptions, the horrific things that
happen in the games, the way some of the
characters are treated. This game does not pull punches. The story
is not nice. This is not a feel-good story. We'll put it that way.
Another thing to watch for, we already called this out,
is watch for errors. Our copy of the
game did have a few. Check the errata. Go onl
ine.
Make sure you know what needs to be fixed.
We had an entire paragraph that just cut off.
If I remember correctly, that didn't lead to any...
Like, there was no missed clue. If I remember, there was nothing wrong
with our copy that would break anything. The game was playable,
but there were some cut-off sentences that just
didn't quite make sense. You played through it, not me.
Was there anything that literally was game-breaking?
I don't think there was. No.
They used an inconsistent first n
ame for one character.
They'd obviously decided to change. But it was just
in the newspaper, they had one first name,
and everywhere else in the story,
they had a different first name. And I think...
I said we had the prototype copy, so I'll cut them some slack there. I'm
going to assume that was fixed. Fair enough. We've called this out already,
too, but time between sessions and forgetting things.
Take lots of notes. That's the best I can say,
is take lots and lots of notes. Even though you th
ink
you're going to remember it, you might not.
Another thing... Sorry. Another thing I would call out,
just because the chat room mentioned this,
so we are recording this on Twitch, EggmanJr in the
chat room called out the price of these games.
For one-and-done games, they are a bit pricey,
and I can't disagree with that. This is a high-quality product,
though. You get a lot of cool things.
The component quality, what's in the package.
Honestly, it's hard to say, but I would say it's worth it,
but that's going to depend on your personal
budget for board gaming. It's the hours, too.
This is not a 60-minute and solve it. They suggest 8 to 10 hours for this game,
so that makes it more worthwhile. If you look at the cost
of exit games that play an hour each,
you would need 10 of them to get to the same amount of gameplay,
so that is a good consideration. Now, a question I have for you, and
I'm pretty sure I know the answer to this. Nothing was destroyed
while we played this, correct? No,
nothing was destroyed.
The evidence bags were all opened,
but if you wanted to just reseal them in some
paper bags and label them A, B, C, D, E, B, that's it. The only thing
is that we tore open the evidence bags. And we didn't tear them,
we just tore the stickers to get them open. Yes, they are no longer sealed. Yeah, so this one is re-playable. Again, not re-playable for the same group,
because you'll know the answer. You'll know who done it,
but yeah, these are re-playable. The directory they
give you,
they suggest that that's also your notebook,
and at the back of directory it lists some contacts,
which you do use as leads,
and then there's some blank pages there for you to write on,
but we didn't actually write in it. So I guess if you wrote in it... Yeah, fair.
One thing I do want to call out is there is a lot of reading in this.
A lot. You are reading through two
novels to get to the end of this. And because of that,
to me it felt more like a single player experience.
Now again,
I wasn't the one playing.
I was kind of sitting on the sidelines,
I'd watch them play for a while, or, you know,
I was off in a corner playing a solo game, or at one point I
played some Taiko Drum Master. But this seemed like it would... The way I see someone
best enjoying this game is sitting in your big room
with your bookshelves all around you,
and your big high-back chair in your fireplace,
and it's sitting next to you, next to the fire,
and you sit down. When you've got an hour with
your s
moking jacket on, and you read a few paragraphs,
and you grab your map and look up the next place,
and you play it for like half an hour,
or when you run out of time, and then you put it away,
and you come back to it like you would an
actual mystery novel. Now,
Mysterious Patrick's Company says this is a game for one to six players.
You play to three. I cannot see how six
players could keep engaged to this,
unless they really like story time. Okay, I get what you're
saying about this being a goo
d game to play solo,
but I enjoyed playing it with three people, and I think two to
three is probably the sweet spot. Okay.
I like the shared experience, like I like that I had this
shared experience with my mom and our kid,
you know, that was okay, and I like having multiple
brains at the table for different points of view,
and it's nice to have someone else
taking the notes while you're doing all the reading aloud.
True, okay. But it was a lot of reading out loud,
and I mean a lot. I remember
we went
sort of long on the one session, and by the end,
I was starting to lose my voice from
reading out loud so much. See, the other thing that also
makes me think of it as a solo experience, though, is the writing.
Because this is written in first-person perspective,
not third. It's written as if you
are the detective. It's all happening to you,
which kind of breaks the immersion when there's
three of you being you. Yeah. All right, I get it.
I'll give you that one. I still think it was more
fun with multiple
people. Fair. Overall, we think anyone that enjoys a good mystery is
going to enjoy this game. People who like to
sift through evidence, check the facts,
corroborate stories, dates and times, you know,
detail-oriented gamers who also enjoy some puzzles,
I think you're going to love The Ghost in the Machine.
This game feels like playing through an
interactive detective novel, but completely analog.
It does, but this is definitely not just a witch way book. Yeah.
There's more to
it than that. Some of the puzzles
are really clever, and you have to work
hard to put together all the various bits of information
you're provided to solve the mystery.
