Unwritten Rules: I Must See the Ending

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Our good friends recently bought us Qwirkle, a tile-based game that has the universal appeal of Rummikub. Qwirkle pits 2-4 players into matching colors and shapes for maximum points per turn.

Qwirkle comes with a cloth bag that serves two purposes:

  1. Serves as a place to store all of the tiles when done with the game.
  2. Acts as a draw pile/bag to pass around, as players must keep 6 tiles in their hands at all times.

For me, the bag of tiles also acts as a visual indicator to show me how much longer the game is going to take to play. One of my unwritten rules, with tabletop games, is that I have to be able to visually see/know that the game is going to end. Too many long games of RiskSettlers of Catan, and Killer Bunnies and the Quest for the Magic Carrot have burned me out on 2+ hour games.

Knowing that the game is going to end gives me hope; Hope that I won’t be treated as a tabletop hostage.

 

A few games that embrace this rule:

  • King Domino
  • Carcassonne
  • Chicken Foot (a Dominos-like variation)
  • Cranium Whoonu
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Armello and the Matter of Text

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I was recently given a review code for Armello, a digital role-playing strategy board game. Imagine HearthstoneRisk, and the Redwall book series put into a blender. The end result is a fantasy setting filled with animals, intrigue, and violence.

Below is some video from the first tutorial mission:

Right away you’ll notice that Armello suffers from text sizing issues on the PS4. The developer, League of Geeks, is aware of the matter and has stated that they are working on a solution. In the meantime, I get to sit up closer to my television. Not sure how I feel about that. The whole purpose of playing a game on a console is to relax. There is nothing relaxing about sitting right up next to the TV. I can hear my late Great Grandma Nelson telling me to back away, one does not want to become blind.

May the patch come soon.