1 00:00:00,000 --> 00:00:07,880 Welcome to Pick Up and Deliver, the Podcast where I pick up my audio recorder as I head 2 00:00:07,880 --> 00:00:11,320 out for a walk and deliver an episode to you while I stroll around. 3 00:00:11,320 --> 00:00:12,320 I'm Brendan Riley. 4 00:00:12,320 --> 00:00:25,520 It's a lovely day and that feels like a lovely time to talk about some games I've tried 5 00:00:25,520 --> 00:00:27,360 for the first time recently. 6 00:00:27,360 --> 00:00:32,920 Time for another board game espresso triple shot. 7 00:00:32,920 --> 00:00:37,320 For those of you new to the podcast, the board game espresso triple shot is an episode 8 00:00:37,320 --> 00:00:43,200 where I do three mini reviews of three games I've tried for the first time recently. 9 00:00:43,200 --> 00:00:46,600 So it's not full reviews. 10 00:00:46,600 --> 00:00:51,560 I haven't played these games enough to confidently tell you anything about them, but they are 11 00:00:51,560 --> 00:00:56,160 a good place to start for understanding what I think of them and getting a sense of how 12 00:00:56,160 --> 00:00:57,160 the games play. 13 00:00:57,160 --> 00:01:01,040 So in that regard, today I'm going to talk about three games I've tried recently and 14 00:01:01,040 --> 00:01:06,800 I often will pick one that I dusted off to talk about as well and I'll be doing that too. 15 00:01:06,800 --> 00:01:10,680 So to start with, this is the game that was on the top of my stack last month and I did 16 00:01:10,680 --> 00:01:14,280 not get it played, but I am happy to report that I got to play it today. 17 00:01:14,280 --> 00:01:16,000 That is Porta Nigra. 18 00:01:16,000 --> 00:01:21,080 Porta Nigra is a game from Michael Kiesling and Wolfgang Kramer. 19 00:01:21,080 --> 00:01:27,080 I talked about it a little bit in the Kramer and Kiesling full episode that I did 20 00:01:27,080 --> 00:01:33,320 the other week, but I'm going to talk about it a little more now in more detail. 21 00:01:33,320 --> 00:01:40,000 This game was published by Stronghold Games in 2015, which I don't understand how it was 22 00:01:40,000 --> 00:01:44,280 published in 2015 because I didn't feel like I was all that deep in the hobby yet, but I 23 00:01:44,280 --> 00:01:47,280 remember being just bombarded with discussions of this game. 24 00:01:47,280 --> 00:01:48,280 So confusing. 25 00:01:48,280 --> 00:01:51,080 Oh, the cicadas are loud today. 26 00:01:51,080 --> 00:01:58,600 Anyhow, in Porta Nigra, you play some sort of Roman organizer who's helping to build a 27 00:01:58,600 --> 00:02:04,920 famous Roman city and set it up for success, I guess, in the Roman Empire. 28 00:02:04,920 --> 00:02:07,680 The game has a relatively simple mechanism. 29 00:02:07,680 --> 00:02:12,560 Essentially, it is a game where you're helping to build the city and you do that by buying 30 00:02:12,560 --> 00:02:18,880 bricks, spending those bricks to build towers and then scoring based on where you built 31 00:02:18,880 --> 00:02:19,880 those towers. 32 00:02:19,880 --> 00:02:23,960 The game has a variety of different features that score. 33 00:02:23,960 --> 00:02:27,440 Part of what makes the game interesting is it's an area control game, so you're trying 34 00:02:27,440 --> 00:02:34,160 to gain majorities in different areas, but each area score is a little bit different way. 35 00:02:34,160 --> 00:02:40,400 So paying attention to how to score in those different areas is a crucial part of making 36 00:02:40,400 --> 00:02:41,800 the game work. 37 00:02:41,800 --> 00:02:44,960 The gameplay mechanism is really interesting. 38 00:02:44,960 --> 00:02:47,480 You, everybody gets an identical deck of cards. 39 00:02:47,480 --> 00:02:49,800 If you're playing in a two player game, you're going to go through that deck of cards 40 00:02:49,800 --> 00:02:54,240 twice in a three player in a... Sorry. In a three or four player game, you're going to go through 41 00:02:54,240 --> 00:02:58,760 the deck of cards twice. In a two player game, you'll go through it three times. 