Sometimes even just keep the story going. Now,
I already admitted this isn't really my style of game,
which is why I let Deanna, her mom, and Jen go to it
after our first night playing. While I enjoy puzzle games,
I don't mind some social introduction games.
I'm just not a sift-through-all-the-evidence,
solve-the-crime style of g
ame fan. Right. So this was not the game for you.
If you want to solve puzzles or you want more of an escape room game,
this is not the game. If you want a big multiplayer game that's
going to be great for six or more people, no, not this one.
If you don't like storyline and you just want to skip
ahead to the next puzzle, you are playing the wrong game. If you are
squeamish about mildly descriptive Gore, then you probably
want to skip this one. And if you do not like reading text,
a ton of text,
this is not the game for you.
Same for on the opposite side, listening.
If you are not for listening to tons of text.
I don't think there's something I just thought of.
I don't think you would have enjoyed this
game at all if you weren't the one reading.
When we were swapping off, it was okay,
but to keep engaged, I can't sit there and listen to
story time for too long. I'll fall asleep.
Yeah, that's totally fair. So yeah, if you dig mysteries,
check this game out. Do you have anything else you
want
to add before we wrap up this review? Okay, possible mild spoilers.
So if you don't want details about any
of the contents of the evidence bags, stick your
fingers in your ears for this part. I don't think it's a huge spoiler to say
that at some point in the game, you will need a key to unlock a door,
and they give you a physical metal key.
And it was totally unnecessary, just a prop,
a nice detail that added to the excitement.
And it gave my kid something neat to keep
after the game was d
one. She ended up turning it into a necklace. So
I thought that was kind of cool. That's it. Overall, I love this game so much.
It was a super enjoyable experience. It left me wanting to rush
over to their website and go order something else in
the post-mortem series. Yeah, which is fair.
This really impressed me compared to other escape
room mystery style games. This was definitely
a step above. So there you have our look
at The Ghost in the Machine, a first-person perspective
murder mystery se
t in Victorian London from the
Mysterious Package Company. A game my mystery-loving wife thinks is
the best there is on the market right now. What's a game in this
genre you've tried and have greatly enjoyed? We'd love to hear about it in the comments,
through an email to to moe@TabletopBellhop.com,
or through social media, where I can be found everywhere as
TabletopBellhop. Don't worry, I'll pass your thoughts on to Deanna.
Or you know what? You can actually talk to
her directly through the Tab
letop Bellhop Discord.
While she may not be active on social media,
I know she checks our Discord every day.
You can find that at discord.tabletopbellhop.com. And now we come to the Bellhop's Tabletop,
where we talk about the games that have been
hitting our tables lately. Now we're going to
start things off with a barbershop bar game night
we co-hosted on the weekend. Event had pretty good turnout. Wasn't our busiest,
but not our slowest for sure. And it was awesome to see
some people out we ha
ven't seen in a while.
That is always awesome. Plus, new people!
There was a significant number of people who had come out to
one of our events for the first time. And I've got to thank the barbershop bar for sharing it in
their own personal Facebook group. That seemed to be where these people came from.
So thank you for that additional promotion. I got to say,
everyone, as far as I could tell,
seemed pretty happy by the end of the night, and I think it went well.
Yeah, it was a good turnout. It
was fun. I was glad I went. I met some new folk.
I got back to the table. Some people I've met at past events,
and I just had a good time. I had fun teaching Gwen to play Zensū,
which technically I could have done at home. She had the same problem that I had the
first time that the game was shown to me, is that it takes a bit to click in, right?
She kept going, oh!
And getting really frustrated with herself that it won't click in,
that you can jump and you can land on pieces to capture.
And. ea
ch piece can move four directions in
varying numbers, and it's a lot to keep. track of all at once. So she
was getting a bit frustrated with it, and she wants to play it again.
She was frustrated. Yeah, I guess I feel the
same way playing that game. I get mad at myself. I'm not mad at my
opponent for outplaying me. I'm mad at myself for making a silly mistake.
That's where that game is. It's frustrating, but like her, every
time we finish, I'm like, let's go again. Let's go again.
I'm going to f
igure this out. I want to play a game
without making a mistake. Though as Sean pointed out,
maybe that's how every game of Zensū ends, is you make a mistake.
Personally, I started the night getting
a group of five people together to play
the Stuff of Legend. This is the hidden traitor game
with the stuffies who go into the closet to try to
save their boy from the boogeyman,
which Sean and I talked about last. week. The second play of
this game went way better than the first, as often happens.
I
now knew the I better knew what to expect.
I could better explain to the players what to expect,
which is very important in this game.
I could better explain the traitor role and
how the odds of finding a traitor were more clear to me.
It was a very tight game. I will say one thing
that was neat that was different with five
players is you had the colonel's heir, but you didn't
have Spot's friend or whatever. So there was only one guaranteed
loyal player at the start of the game. So that was a li
ttle change.
Game played really well. People loved the
evocative artwork. They were totally into the theme.
