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Merry Christmas to all those celebrating! Christmas makes me think of ham for dinner, so here's this week's

Game of the Week: DEVIL BUNNY NEEDS A HAM

Devil Bunny Needs a Ham at Board Game Geek

You are a highly trained sous chef who decides to scale a building. Devil Bunny needs a ham, and thinks he can get one if he can knock you off the building. Devil Bunny's logic is not very good...

Every player controls three tokens representing their sous chefs. Players start on the ground floor. Three dice are rolled on your turn. If you roll a 6, Devil Bunny moves right away. Otherwise, you move your tokens as follows:

1: You can move diagonally or horizontally, but not straight up or down.
2: Each full move must be in a straight line.
3: You do not have to use the entire move.
4: You can use each die to move a different token, or combine two or more dice to move a single token.
5: You can’t move through other players, or through Devil Bunny.
6: You can’t move into the black squares, because you fear them.

If you roll a 6, Devil Bunny jumps on the highest climber, knocking that climber down. The climber falls straight down. If there is another climber in her path, she is caught on that climber, otherwise she falls to the ground. If she is caught by another climber, that climber places her on an adjacent space beneath the climber. If she falls to the ground, she dies if she was above the Line of Death on the building.

As climbers reach the top of the building, they place their token on one of the letters at the top. At the end of the game, points are totaled based on the letter a player's tokens reside upon.

You can download the game for FREE at Cheapass Games.
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Kingdom Hearts 358/2 Days is a Japanese RPG for the Nintendo DS. It takes place between Kingdom Hearts 1 & 2, and its story runs concurrently with the events from Kingdom Hearts: Chains of Memories. It focuses on the happenings within Organization XIII from the viewpoint of Roxas.

The game is divided into days, and each day further divided into several missions. The gameplay is action-based. The default action when pressing the A button is to attack. You can press the X button to cycle between actions in the menu, such as using magic or an item. You can also assign shortcuts to actions, which are then accessed by holding down the L button and pressing the designated shortcut.

In the main menu, there is a Panel system which allows you to influence what you bring into battle. Panels can lock into other panels: for example, you can put a Blizzard panel into a Doublecast panel, which will allow you to make two casts of the Blizzard magic. In general, you want a Keyblade panel and its associated modifiers, some magic, and a healthy supply of potions and ethers.

The missions take place on the various worlds of the Kingdom Hearts universe. The game features the same worlds as Kingdom Hearts 1, with Twilight Town taking the place of Traverse Town. There are three types of missions: gathering Hearts, doing recon, and eliminating a giant Heartless. In some missions you must avoid being detected (my least favorite mission).

Once you complete a mission, you may undertake it again via the Holo-Missions option in the main menu. There are also Challenges, in which a mission has certain restrictions placed on it: beating the mission with these restrictions yields Challenge Sigils, which can be redeemed in the shop for freebies.

The game also features a multi-player mode in which players undertake missions together and try to beat one another to finishing it.

Here's the official trailer for the game: https://www.youtube.com/watch?v=9FH0_reDWRY
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At Board Game Geek: https://www.boardgamegeek.com/boardgame/112686/epic-spell-wars-battle-wizards-duel-mt-skullzfyre

Epic Spell Wars is a humorous card game for 2-6 players. Each person plays a battle wizard trying to prove that she is the most powerful one of all. Players attempt to make spells from the cards in their hand. Cards come in three flavors: a starting card called the Source, a middle card called the Quality, and a finishing card called the Delivery. The cards have a glyph in the lower left-hand corner: if you match the glyphs on each card, you perform extra damage with your dice roll. Players start with 20 health points, and play continues until only one player is left alive.

Play begins with players laying out a spell face-down in front of them. Spells with the lowest amount of components go first. If all spells are of three components, then the one with the highest delivery number goes first. The Source card will state who is the target of the spell - for example, it might be your strongest foe. The Quality card directs you to roll dice to determine damage taken. The Delivery card can modify the damage taken based on a dice roll.

This game was featured on Tabletop. You can watch it here: https://www.youtube.com/watch?v=jzY7Ywv_JiI
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because I feel like swearing right now

Cards Against Humanity at Board Game Geek

Cards Against Humanity is a party game for four or more people. One person is designated the Card Czar, and turns over a black card that has a fill-in-the-blank phrase. The players all have white answer cards, and must choose a card that will complete that blank, aiming for the funniest response. They pass their chosen card face-down to the Card Czar, who then examines the answers and chooses which one she thinks is best. The winner gets the black card to represent one Awesome Point. Play then continues with the next player taking over as Card Czar, and the game continues until everyone decides to quit, at which point whoever with the most Awesome Points wins.