42 00:02:58,760 --> 00:03:06,320 And the cards have three or four actions on them, so they have 43 00:03:06,320 --> 00:03:10,920 like three or four different actions depicted on the card of like five or six different 44 00:03:10,920 --> 00:03:12,960 actions that are available in the game. 45 00:03:12,960 --> 00:03:17,200 Then at the bottom of the card is a little picture of a torch and generally the way it 46 00:03:17,200 --> 00:03:21,920 works is if the card has three actions on the card, there are two torches at the bottom 47 00:03:21,920 --> 00:03:22,920 of the card. 48 00:03:22,920 --> 00:03:26,360 If there are four actions available on the card, there are three torches. 49 00:03:26,360 --> 00:03:28,960 So you get to do most of the card, but not all of it. 50 00:03:28,960 --> 00:03:31,320 And then what you do is you set the card down in front of you and then you have these little 51 00:03:31,320 --> 00:03:35,520 action discs and you play them onto the card and when you cover up an action, then you 52 00:03:35,520 --> 00:03:37,160 do that action. 53 00:03:37,160 --> 00:03:40,960 And the actions are things like buying bricks, spending bricks to build things and giving 54 00:03:40,960 --> 00:03:41,960 money. 55 00:03:41,960 --> 00:03:42,960 Those are three main actions. 56 00:03:42,960 --> 00:03:44,920 There's a couple of others as well. 57 00:03:44,920 --> 00:03:48,800 The couple of things that make the game really have interesting choices 58 00:03:48,800 --> 00:03:52,200 are deciding which areas you want to fight for control of. 59 00:03:52,200 --> 00:03:53,600 It is an area control game. 60 00:03:53,600 --> 00:03:57,640 So scrambling for that control is interesting. 61 00:03:57,640 --> 00:04:01,720 Deciding how much money you want to spend moving around trying to get efficiency and movement 62 00:04:01,720 --> 00:04:06,120 because the one of the challenging parts of the game is you can only do stuff in the 63 00:04:06,120 --> 00:04:08,000 quadrant of the board that you're in. 64 00:04:08,000 --> 00:04:11,520 And if you want to move, you have to move clockwise around the board and you have to pay 65 00:04:11,520 --> 00:04:15,320 one coin for each step you take in that movement. 66 00:04:15,320 --> 00:04:19,880 So there's a really frustrating and fascinating thing where you're trying to figure out how 67 00:04:19,880 --> 00:04:24,360 you're going to move and where to maximize efficiency, particularly given the limited number 68 00:04:24,360 --> 00:04:25,360 of terms. 69 00:04:25,360 --> 00:04:26,840 The movement isn't one of those actions. 70 00:04:26,840 --> 00:04:30,800 You can always move right before you take an action, but you still have to pay. 71 00:04:30,800 --> 00:04:35,520 And then the third thing that is equally interesting about the movement and the different 72 00:04:35,520 --> 00:04:40,800 choices is that the bricks you're buying, the game has a really clever way of managing 73 00:04:40,800 --> 00:04:44,120 its supplies, its components. 74 00:04:44,120 --> 00:04:47,720 The bricks that you're buying are each designated as part of a color. 75 00:04:47,720 --> 00:04:51,720 And the way it works is that the bricks themselves are all gray. 76 00:04:51,720 --> 00:04:56,320 And when you buy them, they are sitting in one of five color depots. 77 00:04:56,320 --> 00:05:00,600 They've got red, blue, black, yellow, and white. 78 00:05:00,600 --> 00:05:04,160 And when you buy the brick, it is the color that it is in the depot. 79 00:05:04,160 --> 00:05:08,960 And then you take the brick and you put it in your tableau in your storage space for that 80 00:05:08,960 --> 00:05:09,960 color brick. 81 00:05:09,960 --> 00:05:14,320 You only have one, the only had to manufacture one color of brick. 82 00:05:14,320 --> 00:05:17,840 The bricks themselves just maintain their color by where you put them. 83 00:05:17,840 --> 00:05:21,440 So that's a really clever bit of game mechanism. 