Welcome to Which Game First where we boldly explore the hilariously huge world of board games. Did we unearth any hidden treasures you’ve been missing out on? Let’s find out!

First: We play the scariest game of dictionary ever in Werewords!
Next: We outbid the other conglomerates to turn copper into gold in Tinners’ Trail!
Lastly: We intimidate our neighbors in a cold war showdown in Summit!

Werewords (Deluxe Edition)

Designed by: Ted Alspach
Published by: Bézier Games (2018)
Players: 4 – 20 (base game); 2 – 3 (speedwords variant)
Ages: 8 & up
Playing time: 10 min 

In Werewords, players guess a secret word by asking “yes” or “no” questions. Figure out the magic word before time is up, and you win! However, one of the players is secretly a werewolf who is not only working against you, but also knows the word. If you don’t guess the word in time, you can still win by identifying the werewolf!

To help you out, one player is the Seer, who knows the word but must not be too obvious when helping you figure it out; if the word is guessed, the werewolf can pull out a win by identifying the Seer!  Werewords?  Therewords!

Tinners’ Trail (Remastered Edition)

Designed by: Martin Wallace & David Digby
Published by: Ally Cat Games (2021)
Players: 1 – 5
Ages: 14 & up
Playing time: 90 min

In Tinners’ Trail, set in 19th century Cornwall, you represent a mining conglomerate at the height of the tin and copper mining industry. You must buy plots of land across Cornwall in auctions and survey them for tin and copper, always managing your “work points” and money effectively.

Once you win an auction and place your mine, it’s time to extract the ore and (ideally) make a profit, but the deeper your mine goes, the more expensive the process gets. To reduce the cost of mining, you can place developments, such as ports, train stations, and adits (drainage tunnels), but there’s only so many improvements to go around. Once you have made your money — trying to time the market to sell when prices are high — you can invest it in industries outside of Cornwall, which gains you victory points. The earlier you invest, the better the return. Can you outplay the competition and make the most money, or will you be left without two shillings to rub together?


Designed by: Olaf Helmer, Lloyd S. Shapley
Published by: Milton Bradley (1961)
Players: 3 – 6
Ages: 12 & up

Summit is a cold-war era board game in which players run one of the major economic and military powers from 1961. The goal of the game is to score the most victory points by using influence and popularity to gain control of the most valuable foreign territories on the board.

There are 4 phases in each player’s turn: production, current events, diplomatic action, and then building

Production means turning out raw materials and power chips.  Current events are random events that unfold during a player’s turn. Diplomatic action allows the player to negotiate alliances, as well as forcing other players to dismantle their missile bases. And the building phase is used to turn in those raw materials to build mills, factories, and more missile bases.

If a current event calls for a census, players can convert mils to factories to gain VP’s. If a current event calls for the Summit Conference, this triggers the end game round. The player with the most VP’s is the winner. Time to Sum It Up!

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