Sounds a lot like Apples to Apples, right? The difference is that Cards Against Humanity is rude, crude, and offensive. Many of the cards revolve around adult humor.

Cards Against Humanity was featured on Tabletop. It is not safe for work or children. You can watch it here: https://youtu.be/QCEqUn7If44
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The premise is simple: the King of All Cosmos got drunk and wiped out the stars in the sky, so he tasks his son the Prince with re-creating them. This is done by rolling a Katamari (a giant sticky ball) around, gathering up items until the katamari grows large enough to become a star.

You first start out rolling in one room of the house, picking up thumbtacks and candy wrappers. As the katamari grows, you get to roll in more areas, such as around the town. The growth happens pretty seamlessly: a slight shimmer on the screen as the game adjusts to the new dimensions. The graphics are colorful, the music catchy. It’s a very charming game.

Katamari Damacy was succeeded by the following games: We Love Katamari (PlayStation 2), Me & My Katamari (PlayStation Portable), Beautiful Katamari (Xbox 360), i Love Katamari (iOS, Windows Phone 7, Android), Katamari Forever (PlayStation 3), Katamari Amore (iOS), and Touch My Katamari (PlayStation Vita)

Here is a speed run from the original game: https://youtu.be/TtaCNsK_e4I
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Last Night on Earth on Board Game Geek: https://www.boardgamegeek.com/boardgame/29368/last-night-earth-zombie-game

It's the zombie apocalypse! Will the humans successfully escape the zombies, or will the zombies block their escape? Last Night on Earth is a board game for 2-6 players. Players are divided into two teams: zombies and heroes. The game has several different scenarios you can play, for example one scenario is Escape in the Truck. In this scenario, you have to find the truck keys and gas up the truck to escape in order for the heroes to win. For the zombies to win, they have to block the escape before the sun comes up.

Every turn, the sun tracker is moved one tick towards sunrise, then the zombies go first. They draw cards from the zombie deck, and then move, attack, and add more zombies to the board. On the heroes' turn, they draw a card from the hero deck, then either run away from the zombies, run towards a friend who needs help, or search an area for a useful item. The heroes must take time to heal themselves, too, because if they are wounded too many times, they die.

If a zombie and hero occupy the same space on the board, they must fight. The hero rolls two dice, and the zombie rolls one die. If the zombie wins, the hero takes a wound. If the hero wins, the hero fends off the zombie but the zombie remains on the board. If the hero rolls a double, the zombie is killed and removed from the board.

Last Night on Earth was featured on Tabletop. You can watch it here: https://www.youtube.com/watch?v=UhLU2-BuhMI
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Ticket to Ride on Board Game Geek

Ticket to Ride is an easy-to-learn board game for 2-5 players. You play a railroad baron attempting to connect cities together with your railroad. At the end of the game, the player with the most points is the winner. To get points, you may perform 1 of 3 actions each turn: 1) you can draw cards; 2) you can cash in cards of the same color to claim train routes; 3) you can draw a ticket. If you complete the route on the ticket before the end of the game, you receive bonus points. If you don't complete the route, the bonus points count against you in the final scoring. The person with the longest route at the end of the game gets 10 bonus points.

Ticket to Ride was featured on Tabletop. You can watch it here: https://www.youtube.com/watch?v=qHmf1bau9xQ
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Cocoon hangs in the sky above Gran Pulse. The people of Cocoon treat all things Pulse with suspicion and fear. When a Pulse Vestige is found near a village on Cocoon, the government reacts by ordering a Purge of all the village’s inhabitants, exiling them to Pulse. Serah, Lightning’s sister, had wandered into the Vestige, and was made a Pulse L’Cie by the Fal’Cie inside. She now has a Focus to accomplish: if she does, she will be turned into crystal; if she fails to fulfill her Focus, she will be made into a monstrous Ce’ith.

Lightning and Snow (Serah’s fiancee) attempt to rescue Serah, but in the process get made into L’Cie themselves. Will they fulfill their Focus and turn into the monstrous Ragnorak and destroy Cocoon, or will they follow their hearts and somehow manage to save Cocoon?

