Bausack Bandu Rules

Bausack Bandu Rules
Bausack Bandu Rules

Introduction

These are rules for use with a Bandu or Bausack set of pieces. These rules, which are a variant of the Bandu rules, are more to the point. You get to play the pieces you want, and you get to make the game hard for the person you want.

Object

Players build towers from pieces of dissimilarly shaped wood. Towers eventually become unstable and, when one more piece is added, collapse. The player with the remaining tower, after all others have collapsed, wins.

Setup

Place pieces at the center of table.
Players roll dice to determine order, reroll to break ties.
Each player starts with:
Foundation piece. Players, in dice order, select a piece from center of table to serve as the foundation. A player’s foundation piece is placed in front of the player, far enough away from other players’ foundation piece to keep from disrupting their towers.
Five beans.
Play begins with highest roll.
Game Play

Player selects piece from center of table.
Player does one of two things with the piece:
With one hand, add piece onto his foundation or onto another piece that was added earlier with his foundation piece at the bottom. Added pieces must not touch the table.
Give the piece to an opponent.
Game play continues to the player to the left of player who selected piece from center of table.
When a piece is given to a player, that player immediately must do one of two things:

With one hand, add piece onto his foundation or onto another piece that was added earlier with his foundation piece at the bottom. Added pieces must not touch the table.
Pay a bean from his pile of beans, and remove the bean from the game. Then give the piece to the player to his left. However, if the player has no beans, he must add the piece.

Zombies!!! Setup Variant

Zombies!!! Setup Variant
Zombies!!! Setup Variant

Zombies!!!
The idea of the game is to build up the neighborhood in which zombies chase you and the other players in the style of old zombies movies. I think the right length of time for each game should be about 30-45 minutes. That’s about right to get into the theme without it lasting long enough to drag.

This is a setup variant that works with the original rules and the Quick Play Rules. Doing this will both shorten the game and add a little variety to each game, especially when you add the Zombie Corps(e) expansion or the Mall Walkers expansion.

Note: these rules don’t work well combining all the expansions with the original game because you’ll remove too many tiles. Either pick one of them to use as a stand-alone game, or pick, at most, two of them. Either way, use the zombies, life and ammo counters and dice from the original game.

I’ll refer to three piles in this setup:

Pile A, called the remaining tiles (which will be put into play.)
Pile B, called the set-aside tiles.
Pile C, called the removed-from-game tiles.
Do this before following the rules for setting up the game:

Pile A contains all the tiles for the game. From Pile A, set aside (as Pile B) each unique named tiles, the town square and the helipad. This also means, if you have the Zombie Corps(e) expansion (in Pile A), set aside (onto Pile B) each unique named tile, the front gate and the helipad from the expansion.
If you have the Zombie Corps(e) expansion: Of the remaining tiles (Pile A), randomly pick tiles and remove them from the game (onto Pile C) without revealing them, until the number of tiles set aside and the number of remaining tiles (Piles A & B) totals 30.
Of the remaining tiles (Pile A), randomly pick two tiles per player and remove them from the game (onto Pile C) without revealing them. If you’re playing with the Zombie Corps(e) expansion, pick only one tile per player for this step.
The remaining tiles and the set aside tiles (Piles A & B) will be the draw pile(s) of tiles for the game.
As the winning condition, depending on the number of players, a player needs the number of zombies in the following table to win. This will both shorten the game and allows for having enough zombies to play the game out of the box. Also, this allows for the possibility of winning the game by way of zombies rather than by the more common way of helipad.

Players Zombies Needed to Win
If using the quick play rules, and you find you’re missing tiles needed for the last ten tiles in the draw pile, then just leave them out.

When a turn ends with no zombies on board, then the player whose turn ended gets to place ten zombies, as though the “We’re Screwed!” card was just played.

As an additional variant, set aside the named tiles that dead-end into the pile of remaining tiles for removing from the game (Pile C.) These tiles really interrupt the flow of the game. It’s no fun to back-track through empty streets. Also separate out the cards associated with buildings, and set them aside face-up. Then, when a player enters a building, they can automatically obtain the item for that building. This will prevent players from holding disappointing dead cards in their hands for buildings that were removed from the game.

As another variant, allow tiles to be placed adjacent to any other tile as long as it connects to at least one existing road. If you create a dead-end, make sure there is at least one open road out of the tile. I.e., newly placed tiles must be accessible, but they don’t have to match road-for-road. This will hopefully allow for more possibilites in placing T-intersection and crossroad tiles.

As another variant, if you have the Zombie Corps(e) expansion and the Glow-in-the-Dark Bag O’ Zombies, make all the zombies placed on army base tiles government enhanced zombies (killed on a roll of 5 and 6, double movement.)

