#291: Djinn and A Short Topic Extravaganza

Hey now and Happy Wednesday wonderful Cabalists! Today the gang gets down to business talking about all the awesome games they've been playing including Last Light, Wyrmspan, Luna, Studies in Sorcery, Her Story, and a feature review of Djinn by Benjamin Schwer and Pegasus Spiele. Then Tony T kicks out the best damned tabletop gaming news segment in the entire universe. And finally, the Founders get down to business with some listener submitted questions with topics including are semi-cooperative games inherently broken? And what are some of your personal neuroses?

Timecodes

  • Djinn Review 00:59:20

  • News with Tony T 01:28:19

  • A Short Topic Extravaganza 02:23:20

Opening Banter and Reviews

Feature Review: Djinn

Once your ancestors found or created a source of magic - the exact knowledge of its origin, as far as you know, has long been lost. A small community has developed around the source, which seeks to protect this place and keep it as secret as possible.

Unfortunately, some magical beings — half corporeal, half ethereal — have now tracked down this source. These beings of dubious character, which you call "Djinn", have appeared in various places of the city to dispute your access to the source. You are young members of the Magic Guild, and to prove your abilities, you are tasked with capturing the Djinn so that they can do no harm. You can control them permanently only if you catch them in special Djinn bottles. To seal these bottles, you also need corks made from the bark of a tree near the magic source.

Whichever of you succeeds best in protecting your small town will be accepted into the inner circle of the Magic Guild and will soon be allowed to learn even more secrets...

In Djinn, you take turns moving across a map that shows thirteen locations. These locations are linked to actions where you can get the resources you need and catch the Djinn that are in six locations. In those locations you can do things like receive bottles and corks, collect magical power, buy magical items, hire mages to accompany you, discover secret passages, and more.

In each round, you can reach only one of two or three of the locations, so you must plan carefully to have all the resources you need in time to catch the Djinn. The game ends when all six "Boss Djinn" have been captured and removed from the map, then you score points for all captured Djinn.

Designed by Benjamin Schwer

Published by Pegasus Spiele

BoardGameGeek.com Entry

Gaming News by Tony T

Community Info

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The Secret Cabal is so pleased to be sponsored by the great Restoration Games! The name says it all, Restoration Games is dedicated to bring back to market games that all of us loved from decades past. The games we grew up with and have been missing from the world. Justin and Rob believe that "Every Game Deserves Another Turn"! Please take some time to check out their website at RestorationGames.com.

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#71: Goofing Off vs Getting Serious and Game Master Preparation