The gameplay is quasi-turn based. There is an Active Time Battle gauge; as the ATB fills, you can stock commands. Once the ATB is full the commands are unleashed. You play in a party of three characters and control only the main character; the other two characters take action based on their defined role. There are six roles: Ravagers (magic damage dealers), Commandos (melee damage dealers), Sentinals (tanks), Saboteurs (debuffers), Synergists (buffers), and Medics (healers). You can create Paradigms of different role combinations: for example, the Relentless Assault paradigm is made up of a Commando and two Ravagers, while the Combat Clinic paradigm is SEN MED MED. You can then switch between these paradigms in battle as needed. You can also summon Eidolons to fight for you, but it is not something I used much.

Weapons and Accessories are found in treasure caskets throughout the world, and can also be bought from stores at a save point. They can be upgraded using components found in battle or bought at stores. Character growth is done in the Crystarium; after each battle, you are awarded CP which are then spent in the Crystarium on one of your character’s roles to increase their prowess and learn new abilities.

When I saw the initial trailer for the game, I was not very impressed, so was pleasantly surprised when I ended up liking the game a fair deal. It’s a solid game, but it does have some faults. The two biggest:

  • It’s linear as heck. I call it “Corridor Fantasy”, because for a large portion of the game you are running down narrow pathways. The benefit is that you can’t get lost, and the story unfolds easily, but you lose the sense of exploration that past Final Fantasy games have had;
  • It’s most efficient to choose Auto-Battle, which stocks commands for you. This means that for many of the battles, you are just mashing the A button, which is pretty boring. Harder battles do require switching Paradigms, which is more fun, but for the most part, it’s mash A and win.
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Gloom at Board Game Geek

Gloom is a card game for 2-4 players. Each player takes control of a family of characters. The goal of the game is to make your family as miserable as possible while making your rivals' families as happy as you can. You do this by playing three different types of cards on a turn: modifier cards, event cards, and untimely death cards.

Each player gets two plays per turn, and at the end of her turn must draw cards up to replenish her hand up to five cards, unless altered by other cards. The game encourages storytelling to justify playing modifier cards. You can play negative modifier cards on your own family, or positive modifiers on your opponents' families. If you play an untimely death card on a character, that character is removed from the game. Points are then scored based on the modifiers at time of death. The person with the lowest score at the end of the game is the winner.

Gloom was featured on Tabletop. You can watch it here: https://www.youtube.com/watch?v=0artLwe87I4
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Cribbage is a card game for two players. Points accumulate so fast in Cribbage that it is played with a special board. The board has holes and two pegs per player; the pegs are jumped over one another as points are scored.

Cribbage is played with a standard deck of 52 cards. Kings are high and aces are low. All face cards are worth ten points. Aces are worth one point.

Each player is dealt six cards. They select two cards to be put into the crib, which is an extra hand that will be scored later by the dealer of that round. The remaining four cards are kept for play.

The object of Cribbage is to make fifteens, pairs, and runs. The non-dealer starts play, placing a card down in front of her and announcing its value. The dealer then plays a card, announcing the total of the two cards. Play continues until the current player cannot play a card that would bring the total over 31; she then announces "Go". The other player must continue playing cards if she can do so without exceeding 31. For making exactly 31, the player pegs 2; for a Go of less than 31 she pegs one. Play then restarts with a new count, until all eight cards have been played.

Points accumulate as follows:
* For making a fifteen, peg two.
* For making a pair, peg two.
* For a pair royale (three cards of the same rank), peg six.
* For four cards of the same rank, peg twelve.
* For making a run, peg the number of cards in the run.

Once all eight cards have been played, the hands are scored. Along with pegging for fifteens, pairs, and runs in your hand, you can also score four for a flush, and one for nobs (a hack that is the same suit as the starter card). Scoring is done aloud, usually in a manner such as "15-2, 15-4, 15-6, and a pair makes 8". Once each hand has been scored, the dealer scores the crib, taking the points for herself. Play then continues with the other player becoming dealer for the next turn. The game is won when 121 points have been scored.

Complete rules can be found at the Bicycle website.
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This week features a casual video game I've been spending a lot of time with lately. Picross is a puzzle game for the Nintendo DS. You are presented with a blank grid, and need to fill in the grid using the clues located along the top and left of the grid. For example, a clue of "5 1" means that there are five squares in a row filled in, followed by at least one blank space, then one square filled in. Once all the clues are complete, you end up with a picture that fits that level's theme.