Click here to purchase Zombies!!!

Board Game Session Report

Board Game Session Report
Board Game Session Report

SOG session. 5-player For Sale, 4-player New England, 6-player Sticheln, 6-player 6 Nimmt. Players were Chris, Josh, Sara, Don, myself. New players to the game were Sara, Don, myself.

Game Overview

This is a bidding card game with a realty theme.

Players start with twenty chips. Cards containing property are flipped. Each card has a value. The first player makes a starting bid. Each player then matches the bid, raises the bid, or drops out. When a player drops out, he gets the property at half his current bid.

After all the cards are played, a second deck with money values is dealt. All players secretly make a bid using their property cards and reveal them simultaneously. Highest property value gets the highest money value, and so on. This gets repeated until all the property is spent.

The winner is the player with the most money. Session Overview

What can I say? This is a light card game that we played before getting to the meatier games. Final scores were:

New England

Players were Lewis, Chris, Eric, myself. New players to the game were: Lewis, Chris, Eric, myself. Eric had the first turn.

Game Overview

New England is a resource-management tile-laying game with a historical New England theme.

Players choose a family name and place the rectangular tiles representing their three types of land on the game grid.

Then players take turns placing nine land tiles and development cards (at least three of each) for sale. Then players choose a bidding token which represents turn order (highest to lowest) and cost of tiles and cards.

Then, in turn order, players buy 0, 1 or 2 tiles and cards, and play them immediately. Land tiles are placed, undeveloped side up, next to the player’s tiles of the same time. Development cards are worth points if the given pattern can be developed; they also contain pilgrims worth extra income, ships which let the player flip an additional tile or card, and barns which let the player store a development card for later.

When there are no more tiles or cards to draw, the game ends and cards are scored.

Session Overview

Well, we were all clueless playing the game for the first time. I took the strategy of collecting money early, and buying land tiles cheaply. Lewis took advantage of whatever looked good at the time. Chris and Eric tried to balance purchases between everything.

In the end, I was winning, except that Lewis pulled a development card from storage to score ten points, shooting past my score.

This is a simple game to learn, with a little bit of thinking — a light strategy game. I’d play it again.

New England
Caption: Close to finishing the game of New England, Lewis will pounce.
Final scores were:

Sticheln

Players were Chris, Mark, Josh, Eric, Lewis, myself. New players to the game were: Chris, Mark, Eric, Lewis, myself.

Game Overview

This is a trick-taking card game.

There are six suits numbered 0 through 14. Each player is dealt a hand of cards. All players simultaneously choose a card to be their “pain-card.” The color of this card is bad — players normally score one point for each trick taken, but subtracts the value of each card in the color of the pain-card from the score.

Highest score wins after five hands.

Session Overview

I’m usually not big on card games and this is no exception. It’s novel to avoid the pain-card and screw other players when the opportunity comes up. Josh thinks this game is tricky with skilled players.

We played only two rounds. My second hand was nearly two-thirds red. The usual strategy is to make something you have four or five of as the pain-card, but I went with red. It turned out I was able to get rid of all my reds and not acquire any. I figured if I had all the reds and people play their reds, I could easily avoid getting burned taking red cards.

The second hand, many people played their zero cards as their pain cards with the hopes of avoiding subtracting the pain card from their score. That was silly, because it would be useful to have during the round to avoid picking up an unwanted hand.

I’d play this again, but it’s not engaging.

Final scores were:

6 Nimmt

Players were Chris, Mark, Josh, Eric, Lewis, myself.

Game Overview

This is a card game.

Each player is dealt a hand of cards. Each card has a number and a point value.

Four cards are dealt on to the table. These are the start of four rows.

Each player selects a card simultaneously, and reveals it. In numerical order, the cards are placed next to the row in which it’s higher than the highest value but lower than all the other rows. If the card is too low to be added to any row, the player takes a row of his choice and places his card in its place. If the card is the sixth card of the row, he takes the row and puts his card in its place.

When all the cards are played, the acquired cards are scored by adding the point values.

The game ends when a player reaches 66 points. A new hand is shuffled until the game ends.

The lowest score wins.

Session Overview

This game had a classic Chris-Vitas moment. At one point, there was a row of four cards with a 102 in it, so I selected my secret card with a 103 on it saying “This is the only chance to play this card.”

“Oh, you have the 104,” says Josh, “Wouldn’t it suck if someone played the 103?” (104 is the highest card in the game.)

Chris obviously didn’t pay attention to the exchange and played the 104, which won him that row of cards, after which I laughed heartily.