They all wanted more story,
which is something I think we all said, like the locations,
like you just, you want a description of the location,
not just reveal this card and discard it or
reveal this card and put one troop on the
spot and discard it. Tell me something about that spot.
The gameplay itself was very tight. This game ended with the group
making it to an exit and leaving. So tha
t's better than we
did the first game, but sadly, it was not the right one.
Similar to the first game we played,
due to a number of bad coin flips, the boy was going to be
potentially lost on the next flip. So the group agreed
to just beeline it for the closest portal. No one had
peeked at anything and hope for the best. In the end, it was the boogeyman
who won along with myself and Cindy. I mean, the boogeyman
won during our first play too. Maybe that's a thing. Maybe it's just tilted
toward th
e good guys losing. I don't know. We'll have to play
some more games to test it out. Yeah.
I'm a little shocked because usually Hidden Traitor games are lean
towards the good guys and it's the traitor who has
to figure out the role to get it to go the other way.
So one of the things... But what if Shadows over Camelot? Yep. Like that game was just hard. Yes. Without a traitor. It's just tilted that way. Yeah, it's possible.
Yeah. One thing I need to figure out, though,
is what to do about the lo
yalty for the game teacher, right?
Because by being the person teaching a game,
you are in a position of power and trust
when sitting down to a board game. And by me being a traitor, I just basically
didn't play traitor. I'm like, because I am actively helping the people to play,
but because they don't know the game,
not because of anything in-game or my role.
I'm just helping, like, you realize you can play this type
of card now. You realize you can do this. And it would have been
really easy f
or me to just be terrible and BS people,
but I wasn't going to do that. So, like, I don't know.
I almost want to take out the error of the Colonel card,
the one loyalty card where you
know that player is loyal and they're also the
person that breaks votes and make that player be me. Or if someone
else was teaching him, let it be them. Because it just,
it was awkward playing the stuff a legend as a traitor
when I'm also the one teaching the game to everyone. Yeah, that makes sense. And, you know,
your alignment can change during the game. So I don't think it'd be to
a detriment to have you just always start as the
one who's teaching it. Right.
As that set. Right.
Because then once we switch cards with someone, it's all up in the air.
But by the time that happens,
you probably played the game enough that everyone gets it by then.
Now, do you have any thoughts from our first play?
Because you weren't here last week
to share your thoughts. Yeah,
I actually really enjoyed our first play. An
d then I was dissecting
it later and I thought maybe it was just
because it was still novel. And it was a real sense
of discovery as we were, you know, exploring the game,
flipping up new cards and stuff.
It was a curiosity for what was going to happen next.
And I really like the aesthetic. I like the theme.
And it made me curious to check out the comic books.
And I was amused because it was the first
time that I played a game with,
we might have with the older kid, but I think this was the firs
t
time with the younger kid where we played a hidden
traitor game and I betrayed them. And days later, our youngest was randomly
coming up to me and being like, you, you betrayed me.
Mom, the betrayer. And it just,
it made me laugh, you know. And that was her being silly.
That wasn't her being scarred. That's her sense of humor. It was just, yeah, we were having a
good chuckle over it. So that amused me. While you were off playing Stuff of Legend,
I was having fun learning a new game.
So Eggman
Jr. had brought out his
copy of Brian Boru. So first off,
I really love it when I don't have to teach and I love sitting down
and learning a new game. Wait, wait, did someone clip that?
Right now? Deanna just said, I love sitting
down and learning a new game. I do. I do.
Actually, I love learning new games. I just hate not getting old
games ever back to the table. It's two different things. So Brian Boru is an interesting
mix of card drafting and trick-taking and area majority.
So you win tricks
and that lets you claim cities.
But even when you lose a trick,
you get to claim a reward based on the card that you played.
And honestly, deciding what to throw away when
was more fun than trying to win the tricks.
It was a neat game. I'd love to give it a second go sometime.
Yeah, I want to try that one. You know how much we
love trick-taking games. And well,
now you're throwing all these things. The only thing I was
shocked by is that it's a long trick-taking game.
I expect short from trick-
taking. There was a learn,
like it was a learning game. There was a teach
at the beginning. And I do know you had
some brand new players. So next up for me,
I kept the same group. We talked about splitting up,
but everyone seemed to be doing their own thing at the time.
And we just had a good experience playing. a cooperative game together, right?
Well, semi-cooperative game.
So the group was already kind of gelling.
So honestly, to be fair, Stuff A Legend was a good
icebreaker game in a way. Be
cause I did have
people at the table. I had played with everyone
at the table independently, but it was the first
time some of them had played with each other.
What I broke out then was Endangered. This is from our sponsor,
Grand Gamers Guild. The game about saving a species. And in this case, we played the tigers. And
holy cow, I think that was one of the best game experiences I've
had at the Barbershop Bar.
The group I was with were just into it. They were really digging it.
People were asking
, where do I get this game?