There are three modes: Easy, Normal, and Free. Easy mode features fifteen puzzles that can be solved within a minute or two. Both Normal and Free mode have ten levels of fifteen puzzles each. In Normal mode which features beginner-to-intermediate puzzles, you are penalized for making mistakes. The first mistake adds two minutes to your time, the second four minutes, and each additional mistake after that costs eight minutes. You have a total of sixty minutes to complete the puzzle. Free mode features intermediate-to-advanced puzzles, and does not penalize mistakes--but doesn't warn you if you do make a mistake.

The levels of fifteen puzzles are further divided into three groups of five puzzles. After each group, you have a chance to play a timed mini-game. The first mini-game is Catch, in which you must tap the moving tiles within the time limit. The second mini-game is Sketch, in which you must replicate the image shown on the top screen. The final mini-game is Hit, in which you must tap the blinking squares before time runs out.

There is also Daily Picross, a set of five timed challenges. The first challenge is Nonstop Time Attack, in which you must solve five puzzles in succession as quickly as possible. The second challenge is No X Marks, which also has fie puzzles to solve but prohibits the use of X marks to mark blank spaces. Next is Error Search, in which you must find the errors located in the puzzle. The errors can be a space filled in erroneously, or a missing fill. In Memory, you are shown a grid and numbers for fifteen seconds, then must fill in the grid from memory. Finally is Secret, in which three of the clues are missing from the grid and shown on the top screen. You must determine where the missing clues belong and solve the puzzle. I've been playing Daily Picross for over 444 days now.
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Munchkin on Board Game Geek

Munchkin is a card game for 3-6 players. It's a parody of role playing games with the object of getting your character up from level 1 to level 10. There are two decks of cards: Door cards and Treasure cards. Door cards hide monsters, and treasures are the loot the monsters drop.

At the start of your turn, you may play as many cards as you'd like, trade items with other players, or sell items (worth a total of 1000 gold pieces) for levels. The player then draws a card from the Door deck. If it's a monster, you must fight it. If it's a curse card, it takes effect immediately. Any other card can be put in your hand or played immediately.

When fighting a monster, your combat strength (your level plus any modifiers from cards) must be greater than the monster's strength in order to beat it. If you cannot beat it, you can ask for help from other players. If you succeed in beating the monster, you get Treasure cards and go up a level. There's also the option to run away from a monster if it's too tough. To do so, you roll a die: if the result is a 5 or 6, you successfully run away but do not get any treasure or go up a level.

If a player did not pull a monster from the Door deck, she can go Looking For Trouble and play a monster from her hand and fight it. Or she can Loot the Room and draw a second card from the Door deck and place it in her hand.

Players can hinder each other by making monsters tougher, or by playing other cards such as level-stealing cards. Throughout the game, you never know if someone will help you or backstab you.

Munchkin was featured on Tabletop. You can watch it here: https://www.youtube.com/watch?v=V6oMBSiL7Zs
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Castle Panic at Board Game Geek

Castle Panic is a collaborative board game for 1-6 players. Rather than have the players against each other, players work together to try to beat the game itself.

The game is divided into three arcs: a blue arc, a red arc, and a green arc. Each arc is further divided by three zones, which are targeted by swordsmen, knights, or archers. The bad guys are trolls, orcs, and goblins which come out of the forest and attack the castle in the middle of the board.

Every turn, the active player will draw cards, and then trade a card with another person to better their chances of fighting off the bad guys. Each monster has a set amount of hit points. Attacking a monster knocks down the hit points by one. This is shown by turning the monster's piece so that the current number of hit points is pointing towards the castle. A card can only attack a monster in its specific color arc and zone. For example, a red archer can only attack monsters who are in the red archer zone. Hero cards can attack monsters in any of the three zones in their color. At the end of the turn, the monsters are advanced one zone, and two new monster tokens are placed on the board. A die is rolled to determine which zone the new monsters start out in.

Not all monster tokens contain monsters. Some instruct you to discard cards, draw more monster tokens, or move the monster tokens on the board. There are also four boss tokens which have special powers. For example, a Healer token makes all monster tokens on the board regain 1 hit point.

