Recently bought "Chocobo Party Up!" at TGS this past weekend and was able to play a few rounds with my wife and friends. Its a very simple game that can get pretty chaotic given the rules set and cards at play.
So the premise of the game is simple, the first person to get 6 of their chocobo pals into their nest wins the game. Each player starts with two chocobos be it red, blue, green, or black. There is also a fat chocobo you can call upon. Your chocobo pals are yellow. You roll a die to move your chocobo, your pals can only move if they are on the same hex as yours so they can "follow" you.
As you play there are various cards and tactics you can use to either help you win or screw over orher players. The art for the cards is great:
There are only five and each does something different. The White Mage card allows a plus 1 to your die roll. The Golem lets you move a player and all his pals to differet hexs. The Tempest lets you take another player's chocobo and move it back to any part of their nest, leaving behind their pals for you take. If you save up two cards you can trade them in to call upon a fat chocobo to help you. If you move both of your chocobos to another player's hex you can kick them off and steal their pals. This is where the game can get very chaotic very quickly especially if a lot of pals are on the board.
Talking about the chocobo pals, to summon them, you as the player, have to do the chocobo call over special hexes that may have them. Having people attempt to WARK can either be hilarious or annoying depending on who you are with. I personally found it fun.
It is fairly quick to play with 2 players but with 4 it can take about 30 minutes. I highly recommend picking it up if you like board games.
So the premise of the game is simple, the first person to get 6 of their chocobo pals into their nest wins the game. Each player starts with two chocobos be it red, blue, green, or black. There is also a fat chocobo you can call upon. Your chocobo pals are yellow. You roll a die to move your chocobo, your pals can only move if they are on the same hex as yours so they can "follow" you.
As you play there are various cards and tactics you can use to either help you win or screw over orher players. The art for the cards is great:
There are only five and each does something different. The White Mage card allows a plus 1 to your die roll. The Golem lets you move a player and all his pals to differet hexs. The Tempest lets you take another player's chocobo and move it back to any part of their nest, leaving behind their pals for you take. If you save up two cards you can trade them in to call upon a fat chocobo to help you. If you move both of your chocobos to another player's hex you can kick them off and steal their pals. This is where the game can get very chaotic very quickly especially if a lot of pals are on the board.
Talking about the chocobo pals, to summon them, you as the player, have to do the chocobo call over special hexes that may have them. Having people attempt to WARK can either be hilarious or annoying depending on who you are with. I personally found it fun.
It is fairly quick to play with 2 players but with 4 it can take about 30 minutes. I highly recommend picking it up if you like board games.