It was one of the feats. Everyone was like, yeah, thanks for
getting it. No, people were like, oh, Mo, thank you for teaching me that game at the
end. Like, oh, thank you for teaching that. Thank you for inviting us to your table.
And I'm like, yes, I get thanks at the end, but this was emphatic,
enthusiastic enjoyment of Endangered. Now, I've enjoyed the game. And the kids enjoyed the game. And your mom
enjoyed the game. But even our whole family playing together did
n't
have the excitement, the tension, the leaning in, the,
we've got to get these votes. We've got to get,
oh, what's this? Why don't you do that?
And honestly, despite the game being really easy to quarterback,
there wasn't that though. This felt more
like collaboration, which was really cool to see.
And I got to say this was the closest game
we ever had where we won. We did lose the
first voting round and it was lost by a die roll.
Like, it was just a matter of if we had rolled a four or highe
r,
we would have won the first round.
The second voting round, we only secured four votes,
even though we had five countries with
influence and only got that last vote on the player's turn.
Now at this point though,
we'd left nothing to random chance. We knew we had it.
It was just a matter of figuring out, deducing,
solving the puzzle of how to have enough influence groups
in the right spot and to make sure we were safe
no matter what cards came up, where the devastation
happened or when the, I
forget what the flip up a
card bad thing happens. Do you have anything you want to say about
Endangered since we haven't heard your thoughts yet? That's awesome that everyone
had such a good time playing that one. It has the cutest darn meeple ever.
Like, we have that mini expansion that's sitting
there waiting to be played and it has monarch butterfly Meeples.
They're just so damn cute. And otters, otter meeple.
I was amused because we played it with Sean
and I'm like, look, we have otters. I
like the deeming. I like the whole dice placement mechanic.
The way you need to place a higher die and
the way your spots remain locked,
used up until your next go. So that picking out who will
go when ends up being a big part of the strategy.
Yeah. All right. Next one for me is I taught a
quick game of The Chameleon. I had just picked it up
the day before for the family day weekend.
We asked the kids, what do you guys want to do?
And we're like, play board games and we want to go thrifting.
So
we actually drove around the city,
hit a bunch of thrift stores,
and I managed to find a complete copy of the chameleon for $2.75 or
something ridiculous like that. And took a risk on it. I pushed my luck
because this was found at a Goodwill. And unlike Value Village,
who just kind of puts tape over, sorry, elastics on their games,
they put tape, packing tape, so much packing tape.
They obviously did not want you to check to
see if this game was complete. Now, I don't know,
and what I'd hope is
they did this already in
the back room and they've checked to see if it's
complete and then taped it. up. But it was so much tape.
But I got it home, brought it home,
opened it up and like not only complete,
but like in excellent shape. Like, you know how some card
games instead of shrink wrap have that little paper
sleeve to hold the cards? Someone had put
them back in the sleeves. I don't even do that.
I take good care of my games and I don't keep the cards
in their little sleeves. So that was
pretty nice. Yeah.
When you first opened it, you were trying to figure out if it had
even been played. Yes. Overall, it was pretty cool for a
thrift store find. You lucked out there. Yeah, it was a nice one.
Now, for those that don't know The Chameleon,
it's a social deduction game, which sounded great in theory,
but the first actual play was
rougher than I expected. So what the game is,
the real basics are that everyone knows a word and everyone in the group,
everyone playing knows the
word ex
cept one player. That one player is the chameleon.
The goal of the people who know the word
is to find the chameleon. The goal of The
Chameleon is to stay hidden, blend in with everyone else
so they don't get found out. Now the words are
grouped on a grid, so they're kind of together.
So like we actually had fantasy series as one of them,
which was kind of cool. We had another one was a geography and it
was various types of landscapes and so on. So you get these different kind of things,
so you
kind of have an idea
what you're talking about. And the whole thing is
it goes around the group and you go,
you're only allowed to say one thing. So think Codenames.
It really reminded me of giving clues in Codenames
where you say one word and it goes to the next player.
So then they say a word, they say a word, they say a
word, they say a word, then everyone votes. That had a steeper than
I expected learning curve. Like when I read it, I'm like,
that sounds fantastic. That sounds great.
It soun
ds like a great game. Then we sat down to
play it and it is so hard as the players who know
the word to not just spoil it. Right.
So in our first game, Cav's like: "Hobbits" I'm like,
you don't even have to know what the words are to know what
that probable word clue is. Like you don't even need the category,
right? Well, the fun part when he said that,
though, was that the chameleon
then just played along and we ended up
guessing the wrong person because everyone said
something that applied to
Lord of the Rings. So I don't know, it's
fascinating, but there's a learning curve there that I wasn't expecting.
I have a feeling this is going to take
more plays or I'm going to have to play it more
so I can teach it with a bit of a lead in.
The biggest problem, though, is the loyalty card problem,
which is the person that is not the chameleon
is given this giant grid that they have to
look up 2d6 on to find and then compare it to
something that's on the table, whereas the chameleon
gets a car
d that says you are the chameleon.