There are also a variety of cards including the knights, archers, swordsmen and heroes. Some cards let you draw more cards from the deck, or scavenge the discard pile. A Tar card will stop a monster from advancing for 1 turn.

The castle is surrounded by walls, which can kill off monsters with 1 hit point remaining. The wall is removed from the board afterwards. Players can rebuild a wall by playing both a brick card and a mortar card.

The game is won if at least one tower is left standing at the end of the game.

Castle Panic was featured on Tabletop. You can watch it here: https://www.youtube.com/watch?v=MpuTGWFkBYs
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Go is a strategy game dating back thousands of years. It originally developed in China, and from there made its way to Japan where it became popular. Most Go terms are in Japanese today.

Two players, Black and White, battle it out on a board made up of a 19x19 grid. Stones are places on the cross-hairs of the grid, one stone per turn. Black always goes first. Since this gives Black an advantage, White gets a handicap (or komi) of six-and-a-half points.

The object of the game is to capture the most territory. This is done by surrounding territory with your stones. Players can capture their opponent's stones by completely surrounding the stones. The captured stones are then removed from the board.

One safe way of capturing territory is by making eyes - a group of stones with a hole in the center. You can learn more about how to play the game by reading The Way to Go, published by the American Go Association.

Those interested in Go would enjoy reading **Hikaru no Go**, a manga about the game (waves to Shady Cels). Hikaru is a sixth-grade student who discovers an old Go board in his grandfather's attic. He becomes haunted by Sai, the ghost residing in the board. To quell Sai's emotions (which are making Hikaru sick), Hikaru begins to learn how to play the game. The manga follows his progression in the world of Go as he battles his rival, Akira Toya.
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Lara Croft can give the athletes on American Ninja Warrior a run for their money. She can traverse all sorts of terrain, glide down zip lines, hang by her fingertips, and climb sheer rock walls using only an axe. She's also quite deadly; she's able to kill using a bow and arrows, a shotgun, a revolver, or her handy axe.

The game is a reboot of the series and serves as an origin story for Lara. As the game opens, she's an archeologist on a ship, searching for the lost civilization of Yamatai. Her instincts tell her that Yamatai is located in the Dragon's Triangle off the coast of Japan. Disaster strikes, and she and her crew are shipwrecked on an island. Could this be the fabled Yamatai? The story plays out as she attempts to survive and find a way off the island, while uncovering the island's secrets in the process.

The gameplay is quite intuitive. Lara automatically ducks behind walls and crates. Pull the left trigger to pop up, use the left analog stick to aim, and pull the right trigger to shoot. You can change weapons using the directional pad. The X button is used for special actions, such as using your climbing axe. Some of the tombs have puzzles to be solved, but the puzzles fit well in the setting: none of them felt like they were puzzles for puzzles' sake. At times, the things Lara survives can feel quite amazing--I kept asking her why she wasn't dead yet (though I did die many, many times over the course of the game).

The game was released for a wide variety of platforms, including Microsoft Windows, OS X, PlayStation 3 & 4, Xbox 360, and Xbox One. I really enjoyed this game. I borrowed it from my library, and it's now on my must-buy list.

Here's a video of the opening and beginning of gameplay: https://www.youtube.com/watch?v=3GcGXl__FIM
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Citadels at Board Game Geek

Citadels is a game of medieval cities, nobles, and intrigue. It’s for 2 to 7 players. Each round you secretly choose the role of a noble. There are eight nobles in the basic game: (1) Assassin; (2) Thief; (3) Magician; (4) King; (5) Bishop; (6) Merchant; (7) Architect; and (8) Warlord. Turns are taken in that order once the roles are revealed. On your turn, you may take either two gold from the bank, or draw two district cards. Then you may build a district card in front of you. Districts have gold costs associated with them; for example, a manor is worth 3 gold.

Each character also has a power, and may use that power during her turn. For example, the Assassin (who goes first) can murder another character, so that character is unable to take their turn during that round.

Play continues until one player has built eight districts. The round is finished out, then points are added up. There are four ways to get points:

* Points equal to the total costs of all districts in a player’s city;
* +3 points if a player has districts of each of the five colors;
* +4 for the first player to build eight districts
* +2 for each subsequent player to build eight districts

The player with the most points wins!
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Fiasco is a GM-less tabletop RPG for 3-5 players. Its stories take place at the intersection of greed, fear, and lust. You’ll play ordinary people with powerful ambition and poor impulse control.

