by A.J. Coltrane
GNOIF #16 Recap — New GNOIF On The Block (Games that have only been played a few times at GNOIF.)
Games That Got Played — Castle Panic, Dead Fellas, Fluxx, Forbidden Desert, Get Dr. Lucky, Run For Your Life Candyman, Star Realms, Ultimate Werewolf, We Didn’t Playtest This At All.
Games That Didn’t Get Played — Batt’l Kha’os, Carcassonne, Medina, Pirates Cove, Power Grid, Seven Wonders, Small World.
GNOIF turned sweet sixteen, and we celebrated by offering games that hadn’t been seen much in past events. Not too surprisingly, everyone gravitated to stuff that at least a few people knew how to play… and almost all the games played could be categorized as “light”. It seems starting from scratch by reading a big rulebook and then teaching is too slow when there are games that need little introduction. (I started to type “introducation”. That word doesn’t exist, but I think it should. It’s perfect for what I’m trying to describe.)
Which sort of makes it funny that the big hit of the evening was new to everyone. Ultimate Werewolf. One person went into the other room, read the (tiny) rulebook, then taught it to the group of ten players. It has some similarities to Resistance or Mafia, which helped the learning curve.
The concept is that some of the players are Werewolves, some are Villagers, and some are “special” roles such as “Seer”, the “Hunter”, or “The Village Idiot”. Each player’s role is a secret. The Werewolves try to eat the Villagers, and the Villagers try not to get eaten… there’s more to it than that, but that’s the gist of it. Suitable for 5 to 30 players, and best at 10-15 players, it made a good substitute for some of the other “late in the evening” games we’ve been playing, such as Bang! or The Worst Card Game Ever. It was loud, boisterous, and not too heavy on the thinking.
Bonus boy cat pic:
He’s long. That’s a dog bed.
Ultimate Werewolf must have come out after I bagged for the evening. Always good to add one to the roster.
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