84 00:05:21,440 --> 00:05:26,320 When you're building your little towers to gain your area of majorities, each majority 85 00:05:26,320 --> 00:05:27,320 works in a different way. 86 00:05:27,320 --> 00:05:28,840 And I'm not going to talk about all of those. 87 00:05:28,840 --> 00:05:33,600 But you also get this thing whenever you build, if you build matching a certain pattern, 88 00:05:33,600 --> 00:05:34,840 then you can take these bonus cards. 89 00:05:34,840 --> 00:05:39,440 And that's probably where the true efficiency and true skill lies is acquiring these 90 00:05:39,440 --> 00:05:43,640 bonus cards while you're also winning out on majorities. 91 00:05:43,640 --> 00:05:44,720 It was really good. 92 00:05:44,720 --> 00:05:45,720 I liked it a lot. 93 00:05:45,720 --> 00:05:47,480 I'm looking forward to playing it some more. 94 00:05:47,480 --> 00:05:49,280 It's definitely staying in the collection. 95 00:05:49,280 --> 00:05:50,920 There's a reason it's highly rated. 96 00:05:50,920 --> 00:05:55,800 So that's Porta Nigra from Kramer and Kiesling from Stronghold Games. 97 00:05:55,800 --> 00:05:58,920 The next game I want to talk about was just published last year. 98 00:05:58,920 --> 00:06:00,560 It's called Faraway. 99 00:06:00,560 --> 00:06:05,760 The designers are Johannes Goupy and Corentin Lebrat. 100 00:06:05,760 --> 00:06:07,600 And it's published by Catch Up Games. 101 00:06:07,600 --> 00:06:09,080 This is not a problem. 102 00:06:09,080 --> 00:06:14,040 It's not a publisher and those aren't, are not designers that I know at all. 103 00:06:14,040 --> 00:06:19,880 Both designers have games to their credit, but I, oh, I have played. 104 00:06:19,880 --> 00:06:20,880 Okay. 105 00:06:20,880 --> 00:06:27,560 So, Corentin Lebrat is credited with, uh, helping design Draftasaurus and Trek 12 Himalayas, 106 00:06:27,560 --> 00:06:29,400 both games I have played. 107 00:06:29,400 --> 00:06:33,160 And so, I will say I'm familiar with their work. 108 00:06:33,160 --> 00:06:38,800 Faraway is a really interesting, I don't know you call it, 109 00:06:38,800 --> 00:06:41,840 path-making game, involving drafting cards. 110 00:06:41,840 --> 00:06:42,840 It's a drafting game first. 111 00:06:42,840 --> 00:06:45,360 There's a market of cards on each round. 112 00:06:45,360 --> 00:06:46,440 You're going to play a card. 113 00:06:46,440 --> 00:06:49,480 All the cards have numbers between like one and 70 on them. 114 00:06:49,480 --> 00:06:57,080 You're going to play the card and then you're going to draft in the order of lowest to highest 115 00:06:57,080 --> 00:06:58,080 number that you played. 116 00:06:58,080 --> 00:07:01,560 So, if you played a low numbered card, you get to draft first from the market. 117 00:07:01,560 --> 00:07:04,880 If you played a high number card, you draft the last. 118 00:07:04,880 --> 00:07:10,840 And what you do when you draft is you take one of five cards from the market. 119 00:07:10,840 --> 00:07:16,120 I don't know if it's always five or if it's just, or I think it was four cards from the market 120 00:07:16,120 --> 00:07:17,120 when we played. 121 00:07:17,120 --> 00:07:20,120 I don't know if you're playing with a three-player game, or like a two-player game. 122 00:07:20,120 --> 00:07:22,760 If there would be three cards in the market, I don't know exactly how that works. 123 00:07:22,760 --> 00:07:26,560 But you're, you're taking a card from the market and you have a hand of like two or three 124 00:07:26,560 --> 00:07:28,600 cards, I think three. 125 00:07:28,600 --> 00:07:33,760 Uh, then if the card you just played was a higher number than the card you played in 126 00:07:33,760 --> 00:07:38,120 the last round, then you also get to take a shrine, which is like a smaller card that gives 127 00:07:38,120 --> 00:07:39,120 you something as well. 128 00:07:39,120 --> 00:07:42,000 Okay, so Brendan, why are you taking these cards and what are you trying to do? 129 00:07:42,000 --> 00:07:47,000 You're planning a journey with these cards and the bonus cards that you take will 130 00:07:47,000 --> 00:07:48,000 help with the journey. 