It starts with a setup phase. Four dice are rolled for each player. The dice are grouped in the center of the table, for the use of all the players. These dice are used to establish the relationships, needs, and objects of each character, along with the location the game takes place in. You first start out with more general definitions, then can use further dice to refine the definition some more. For example, you might use a 4 to define a relationship as the broad category of romance, then use a 6 to refine it further as "Estranged and you both hate it."

Once the setup phase is done, Act 1 starts. Players take turns roleplaying scenes. Dice are given to the player depending on how the scene will end for their character. A good ending gets a white die, and a bad ending gets a red die. The player then passes the die onto another player of her choice. When doing scenes, one option is to do a resolve: the player chooses the outcome for their character after the others set up the scene.

At the end of Act 1, the Tilt is performed. Like the setup, the Tilt is chosen from a table based on dice rolled. The Tilt introduces two new elements into the game.

Play continues with Act 2. Like Act 1, dice are rewarded based on how the scene will end, but this time the player keeps the die. At the end of Act 2, the Aftermath is performed. The dice collected during the game are rolled. The color of dice with a lesser total are subtracted from the dice with the greater total, and the result read off the Aftermath table. The final scenes are then roleplayed, based off the result from the table.

Fiasco was featured on Wil Wheaton's Tabletop. You can watch it here:

Setup: https://www.youtube.com/watch?v=uuJizhyf-y4

Part 1: https://www.youtube.com/watch?v=WXJxQ0NbFtk

Part 2: https://www.youtube.com/watch?v=Aj7NcdDh-WM
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Canasta is a card game for two-to-four players. It is played with two decks of 54 cards (jokers included). Deuces and jokers are wild cards and can substitute for any other rank card.

Each player is dealt 11 cards to start. The rest of the cards are put in a pile face-down on the table, and the top card is turned face-up next to the pile to start the discard pile.

Play begins with a player drawing a card from the stock pile. She then tries to make meld by laying down cards of similar rank in groups of three or more cards. The total requires for meld varies based on a person's score - at the beginning of the game, meld is 50 points. One example of an easy meld is three aces, which are worth 20 points each for a total of 60 points. Meld cannot have more than 3 wild cards. Players must discard a card at the end of their turn.

As play continues, players try to make canastas - seven cards of the same rank. A canasta can have up to 3 wild cards. A canasta is considered natural if it contains no wild cards, and gets a 200 point bonus.

Play continues until one player discards all her cards. She can only do so if she has two or more canastas on the table. At the end of play, points are added up based on the number of canastas and the point values of the cards. Points are deducted for any cards remaining in hand.

There is more to the game, including special handling of threes, the ability to pick up the discard pile, and freezing the discard pile. For a complete set of rules, see the Bicycle website: http://www.bicyclecards.com/card-games/rule/canasta
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Acquire at Board Game Geek

Acquire is a board game for 2 to 6 players. It is a game of corporate acquisitions. A tile is places on the board each turn. When a tile touches one or more other tiles, a corporation is formed. The founder receives a free stock of that corporation. Other players may buy stock in the corporation on their turn. They are limited to 3 stock purchases each turn.

When a player places a tile so that it connects two (or more) corporations, a merger takes place. The smaller corporation is absorbed by the larger corporation. A corporation of 11 tiles or more is considered safe and cannot be absorbed.

At the time of a merger, the majority and minority stock holders of the defunct company get paid bonuses. Players must then decide what to do with the stock of the defunct company. They can hold it, hoping another company with the same name is started later. They can sell the stock back for a price depending on the number of tiles of the company. Or they can trade the stock at a 2-for-1 ratio.

Play continues until all corporations are safe or one corporation as 41 or more tiles. Majority and minority stockholder bonuses are paid for all active corporations, and all stocks are sold back. The player with the most money wins.
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Quoridor at Board Game Geek

Quoridor is a board game for 2 or 4 people. Players sit opposite one another at the game board. Your goal is to move your pawn to the opposite side of the board. The first person to do so is the winner.

At each turn, you may move your pawn one space, or place a wall. This wall is intended to slow down your opponent. Walls must be placed so that there's always a path through; you cannot completely block your opponent's pawn. Walls remain in place until the end of the game.

This simple strategy game is easy to learn and a lot of fun. It as one of my favorite games to play at Mensa meetings.

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