And I hate that because if anyone's paying attention,
they're going to know who the chameleon is.
So I get into this in a lot more detail over on our Patreon.
So what I did Tuesday,
I actually posted up a full first thoughts article where I go into
a lot more detail about this game, why I picked it up,
what had me convinced it was going to be
great and why it didn't quite go as well as I thought.
So head over to patreon.com/tabletopbellhop
to learn even more of
my first impressions of the chameleon. Yeah, that's that's interesting. Like it's a social deduction game,
which normally, no, not for me. But I'm kind of
curious to try this one out. Now, one of the things you'll like is the only deception is if
you're the chameleon and at that final round,
when players are like, you, you must be the chameleon.
And you're like, no, not me. I'm not.
Like up until that point, you're just trying to fit in.
You're giving honest answers. So I did appreciate
that as
pect of it. That looking up on the grids
reminded me of Psychobabble. I remember playing Psychobabble and trying to pretend I'm looking
at the wrong part of the board. Exactly. Exactly. It's the same thing. Oh, while you were doing that,
I was teaching a game of Star Trek
Super Skill Pinball. And a few things stood out for me here.
I actually didn't mind teaching it. Nice. Yeah.
So, I mean, it's a pinball game. Your ball falls down the table.
That just makes sense. It felt easy to explain
becaus
e of that. But I was explaining it to gamers,
so that helped too. Again,
one of the folks at the table wasn't a Star Trek fan,
and in his words, had only ever seen maybe five episodes.
But the game still worked and it was still
enjoyable for everyone. Um, yeah, I just really dig that game.
It was fun. And, um, we haven't tried some of the boards in that yet,
and I'm excited to get to them eventually. Yeah, we have two more boards we haven't
even touched yet. We've got the lower decks and then th
e next generation board table.
So, yeah, looking forward to checking out more of that game.
And I got to say, at this point, I've added Super
Skill Pinball 4K to my wishlist. Though I was
looking at the new one. There's a new expansion,
like the Ramp It Up, I think it's called. Those boards look a
little silly, but I now have the original. Now that I played the Star Trek, I want to
check out the original. It's now on my wishlist. Next up, Sunday Night Gaming at These Mums,
something we try to do
every weekend, where we almost literally
cracked open Dimensions. Man,
did that make a lot of noise. This is from Mysterious Package Company,
the same company that
makes Ghost in the Machine, which we reviewed earlier. And I got to
say, despite being from the same company, this is a very different game than
what we talked about at length earlier. Yeah, it's a totally different flavor.
Ghost in the Machine is a murder mystery, and this is very
much an escape room. Solve the puzzles with nice
sto
ry bits to glue it all together. Now, anyone who's looked into this game has
probably seen the pics of the Dollhouse. You might remember the Kickstarter,
which did ridiculously well.
What blew me away? Everyone's talking about the Dollhouse.
But a big part of this game that I've never
seen until we unboxed it ourselves is the journal.
So what you have, and where the actual puzzles are,
and where the clues are, is in this scrapbook.
It is a scrapbook left by five previous
investigators who came b
efore you and failed.
And that is as much a part of the game as
the big fold-out mansion. Yeah,
I was pleasantly surprised by the fact that the Dollhouse is
cool enough on its own, but that scrapbook? Just that, if you
put that in a box and called it the game, would have been a pretty
cool game all on its own, and a unique thing
with lots of interesting... I don't want to... I'm always...
With these, I don't want to spoil anything. Yeah. I'm flipping through, and there's
some really unique stuff
in that book. Yeah, this one, though,
is more of a puzzle side of things. There is a mystery. You are. trying to figure something out, and there
are clues leading towards it. You're trying to figure out what's
going on in the house, and you are trying to
find out what happened to the previous investigators.
But all of that is just leading you to solve
very escape room-like puzzles. Now, the neat part is because you
have this physical thing in front of you, it feels like an escape room.
You're l
iterally manipulating things in
rooms and holding things up to other things to compare them,
counting things around the room.
It just did such a great job. I don't even know how...
This is an escape room in a box, because it gives
you the whole dang room in the box. It's an escape the Dollhouse. Yes. And it's not just...
It pops up furniture, and there's a toilet. There's cupboards.
It was... I don't know. And yes, the toilet seat lifts. Yeah. It was just...
It was neat. They did a really cool t
hing with a...
I think they called it a recharge pack. I'm trying to remember
what the actual terminology on it was. I thought it was a regifting pack. Regifting pack.
But there's a big envelope in the box. And oh, yeah.
And then also in the bottom of the box,
there's a safe that's locked that's in the bottom of the box too.
So again, that's something else that was neat.
But there's this regifting pack,
and so it lets you reset the game when you're done playing
it so someone else can use it, whi
ch is cool.
But what I liked was it had the little instructions
there explaining that as you're playing the game,
there'll be a little skull sign. And whenever you
see that skull sign, you know you're free to tear it up,
destroy it, manipulate it, write on it,
whatever, because you're going to have
this recharge version to replace so you can
still give the game to someone else,
which I thought was really cool. Yeah. I'm enjoying this one.