131 00:07:48,000 --> 00:07:49,600 So, here's the cool part. 132 00:07:49,600 --> 00:07:54,880 Each card has some resources on it, sometimes, a scoring condition on it, sometimes, 133 00:07:54,880 --> 00:07:56,440 and that number value. 134 00:07:56,440 --> 00:07:59,440 The number value is not anything at the end of the game. 135 00:07:59,440 --> 00:08:04,320 The cards themselves, the resources they give you are useful once they're revealed, and 136 00:08:04,320 --> 00:08:07,320 the scoring condition happens when the card is revealed. 137 00:08:07,320 --> 00:08:11,400 So here's the tricky part, the gimmick, and I'll see if I can explain this without searching. 138 00:08:11,400 --> 00:08:13,280 So you're gonna play eight cards. 139 00:08:13,280 --> 00:08:15,280 You're laying them out in a row, one through eight. 140 00:08:15,280 --> 00:08:20,200 As you go, you're playing them from one to eight, and each time you play a number that's 141 00:08:20,200 --> 00:08:22,400 higher than the previous number, you get a bonus card. 142 00:08:22,400 --> 00:08:27,560 So, you know, if you go 1, 25, 45, 60, and then the next card you play is 10, 143 00:08:27,560 --> 00:08:32,320 then you don't get a bonus between 60 and 10, but you did get a bonus card between 144 00:08:32,320 --> 00:08:33,320 the others. 145 00:08:33,320 --> 00:08:35,720 So, everybody plays until you have eight cards in the display. 146 00:08:35,720 --> 00:08:38,600 Once everyone has eight, you turn them all face down. 147 00:08:38,600 --> 00:08:43,920 Then, starting with the last card you played, you reveal and score the cards one at a time. 148 00:08:43,920 --> 00:08:51,280 And what's interesting is, the cards require that you have resources in play, and the resources 149 00:08:51,280 --> 00:08:53,840 are on the cards and on the bonus cards. 150 00:08:53,840 --> 00:08:57,520 So, like, for example, let's say you have a card that will score the number one, and 151 00:08:57,520 --> 00:09:02,600 one point for every bull's head icon that you have in play. 152 00:09:02,600 --> 00:09:07,880 Great, but in order to score that card, you have to have two pineapples in play. 153 00:09:07,880 --> 00:09:10,840 The game doesn't call them pineapples, but they look like pineapples. 154 00:09:10,840 --> 00:09:17,280 So, if your card, with the bull's head scoring on it, is your eighth card, when you flip it 155 00:09:17,280 --> 00:09:22,960 up, it's only going to score for itself and the cards in your bonus tableau. 156 00:09:22,960 --> 00:09:26,480 Then, and it'll only score if you have those pineapples showing. 157 00:09:26,480 --> 00:09:30,420 Then, you flip a card seven, and you assess the tableau again for card seven to figure out 158 00:09:30,420 --> 00:09:31,740 whether it scores. 159 00:09:31,740 --> 00:09:33,360 Card six, card five, and so on. 160 00:09:33,360 --> 00:09:37,520 So, there's this interesting thing where, when you put a card down, you're planning that 161 00:09:37,520 --> 00:09:42,920 the display that you take after the card you put down will be able to support the win 162 00:09:42,920 --> 00:09:47,400 condition or the scoring condition of the card that you're playing. 163 00:09:47,400 --> 00:09:52,420 Because you don't score it if it isn't showing when the card is flipped face up, and the 164 00:09:52,420 --> 00:09:57,300 card is flipped face up in backwards drafting order. 165 00:09:57,300 --> 00:10:01,660 I hope that that explained it because if it didn't, I can't explain it better. 166 00:10:01,660 --> 00:10:06,540 That's the best I'm going to do, so hopefully that did it. 167 00:10:06,540 --> 00:10:11,540 So, the way that's going to work is you draw all eight cards in your score. 