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Tuesday, December 29, 2009
Great American Puzzles from Fundex
 One of our favorite puzzle companies has merged with one of our favorite game companies. The result is a wonderfully comprehensive offering of invitations to play. The art of a good puzzle depends on two things - OK, maybe three: the graphics, the cut of the pieces, and the quality of the construction (of pieces and box). Classic American Fire Trucks is exemplary of all the above, and of the kinds of puzzles you can almost always expect from The Great American Puzzle Factory collection. Classic American Fire Trucks is, first of all, shaped like a fire truck. This is cute. What's even cuter about the fire truck shape is that the borders of the puzzle (you know, the part of the puzzle you generally do first, because they're the easiest to find) are irregular. So, to find an edge piece, you frequently discover yourself turning it in every possible direction before you finally find the fit. Then the pieces seem to be somewhat deviously cut - often ending, as if on purpose, just at the edge of a line that you had hoped would prove instrumental in helping you find the piece it's connected to. And sometimes, a space you'd be absolutely sure can only be completed by a piece with a straightish edge turns out to need a curvey-edged piece. Then there's the image - a brightly colored collage of eleven different fire trucks, each beautifully rendered and intricately detailed - in itself a kind of puzzle. And the box, which includes information about all the trucks in the illustration - adds yet another level of interest and engagement. It's not a puzzle for little kids. It's significantly challenging, visually and intellectually absorbing, and often deeply satisfying. All 730 pieces of it. Labels: Puzzles

Tuesday, December 08, 2009
Super Circles
Super Circles is another easy-to-learn, quick (and I mean quick) card game from Out of the Box (in this instance, a lovely metal box) that will challenge the speed, spatial and color perception skills of 2 to 4 players, pretty much extremely. Each of the 73 cards shows 4 concentric rings, each of a different color. The rings are numbered (to guide the mind as well as the eye), but the game has nothing to do with numbers and everything to do with your ability to perceive which of the 4 rings on any given card matches the same ring on another. The game begins with the distribution of the cards. The first card is turned over and placed in the center of the table, face-up, starting the target pile (the cards looking everso graphically target-like). The rest of the cards are distributed evenly, face down, between the players, forming their play pile. At a signal from the dealer, players begin to draw cards from their deck, competing to be the first to find a card whose ring matches the corresponding ring on the card on the top of the target pile. At each turn, players must match a ring that is different than the last ring matched. If the first player matches, for example, the second ring of the current target card, players then compete to match the first, third or fourth ring of the new card. The first player to run out of all but one cards wins the game.  The visual challenge, combined with the need for speed, can easily become so intense that, from time to time, your mind just refuses to keep up. This feels better than it sounds - like a shiatsu massage for your perceptual skills. Super Circles is an elegant, challenging little card game, demanding brief spurts of very intense focus. Designed by Maureen Hiron and Ron and Caron Bodkin, with art by John Kovalic and Cathleen Quinn-Kinney, it turns out to provide a unique challenge, one that will prove as engaging to a seven-year-old (no arithmetic, no spelling, no knowledge required other than color and the numbers 1-4) as to a parent or grandparent of renown visual acuity and acknowledged color-discrimination skills. It is difficult to avoid comparing Super Circles to 7 ate 9 - another Major Fun Award-winning card game, also from Out of the Box, also designed by Maureen Hiron. The only significant difference between the two games is the part of the brain they tease into action. 7 ate 9 plays with numbers, so it leans left on the brainscape. Super Circles plays with colors, so it feels more rightwards leaning. For this reason, Super Circles can be played successfully by slightly younger children. But by no measure can we say that one game is better or more fun than the other. Though we might not play both of them in the same game session, our family games collection would certainly be richer for having both of these games. Labels: Family Games

