Did we unearth any hidden treasures you’ve been missing out on? Let’s find out!

First up: As an unlikely pair, we try to coordinate our tactics through the crossfire of romance in Fog Of Love
Next up: we make our moves in the legendary city-state of Naqala to gain the Sultan’s favor in Five Tribes.
And lastly: Is a ZARF an ornamental cup holder or a commercial coin buffer? We make our best guess in Call My Bluff

Fog of Love

Designed by: Jacob Jaskov
Published by: Hush Hush Projects (2017)
Players: 2
Ages: 17 & up
Time: 60 – 120 min

Fog of Love is a game for two. The players will play characters that become a couple, wending their way through a love story.  Players first build their characters’ occupations, features and aspects (in a collaborative process). Then, the players choose traits that they will keep secret.  The Love Story is separated into chapter and scene cards that tell the story. Throughout the story, the player characters will have decisions to make. Using their choice tokens, they each secretly decide (and then reveal) their choices.  Depending on their choices, one or both players may score points.

During the game the players will try to score points to help them achieve their private destinies — and reach their trait goals.  Whether that results in a successful relationship depends on who their characters are.

Five Tribes: The Djinns of Naqala

Designed by: Bruno Cathala
Published by: Days of Wonder (2014)
Players: 2 – 4
Ages: 13 & up
Run time: 40 – 80 min

Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala.

In a unique twist on the “worker placement” genre, Five Tribes begins with the meeples already in place! Players must cleverly maneuver them over tiles marking the villages, markets, oases, and sacred places of Naqala. How, when, and where you displace these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure.

On you turn, you pick up all the meeples at one location, and then drop them on adjacent tiles, one meeple per tile as you proceed. The last meeple you place must match a meeple on the last tile. Remove all the meeples of that color, and perform that tribe’s action. If, in so doing, you cleared all the meeples from that tile, you also place one of your camels there to claim the location. Then you perform that tile’s action: placing a palm tree or palace, buying goods from the Market, or summoning a Djinn.

The game ends when one player has placed 11 camels, or there are no more legal meeple moves. The player with the most Victory Points becomes the Great Sultan of Naqala!

Call My Bluff

Published by: Milton Bradley (1965)
Players: 2 – 6
Ages: 10 & up
Run time: ~ 60 min

In Call My Bluff, players are divided into 2 teams (the red and the blue). Each player on each team receives a book of definitions for their team’s words (a red book to each player on the red team containing the definitions of the red words, and a blue book to each player on the blue team containing the definitions of the blue words.)

The game starts with the red team displaying a word. Then each member of the red team offers a definition for that that word by referring to the book they have been issued. In the book is either the word’s true definition —  or the single word, “BLUFF”. If it reads BLUFF in your book, you have to invent a definition for the word.

It is now up to the blue team to guess which definition is correct. Blue team members confer before making their guess.  In games of less than 6 total players, it is possible that all definitions offered are all bluffs. If they guess correctly, the blue team wins $50. If they guess wrong, the red team wins it.

A standard game runs 8 guesses (4 for each team). The team with the most money at the end is declared the winner.

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