168 00:10:11,540 --> 00:10:13,420 We had a lot of fun. 169 00:10:13,420 --> 00:10:18,540 The game was actually relatively close, but a really interesting game. 170 00:10:18,540 --> 00:10:23,380 Now, I thought it was fun. It definitely would go on the category of, 171 00:10:23,380 --> 00:10:26,020 "I will happily play at any time somebody brings it out." 172 00:10:26,020 --> 00:10:31,080 I don't think I liked it enough to seek it out myself, but I definitely would go on the 173 00:10:31,080 --> 00:10:34,380 "I'd buy it if I found it cheap" category. 174 00:10:34,380 --> 00:10:39,280 And cheap even like 'five to ten dollar range,' rather than the 'only at goodwill' kind of 175 00:10:39,280 --> 00:10:40,280 purchase. 176 00:10:40,280 --> 00:10:41,880 It's really interesting. 177 00:10:41,880 --> 00:10:43,820 It's probably the kind of game that you get much better at once. 178 00:10:43,820 --> 00:10:45,380 You've played a few times. 179 00:10:45,380 --> 00:10:49,740 And if I didn't have a big collection, I definitely would be considered getting this, but just 180 00:10:49,740 --> 00:10:54,420 with the number of games I have, I can't see this making a huge splash in the games that 181 00:10:54,420 --> 00:10:55,740 we choose to play. 182 00:10:55,740 --> 00:10:57,460 But I had a good time with it. 183 00:10:57,460 --> 00:10:58,460 That's far away. 184 00:10:58,460 --> 00:11:03,940 So, I did get a chance to dust off one game recently, and that game was, Photosynthesis. 185 00:11:03,940 --> 00:11:10,100 released in 2017, designed by Sabrina Miramon, and published by, oh, sorry, designed by Hjalmar Hach 186 00:11:10,100 --> 00:11:16,500 with art by Sabrina Miramon, published by Blue Orange in the United States, along 187 00:11:16,500 --> 00:11:19,460 with other companies elsewhere. 188 00:11:19,460 --> 00:11:21,220 Photosynthesis is a beautiful looking game. 189 00:11:21,220 --> 00:11:25,260 It's really nice to look at, to manipulate the pieces. 190 00:11:25,260 --> 00:11:31,780 You get these really cool-looking cardboard trees that represent your share of the forest. 191 00:11:31,780 --> 00:11:37,860 Each person is a different species of tree, and it's a lot of fun to look at the game. 192 00:11:37,860 --> 00:11:42,940 It is a very mean game, and it's a game that sort of forces you to be mean, which isn't my 193 00:11:42,940 --> 00:11:44,900 favorite model. 194 00:11:44,900 --> 00:11:52,100 The idea that if you are playing well, you end up definitely being mean to other players, 195 00:11:52,100 --> 00:11:53,820 whether you want to or not. 196 00:11:53,820 --> 00:11:56,980 And I find that a little frustrating, because I don't generally like to be mean. 197 00:11:56,980 --> 00:12:01,860 But also that this is one of those games where a simple mistake can really just wreck you 198 00:12:01,860 --> 00:12:03,700 in terms of gameplay. 199 00:12:03,700 --> 00:12:05,100 I have played Photosynthesis... 200 00:12:05,100 --> 00:12:06,100 this is my fourth time now. 201 00:12:06,100 --> 00:12:08,460 I'm mentioning it on the pod, because I dusted it off. 202 00:12:08,460 --> 00:12:10,660 It had been a year and a month or so. 203 00:12:10,660 --> 00:12:14,540 And as I look, that's about the time between each of my plays. 204 00:12:14,540 --> 00:12:19,180 And I feel like maybe that's about the time that it takes me to forget how much I dislike 205 00:12:19,180 --> 00:12:20,180 this game. 206 00:12:20,180 --> 00:12:26,260 I can see that it is a game of tactics and strategy that really rewards thoughtful play. 207 00:12:26,260 --> 00:12:29,500 Something about the thoughtful play that it demands does not click with the kind of 208 00:12:29,500 --> 00:12:34,940 thoughtful play that I can... does not fit with the kind of thoughtful play that 209 00:12:34,940 --> 00:12:35,940 I can achieve. 210 00:12:35,940 --> 00:12:40,740 So there's a really strong disconnect there that makes it not fun. 211 00:12:40,740 --> 00:12:43,820 And then on top of that, I do really badly at it. 212 00:12:43,820 --> 00:12:46,260 So I don't have fun and I do badly. 