This one's neat. There was just some
neat stuff that you
couldn't get any other way. Like to solve one of the
puzzles, you had to retrace someone's steps through the house.
And I can't see doing that with an exit game or a which-way book,
right? Like it had puzzles I
don't think you could easily do in any other form,
which I thought was neat. Like technically you
could be looking at a map and tracing someone's path that way,
but it just wouldn't have been as...
Yeah, but it's not the same as this. This is very 3D.
The puzzles were very 3D. Yeah. All r
ight.
Next up is a five-player game of Dubious from Arcane Wonders. This is
one off the pile of shame and obligation. First-time play.
This was our first experience, so I'm sure we played extreme
and messed up something and didn't do it properly.
I may or may not do up a first thoughts over on Patreon,
but what I will say at this point is this is
just a uniquely placed game. It's a mix of indie role-playing game,
improv-style indie role-playing game where you have to come up with stuff on the sp
ot,
and a social deduction game.
And not in a hidden traitor social deduction,
in a try to figure out everyone's roles.
It's a hidden traitor in the fact that everyone's a traitor,
I guess. The basic mechanics here is
everyone gets an occupation and a secret,
and they're given two cards of each. So two occupation
cards and two secrets. There are 14, I think, of each of these.
So you know what you have,
you know what you didn't take, you know how many players there are,
and you're going to use th
at information
to try to guess everyone else's occupation and secret.
Now the role-playing comes in with,
after you pick this, they actually tell you spend like two
to five minutes thinking about a character.
Like come up with who you are. Think about, you know, what your background
is, what you look like, and all that stuff. Once everyone's got their character,
you're going to go through a
deck of question cards, and every game is
going to have five of them. Two are based on appearance,
and thr
ee are other generic questions. Everyone
gets to answer the questions one at a time, and then at the end,
you're going to refresh everyone by reading
through all of them. And while you're answering the questions,
everyone else has like a workbook that
they're going to use to try to deduce what your
occupation and secret is. Now, if you do this and
everyone gets your occupation right, you know,
like bang on, you got it right, no points, right?
Think Dixit, scoring in a way. Same thing,
if no one
guesses your occupation, terrible, no points.
Now, if just one person out of your entire group
gets your occupation wrong, that's perfect scoring.
And a perfect game would be you
get everyone else's right and every one person
gets each of yours wrong. Very neat game. Yeah,
I knew I was in for something interesting because you were
sitting there reading the rulebook and you kept going,
this is fascinating. I said, what are we playing next?
You're like, it's fascinating.
Yeah, it was super fun. Th
e kids got into it,
everyone was laughing and having a good time.
The role playing aspects were fun. I'm so glad we
took this home as a review copy because it is not something
I would have looked at twice, honestly. Yeah, right?
Social deduction game. Why would Moe grab this one?
Unless it's $2.75 at Goodwill. All right,
last physical game of our last little period,
our last gaming period since last time we were here is My City.
Mr. Knizia and Cosmos, four of us, me, Dee,
and the kids sat down a
nd finished all three games of Chapter 2,
Churches. Which anyone who's
picked up the envelope for Chapter 2 knows this is in here, so I'm not
spoiling anything by saying this added new tiles to the game,
new scoring opportunities, and the biggest change
is less predictability, which I thought was fascinating.
Now, I don't want to say too much
because I don't want to actually spoil the game for anyone,
but what I will say is this new stuff
made the decisions harder. Honestly, at some points,
agon
izing. Man, it's rough now.
It's not the quick, light, fun game it was
just one chapter ago. There's a lot more to think about.
It's now more important than ever to plan ahead.
And you're going to find yourself playing the odds,
like to the fact that I would even say there's
a push-your-luck element in this game now when you
get to near the end of a chapter. Yeah, I mean,
in this style of game, it's always neat because
we started out identical, right?
And as we go further now, we've really diver
ged at this point.
And that part's been interesting to see how much we're different
already and just into Chapter 2, right? I like how we play three games in a row,
and I like how each individual
game is nice and short. But overall, we're playing a full chapter,
so that's just meaty enough to feel like we actually did something
every time we sit down. So, I've been digging it. Though I may
rename it to Misery City if it keeps up. Oh, yeah, I could see that.
Yeah, I like how quick the games have
been going.
Like, we wrapped up three rounds in about an hour, I think,
maybe a little bit more. I wasn't actually watching.
Yeah, I think it was about an hour.
And I mentioned this last time and it still stays true.
Despite the fact you are playing the same
game three times in a row, the little subtle
differences in each chapter have kept things fresh.
Now, I will say from Chapter 1 to Chapter 2
was a significant change. There was a big step there.
Things changed quite a bit. But between the th
ree
chapters in Chapter 2, or the three games in Chapter 2,
there was just a little tweak each time.
Just a little thing that they changed
that just made it slightly more interesting.
