Alright, I know I’m pretty slow at this, as we are now in January and this event was in November, but kids man, the take a lot out of me, especially with having Thanksgiving and Winter Breaks being practically back to back. However, I’m back with the rest of that weekend.

Living Forest is a game that I fell in love with on Board Game Arena. I had bought a physical copy a while back, but wasn’t able to get it to the table, so it was still in shrink when I brought it with me to Friendsgiving. On Friday morning I was able to introduce this game to friends.
This game is designed by Aske Christiansen, art by Apolline Etienne, and published by Ludonaute.
In Living Forest, players are nature spirits trying to save the sacred forest from fire. The game ends when one player reaches one of three possible goals: putting out 12 fire tokens, collecting 12 sacred flower symbols, or planting 12 protective trees in the forest.
At the beginning of each round, players will draw animal guardian cards from their deck, pushing their luck until they decide to stop. In your deck there will be dark creatures that will give you darkness symbols and if you ever pull three, you bust. If you don’t bust, you get to take two actions on your turn, but if you do bust, you only get to do one.
Your cards are important though as they have the resources you use to do actions. There are four actions in the game.
Sun icons on cards and in your forest will give you the ability to bring new sacred animals into your forest, increasing your deck size. Be careful though as each animal card you gain, more fire tokens will come out next round. The more powerful the animal, the bigger the flames. You can find animals in the forest that will give you light symbols that counteract the darkness. Or you can find animals with more darkness symbols, but they have a lot of good resources, so you have to find a good balance.
Water icons will let you put out flame tokens in the middle of the forest. Each token might need multiple water symbols to clear it, but only count as one towards your goal of twelve.
Plant icons will allow you to plant trees into your forest. These trees give you permanent resources each round. Covering rows or columns will give you additional bonuses and there are special spaces you can cover for additional actions.
Then the spiral action lets you move your spirit around a track on the center board. This track will have spaces on it that do the other three actions, but you’re also moving around the other players. Each player starts with one token of each of the three scoring types. If you hang onto them, they score you one of each type, but as you jump over other player’s spirits, you can steal one of their scoring tokens, increasing your score.
I really love this game. It is light, fun and simple, but with an engaging push your luck element. I typically find that most push your luck in game punishes you if you play it safe. However, if you play strategically and accumulate symbols in other places or gain cards that decrease the darkness, you can still play a competitive game.
I rate this one as a 9/10 on Board Game Geek.
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After Living Forest, I got into a game of the newest Vital Lacerda game, Speakeasy! I was really excited about this one as I have enjoy most Lacerda games I’ve played. Art by Ian O’Toole and published by Eagle-Gryphon Games.
With how new it was, there wasn’t much in good teach videos online for it just yet and the person who brought it hadn’t played it yet, so we struggled our way through the game, but it was still a ton of fun.

In Speakeasy, players take on the role of managing their own Speakeasy operation in Prohibition era Manhattan. Players must watch out for the police as they close in on all the neighborhoods and combat the mob who have their own operation.
This game mixes worker placement and card management as you work to set up your own Speakeasys, Still, and larger clubs and casinos. You start with four workers in the first round and then quickly drop down to just one worker in the last round, as you send them to action spots at the top of the board. You will be building out into different areas of Manhattan, producing alcohol at your still, buying it from ships, or even stealing it from ships, then transporting it to your buildings.
You’ll also have the ability to play cards from your hand that give you a special action and a standard action depending on the color of the card, then slot into your player board, giving you ongoing actions.
Players will accumulate money in their bank, that they cannot really use, unless they launder it at a loss, but will be points at the end of the game, or money to their operation that they use to build and do actions. It’s a fine balance between having the money to do the actions you need and accumulating points.
The description here is pretty vague, but it was a first play-through and I haven’t gotten in another play yet, but I’m looking forward to exploring the game further.
This one is a 9 out of 10 on Board Game Geek for me and I’m eager to get a copy and play more.
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Friday night we had Friendsgiving dinner, which was so delicious and surrounded by amazing people. Then after dinner I got to jump into a game of Dinosaur Island with the Totally Liquid expansion.

I was one of the original Kickstarter backers for Dinosaur Island when it originally was published, then had also backed the Totally Liquid expansion. My husband and I had played the base game several times, but hadn’t gotten the game with the expansion to the table before it became a Covid casualty and was sold. Dinosaur Island is a massive table hog and we just didn’t have the table space of it at the time.
Dinosaur Island was published by Pandasaurus Games in 2017, designed by Jonathan Gilmour-Long and Brian Lewis, with art by Kwanchai Moriya and Anthony Wocken. In this game, players are running their own dinosaur park, researching and collecting DNA to bring dinosaurs back to life as exhibits in their park. It sounds an awful lot like a certain movie franchise.
Play is broken up into multiple parts during a rounds.
During the first part, players will draft DNA from dice rolled at the beginning of this part, research dinosaurs to add to your park, or expand you cold storage so you can hold more DNA. The second part, players will gain worker locations in their lab, workers, or attractions. Then last part is worker placement to spend DNA to create dinos and other worker actions. At the end of each round, people visit your park and you hope your security is greater than or equal to your danger level so no one gets eaten.
The Totally Liquid expansion added aquatic dinosaurs and other modules, but we just played with the new dinosaurs and none of the modules.
This game is still a lot of fun, it’s just a beast to table and play. When I originally owned it, I rated this one a 9 out of 10 on Board Game Geek. Since 2017 however, I’ve delved super deep into heavier games and my tastes have changed some. I still really enjoy this game, but it’s dipped down to more of an 8 out of 10 for me. Not a significant drop.
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Alright, I’ll be back with the last couple of games from Saturday soon!

