213 00:12:46,260 --> 00:12:48,540 And the game forces me to be mean. 214 00:12:48,540 --> 00:12:49,940 I don't know why I keep playing it. 215 00:12:49,940 --> 00:12:51,700 Maybe this will be my lesson learned. 216 00:12:51,700 --> 00:12:55,700 Next time I see someone setting up, I'll be like, "Hmm, that game is not for me." 217 00:12:55,700 --> 00:12:59,940 But until then, it's probably on a year and a month or a little more than that. 218 00:12:59,940 --> 00:13:02,980 You'll hear me talking about Photosynthesis again and I'll say, 219 00:13:02,980 --> 00:13:03,980 "Why haven't I learned yet?" 220 00:13:03,980 --> 00:13:05,980 Well, it's a pretty looking game. 221 00:13:05,980 --> 00:13:07,540 So I'm like, "Ooh, that game looks pretty. 222 00:13:07,540 --> 00:13:08,740 I want to play it." 223 00:13:08,740 --> 00:13:12,060 And instead I should say, "Hmm, maybe I won't play it. 224 00:13:12,060 --> 00:13:13,540 It's not for me." 225 00:13:13,540 --> 00:13:16,740 So that's Photosynthesis from Blue Orange games. 226 00:13:16,740 --> 00:13:18,260 I didn't even explain how you play. 227 00:13:18,260 --> 00:13:22,780 In the game, you're putting trees into the forest and you gain basically currency, which is 228 00:13:22,780 --> 00:13:29,340 energy harvested by the sun in order to, by sort of, grow more trees, plant more trees, 229 00:13:29,340 --> 00:13:31,580 increase the size of the trees you've planted. 230 00:13:31,580 --> 00:13:34,820 But the thing is, the trees block each other's light. 231 00:13:34,820 --> 00:13:41,140 So if your tree is next to a tree of equal or smaller or larger size, your tree doesn't 232 00:13:41,140 --> 00:13:42,980 get any light when the sun is pointing out. 233 00:13:42,980 --> 00:13:47,620 Now the sun rotates around the board, so different trees get light in different stages. 234 00:13:47,620 --> 00:13:50,500 But ultimately, I find it really frustrating. 235 00:13:50,500 --> 00:13:52,780 So, all right, that's enough of photosynthesis. 236 00:13:52,780 --> 00:13:54,620 I'm, lots of people like it. 237 00:13:54,620 --> 00:13:55,620 It's not for me. 238 00:13:55,620 --> 00:13:59,420 All right, the last game I want to talk about today is another new game I tried and 239 00:13:59,420 --> 00:14:01,360 this is Dro Polter. 240 00:14:01,360 --> 00:14:07,400 Dro Polter was designed by Paul Schultz, published by Oink Games 241 00:14:07,400 --> 00:14:11,980 with Art by Rie Komatsuzaki and Jun Sasaki in 2023. 242 00:14:11,980 --> 00:14:18,120 It is, it fits in the standard Oink Games line, meaning it's one of those very small 243 00:14:18,120 --> 00:14:25,520 box games, which look really amazing, are cute and usually are fun to play. 244 00:14:25,520 --> 00:14:31,040 Now I find that Oink Games tend to be relatively simple affairs, particularly because they 245 00:14:31,040 --> 00:14:36,880 come in a small box and they're relatively easy to play, but they also usually turn on a 246 00:14:36,880 --> 00:14:38,540 really interesting gimmick. 247 00:14:38,540 --> 00:14:44,880 In Dro Polter, the idea is everybody gets five weird shapes, all relatively small, and 248 00:14:44,880 --> 00:14:50,560 the game comes with a little bag full of bells, these tiny metal bells. 249 00:14:50,560 --> 00:14:57,520 So you get these five weird shapes, like one is a ring, one is a little yellow square, one 250 00:14:57,520 --> 00:15:02,260 is a red cube, like they're all slightly different, they're all really small, though, think 251 00:15:02,260 --> 00:15:04,220 about the size of a meatball. 252 00:15:04,220 --> 00:15:08,520 And you put them all in one hand and then somebody flips a card at the beginning, it's 253 00:15:08,520 --> 00:15:15,120 random after that, it's whoever won the last turn, you're going to flip over a card and 254 00:15:15,120 --> 00:15:22,120 you reveal on the card, there are pictures of some of the five components, not all of 255 00:15:22,120 --> 00:15:27,400 them, some of them, between two... no, there were some cards that had one... 256 00:15:27,400 --> 00:15:28,400 up to four. 257 00:15:28,400 --> 00:15:33,200 And what you have to do is, using only the hand that the components are in, you have to 258 00:15:33,200 --> 00:15:36,200 drop the components depicted on the card. 259 00:15:36,200 --> 00:15:39,480 So if it's a ring and a red cube, you have to drop the ring and the red cube, but you have 260 00:15:39,480 --> 00:15:41,560 to hold on to the other components. 