|Release: 9/19/2018||Download: Enhanced | MP3|
|Run Time: 75 min||Subscribe: Enhanced | MP3 | RSS|
|There are lots of gems buried in this here mine. It’ll take some dynamite and a bit of luck to get the shiny ones you want without collecting cursed ones that’ll cost you dearly.
In Ya Blew It, you roll your stick of dynamite (a nifty 8-sided die!) trying to scoop up the best claims of gems before the prospector decides to nab them all. Mining is a high risk and reward business, so you have to play your cards just right to know when to press your luck and when to play it safe. The more you can build and protect your glittering collection, the more you’ll cash in for big points.
Tune in to explore the game and learn why we think Ya Blew offers up a heap of simple, addictive Major Fun.
Listen in for a full review and discussion.
Ya Blew It!
Publisher: Wonder Forge
3-6 players 15-20 min ages 8+ MSRP $17
For info on the The Meal and Sorting Table segments featured on the show, check out the show notes at The Spiel!
Music credits include:
Dodge Dice is a wonderfully minimalist press-your-luck game. Ten dice and some chips are all it takes to give you a lot of tough choices in the face of random chance.
Eight of the dice are the Dodge Dice. These have three blue sides, two green sides, and one red side. One die is the Penalty Die. Similar to the Dodge Dice, the Penalty Die has three blue, two green, and one red sides; however, each side also has a number value: blue = 10, green = 20, and red = 40. The final die is the Action Die. This die either stops the round immediately or effects the final penalty score.
The starting player rolls all the dice. Whatever color the Penalty Die shows is the color that must remain face up in future rolls. The first player puts the Penalty Die and any matching Dodge Dice in the middle of the table and passes the rest of the dice to the next player. That player rolls all the dice, setting aside any that are the same color as those in the middle and passing the rest.
The goal of the game is to have the fewest points. You earn points if the round stops on your turn. There are two ways for the round to stop. First, if the STOP symbol comes up on the Action Die when you roll the round stops (duh). Second, if all the Dodge Dice are the same color, the round stops.
If the round stops on you, you earn the number of points on the Penalty Die BUT this can be changed by the Action Die. The points can be doubled or tripled. The points could actually be subtracted from your score or the points could be passed to one of the other players. Of the six possibilities that could happen to you when the round stops, four of them are bad for you but two are good.
So, because this is a press-your-luck game there must be some choice to make so that you could conceivably avoid a bad outcome. That’s where the chips come in. Every player has two Skip Chips. You can play one before you roll to pass the dice to the next player or you can play two chips to skip AFTER you have rolled. Skip Chips can replenish with a lucky roll of the Action Die, but these chips become very valuable in those long rounds toward the end of the game.
There’s a lot of nail-biting and analysis paralysis that accompanies some of these rolls. Do you take a few points now so you can save your chips for later? Do you roll and spend your chips only if you have to? Is it better for you to take a few points if it means preventing someone from ending the game?
All good questions and all Major Fun.
2 – 6 players. Ages 8+
Dodge Dice was designed by Eric Messersmith and Mike Mandolese and is © 2014 by Gamewright.