And that, I think, is what makes it keep feeling fresh.
Why I'm willing to play three games in a row.
Yeah, exactly that. Like, it's just incremental.
You're playing the same game over and over again with
just small changes each time. And there's, I don't know, there's just
something super satisfying about that. An
d there's also a lot of
great catch-up mechanics that are built into the game,
so there's no runaway leader problem.
Yeah, at this point, our scores are all one
point away from each other. Like,
I think the biggest gap from first to last is two points on
the overall scale of things. It might even be one point. The other thing we saw
is the first tiebreaker. We had to go two tiebreakers
apart from each other, which was kind of interesting to see,
especially because our boards are
not the same any
more. Like,
the board you're playing on is different. The tiles in our supplies
are now different. There, I guess that's a bit of a spoiler.
Sorry, maybe I shouldn't have said that. So you did the tiebreaker,
and then the tiebreaker,
and then didn't you go to the third one? It was you and Jen. No, it was the
second one. It was the second one, I think. Maybe it was the third. We tied.
We tied on the tiebreaker. Then I think we went
through the next tiebreaker. And there were more.
Like, that's so
mething else I got to say. This game has more tiebreakers than any
game I've seen, which is important because someone has to win
because of the way you divvy up prizes at the end.
And it does continue to do the thing where the winners tend to get
punished and the losers tend to get bonuses. There was less punishing of the winners,
which was nice to see, actually.
Finally, I got one other one to talk about. I wanted to talk about
this one with Sean. I don't even know if he's tried it yet,
but the
re is now a Point Salad app.
I don't even know who to thank,
but someone got a hold of us email and offered us keys to
check it out as long as we talk about it.
I apologize for not even knowing. It's whoever developed the app.
This is now on Steam, iOS, and Android.
And the big thing here is it's cross-platform.
So if you have it on Steam and I have it on iOS,
and Deanna's got it on her Android phone, we could all play
a game of Point Salad together. So far, I'm impressed with it. I haven't done
...
I did more games than anyone else because I had to
wait for Mexican food. So I got in a lot of solo plays,
but we also did try a pass-and-play. It's Point Salad.
It plays like Point Salad. If you know Point Salad, you know how
to play this game. It is a little prettier. I thought the theme
actually worked a little better here because I never
noticed the point cards. We always talked about
point cards were plates. So you're actually scoring
what's on your plates at the end of the game.
And I
totally missed that in the physical game,
whereas on the app, it looks like plates.
So I'm like, oh, that's cool. Finding a game was easy.
I could have found someone online to play any time.
There was no waiting rooms where I
had to sit there for a while. It was just there.
And like I said, the cross-platform seems great, though
I will admit we haven't tried it yet. So I can't decide on this one.
I need to play it a few more times.
I've just played it once, pass-and-play. But just my gut reactio
n playing it once
is I strongly prefer the paper version. I don't like how it keeps track of the
math ongoing as you play. And I just... something about the way you
have to toggle to look at which cards other people are collecting.
I don't know, something about just... it didn't click
for me. It just didn't feel as enjoyable. Yeah,
I think it kind of has the problem I have with the Onitama app.
You have to get the thing passed to you and then look to see what
changed as opposed to seeing it happ
en. Maybe if we weren't playing pass-and-play,
you would see what the other players are drafting.
But then I think you'd still have to tap to be
able to see their full spread. And yeah, I'm with you on the tracking
everyone's score, because to me, that does take something
away from the game. Yes,
Point Salad is all open information. The math's not hard,
but it does take some time to add up everyone's score.
And you're not always willing to sit there before you
draft a card to look at what everyo
ne else
has and do all the math to make an optimal move.
And if you play like that, you're probably just going
to frustrate your opponents. And I've found some of the fun of Point
Salad is getting away with something, right? Like someone not
noticing that point card you have or not realizing you've
got a combination going. And you can't get
that from the app. No, that exactly right.
You can't be sneaky. The game's just too
transparent with everything. It is nice. I love pass-and-play games. I
lo
ve that it has the pass-and-play feature. And I like that it's in
your phone and we can pull it out when we don't
have the game with us, which is actually why we
ended up pulling it out that day. This is definitely
more portable. All right. That's it for our games played.
But you know what? We have Deanna here, and that doesn't happen all that often.
And she's not always with us live. So are there any games we've
been playing lately that you want to share your thoughts on?
Especially if it's som
ething you disagree
with Sean and I on. It doesn't have to be
something we just played last week,
like something we talked about two weeks ago or something when
we were talking about kids table board games or something.
Is there anything you'd like to share or do
you have a new favourite game you want to hype? Well, I've already
gone on about both Ghost in the Machine and Doomensions.
So what else? I've really been enjoying Marrakesh.
That one is just fun. There's something about
that game I fin
d so satisfying. I think it's replacing Trajan
as my new favourite Feld. I could talk about how much I've been loving
Zensū, because that game is phenomenal. Oh my god, Destinies.