261 00:15:41,560 --> 00:15:45,720 Once you have dropped those, then with your other hand, or with the hand holding stuff, 262 00:15:45,720 --> 00:15:51,800 you grab this white ghost, which is the polter part, I guess, to claim the round. 263 00:15:51,800 --> 00:15:56,640 So you could have multiple people who successfully dropped the things, kind of simultaneously. 264 00:15:56,640 --> 00:16:01,600 Then it's the first person to grab the ghost that ends up being the winner. 265 00:16:01,600 --> 00:16:06,480 So you grab the ghost, you're the first person to grab the ghost, you win the round. 266 00:16:06,480 --> 00:16:11,040 When you win the round, then you take one of the little metal bells and you add that metal 267 00:16:11,040 --> 00:16:15,840 bell to your hand full of items. 268 00:16:15,840 --> 00:16:20,080 Then you're going to shake, put both hands together and shake up the items, 269 00:16:20,080 --> 00:16:24,360 and then kind of put them all into one hand and close it. 270 00:16:24,360 --> 00:16:27,600 Then remember your bell, if you won the bell, it's included in there. 271 00:16:27,600 --> 00:16:33,240 Then whoever it is that won the bell is going to flip over the next card and then everybody 272 00:16:33,240 --> 00:16:34,240 goes again. 273 00:16:34,240 --> 00:16:39,360 But now, if you have a bell in your hand, you have to try not only to drop the right things, 274 00:16:39,360 --> 00:16:40,680 but you'll stop to hold on to the bell. 275 00:16:40,680 --> 00:16:43,240 The bells are small and round, really easy to drop. 276 00:16:43,240 --> 00:16:45,440 If you drop the bell, you lose it. 277 00:16:45,440 --> 00:16:46,920 You don't get to pick it back up. 278 00:16:46,920 --> 00:16:49,360 All the other items that you drop, you get to pick up. 279 00:16:49,360 --> 00:16:53,200 If you drop the wrong thing, you pick up everything you've dropped and start over. 280 00:16:53,200 --> 00:16:57,080 But if you drop a bell, the bell is gone back to the score thing no matter what. 281 00:16:57,080 --> 00:17:00,640 If you're playing, we did have a rule like if you're going to shake your hand up and the 282 00:17:00,640 --> 00:17:04,440 bell falls out and we're in between rounds, that's okay, it doesn't count. 283 00:17:04,440 --> 00:17:07,480 It's only during the round that you have to worry about dropping the bell. 284 00:17:07,480 --> 00:17:12,080 So, Dro Polter is fun and really really easy to play, an interesting dexterity game 285 00:17:12,080 --> 00:17:13,720 if that's your sort of thing. 286 00:17:13,720 --> 00:17:17,520 Now, the challenge, of course, is that it is also a dexterity game that you play with 287 00:17:17,520 --> 00:17:18,520 one hand. 288 00:17:18,520 --> 00:17:21,760 So, it's very limited for people with mobility or dexterity issues, but that's going 289 00:17:21,760 --> 00:17:23,760 to be true of any dexterity game. 290 00:17:23,760 --> 00:17:25,760 So, what games have you tried recently? 291 00:17:25,760 --> 00:17:32,240 I'd love to hear over on Boardgamegeek in Guild 3269 or you can send me a message, 292 00:17:32,240 --> 00:17:33,240 wombat929 on boardGameGeek is my username. 293 00:17:33,240 --> 00:17:37,040 You can send me an email, brendan@rattleboxgames.com. 294 00:17:37,040 --> 00:17:39,040 I thank you for joining me today and I hope your next walk 295 00:17:39,040 --> 00:17:40,040 is as pleasant as mine was. 296 00:17:40,040 --> 00:17:41,040 Bye-bye. 297 00:17:41,040 --> 00:18:01,040 [MUSIC] 298 00:18:01,680 --> 00:18:04,480 Brought to you by Rattlebox Days. 299 00:18:04,480 --> 00:18:14,480 [MUSIC]