We played Destinies. We finally got that to the table
and I know Mo mentioned it I think it was last episode,
but there's something about that game.
Okay, there was this Amiga game that we played back in
the day and I think it was called Darklands and it
turns out it was based on the Dark Eye, which is Aventuria.
So th
e setting just felt like that to me.
It felt like that whole. Saints are real.
We're going to go in the Middle Ages, church,
God, Jesus, all of that, but it's all real.
There are witches, there are werewolves, you can go pray
and actually get blessed by God. That's what it reminded me of and also even
the very witch way elements in the game reminded me of that as well.
I don't know, it really did it for me.
It felt like a roleplaying game, like a witch way book,
like a really good which-way book
roleplaying
game kind of thing going on. And even though I lost,
I was super sucked into the game and
couldn't wait to play it again. Fair enough.
Yeah, I gotta say the first time you go into,
I think we both did the same thing in the first scenario,
you go in to talk to the priest and just
seeing that menu of things you could do did give me
flashbacks to Darklands or any of the other,
that style of roleplaying game, not a computer roleplaying game,
which I hadn't really even
thought of it as a
computer roleplaying game,
but it really does kind of scratch that itch.
It feels like you're playing through, not a JRPG though,
like a very Ameritrash RPG. Right, because I need
you at that table to play this. I wouldn't want to
be playing a solo. I don't know if you
can play it solo. I wouldn't want to play a solo version.
That two player interacting with you,
playing against you, that's what brought the game, right?
Yeah, yeah. Especially with you completing
things I wanted to compete. Ther
e was definitely
some competition there. That's the other thing
that's worth calling out. I don't know how much
we went into that last week. This is a competitive game. There is a winner.
You are trying to win. This is not a cooperative adventure,
happy, let's go save the town together game.
When you're trying to hide your win condition and
bluff a bit while you're trying to complete it, it's neat.
Yeah, because if it becomes too obvious
what your win condition is, the other player then
can go t
ry to stop you from accomplishing it,
which we didn't do a lot of that. But like once you saw,
I don't want to spoil anything. Nevermind. I'll just stop. Yep. All right. As for the coming weeks, we'd
like to talk about this. Hopefully things calm down for Sean.
He gets through this tumultuous time with
his job and his company still intact and we can
start playing games with Sean again and we can
get him back in the show. Not that we don't appreciate
Dana being here, of course. I've got a bunch o
f
unboxings recorded, like I think we counted
them up the other day and it was like nine or
18 or something of them. So we're going to try
to get out two of those a week in the future.
Again, I didn't get through this week because again,
Sean's the one that does the editing. I'm still working
on catching up on written reviews.
I did get a couple up this past week. So you can now
find reviews of... what did I think are the ones? That's
that's without me actually looking it up. Head over to
Tablet
opbellhop.com to read those. Even if you've listened
to our audio reviews, I do go into more detail in general in the
written reviews, cover a few more things, and share lots of pictures.
Now, as for games, I think Dee would
slaughter me if I didn't allow us to continue
playing Dimensions over at Brenda's on Sunday. And my youngest
daughter has insisted we play Dubious again. So I think I'm going to
be bringing both of those. And I'd like to,
with the girls, get in another chapter of My City.
I
don't know if there'll be much else going on, but we're going to
try to at least fit those in by next week. Yeah, we're on the same page there. More
Dimensions, more My City. I think the only other thing I'm doing
is starting tomorrow and planning on looking at
the list of publishers and. figuring out all the
games I want to check out at Gamma because there's
so much that I'm looking forward to there.
Yeah, that is on our schedule for Thursday. Thursday is Gamma Day. We have so many emails from
people who want to meet up. We gotta whittle that down.
Before we sign off for the night,
let's take a moment to thank a selection of our awesome Tabletop
Bellhop Patreon patrons. Starting with Jeff
and Sheila Seuss. Thank you, Seusses.
And thank you, Kat and Tori Dome. Brian Van Beek.
Thank you, Brian. William Fisher. Thank you. Andrew Dacey.
Thank you, Andrew. Did you just hear a double bell?
Probably. I think you guys did.
Yeah, there was a bell, right?
I'm going to pretend I heard a double b
ell because it's time
to shut the lobby doors and lock things up.
Well, we can't be here 24-7. You can always find
us at TabletopBellhop.com all over the web as TabletopBellhop, and on your podcatcher of choice as the Tabletop Bellhop Gaming Podcast.
Now, the one thing we all love, Deanna, Sean,
and I, almost as much as games, is coffee.
If you enjoyed the show tonight, why not buy us a
coffee over at ko-fi.com That's ko-fi.com/tabletopbellhop And you can also
show your support by giving us a th
umbs up,
a like, leave a comment, or just by telling your friends
and fellow gamers about our show. For the Tabletop Bellhop Gaming Podcast,
I am your Tabletop Bellhop, Moe Tousignant. And I am the behind-the-scenes
magic that makes all of this work, Deanna.
Thank you, and game on.
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