Monday, December 07, 2009
7 ate 9
7 ate 9 may be the traditional explanation for 6's profound fear of 7, but it most definitely doesn't explain why it is such a fun family game. The responsibility for this welcome transformation lies squarely on the shoulders of designer Maureen Hiron, the art of Cathleen Quinn-Kinney and John Kovalic, and the acumen of the once again inspiringly playful folk of Out of the Box. 7 ate 9 is a card game of speed and calculation, similar to Spit, but significantly more excruciating - in a good way. A very good way. Two to four players begin the game by taking the top card from the shuffled deck, placing it face-up in the center, and then distributing the rest of the deck evenly between players. Since there are 73 cards, after the first card is played on the table, the rest divide into satisfyingly even piles whether you're playing with 2, 3 or 4 players. The cards are numbered from 1-10. In addition (or subtraction), each card also has a number, from 1-3, in the corner. That number is added or subtracted, at the player's discretion, from the main number, which determines what number card can be played next. So, if the top card is a 7 and the small number is a 2, the next card can be either a 5 (7-2) or a 9 (7+2). The cards are also color-coded, to help direct your attention to the added (or subtracted) value - all plus-or-minus 1 cards being green, plus-or-minus 2 cards blue, plus-or-minus 3, red. No turns are taken. Players simply draw cards from their face down pile, one at a time, if they can play a card, they announce the number and place it on top of the center pile, if not, they draw another card until they have found a playable card or someone else has. In the latter event, they must now look for a new match. The first player to get rid of all but one of her cards wins. So it's like Spit - players playing simultaneously, as quickly as possible, trying everso assiduously to be the first to find the next playable card. And yet, it's not quite Spit. Not with there only being one pile, and the challenge of having to add or subtract in order to calculate what card is actually the next match. And then, say, you throw a 9, with a plus or minus, say, 2. Well, if you subtract 2, it's simple enough - you can match it with a 7. But if you don't have a 7, and you're fast enough, you can add the 2, which, arithmetically, would make 11, which is patently absurd since the highest card is a 10. If not for the "round the corner" rule, by which you can legitimately play a 1 (which, in a circular sequence, would be the next card). Similarly, if a 2, for example, is played, a 2 with a plus-or-minus 3, shall we say, you can play either a 4 or a 9. This logical bit of round-the-cornerness is wonderfully exasperating, making you have to think generally when you are least ready to.  Yes, yes, people will tell you that it's an educational game because it uses numbers and arithmetical operations, and yes, children who are weak in these particular skills will most definitely find themselves hovering on the other side of exasperation. But no matter how good you are with numbers, and how mature and experienced you are in the ways of life and games, you can easily find yourself succumbing to the speed and flexibility of an 8-year-old opponent. Yes, there is a modicum of luck involved - just the modicum needed to keep hope alive, keep the game fun, and make you want to play again and again. Labels: Family Games

Friday, November 27, 2009
Siam
 Didier Dhorbait's abstract strategy game Siam is so beautifully crafted that you will treasure it even before you learn how to play it. Which is a good thing for two reasons: 1) the English translation of the rules is, well, very, shall we say, challenging, in a French kind of way; and 2) the rules are what some may call "unconventional," requiring you to exercise some conceptual effort before you fully appreciate the cleverness and complexity underlying their comparative simplicity. Fortunately, Arthur Reilly has written a satisfyingly clear English description of the rules - clear enough to help you through most of your preconceptions to a truly remarkable strategy game - one that you can play in ten minutes with anyone old enough to appreciate a good, abstract game. The lovely wooden board is inscribed with a 5x5 matrix. There are three kinds of pieces: the elephants and rhinoceros figures are beautifully rendered, the elephants rearing on their hind legs, the rhinoceros sitting and looking like something out of a collection of Victorian grotesquerie. The other pieces look vaguely like mountains. And since the mountains are as big as the elephants and rhinoceros, the whole set conveys a sense of the fantastic. One player plays the elephants (and moves first) the other, rhinoceroses. The game begins with the three mountain pieces in a line in the center of the board. Players take turns doing one of the following: bringing a piece on to the board, taking a piece off the board, reorienting a piece, moving a piece (one space horizontally or vertically, in the direction being faced), or pushing other pieces. The object of the game is to be the first player to push a mountain off the board.  The pushing is where the conventions begin to get un-. If one of your pieces is facing a mountain, it can push the mountain in the direction in which it is facing. If two opposing pieces are facing each other, they cancel each other out. So neither can push or be pushed. If one your opponent's piece is in line with yours, and you are not facing it, you can get pushed. If two of your opponent's pieces are facing yours, you can also get pushed, even if you're facing them. In fact, you can have a whole bunch of your pieces (well, up to 5) in a line, all facing the wrong way, and one of your opponent's pieces, facing the right way, can push them all. Then there are the rules about the edges of the board (all important, since that's where you're trying to push the mountains off of, as well as where your pieces can get pushed off and where they can be re-entered). Since they surround the board, it means that, unlike chess, checkers and the rest, you're not playing in any specific direction - a major convention-breaker, chock-full of strategic implications. And the subtle but significant consequences of being able to take pieces off the board and later bring them back into play on some other edge, add yet another chock-fullness to one's cup of strategic nuance. Remarkably deep for a ten minute game. Remarkably lovely. Major FUN. (Siam is available in the US via Fred Distribution, and in Europe through Ferti) Labels: Keeper, Thinking Games

Wednesday, November 18, 2009
Sketchy
Sketchy is a drawing and guessing game for 4-8 people from Fundex Games. It is cooperative, competitive, challenging, and laugh-provoking. It makes you feel closer to the people you play with. It can get very intense. And if you win, you not only feel good about your brilliance, but you also realize that it really didn't matter who won. Playing Sketchy was so much fun, that it's all the reward you needed. The components are simple enough - 8 golf pencils, playing/scoring pads (ample enough for many replays), a deck of cards, a die, and a wonderfully annoying, batteries-included, electronic timer (the kind that ticks faster and faster every 15 seconds). Each card has a list of six different categories. For example: - Kinds of soup
- Sports where individuals compete
- Items on a teacher's desk
- New England US states
- Foods that are eaten on a stick
- U-pick
Each page of the drawing/scoring pad gives you room to draw up to seven examples of the randomly chosen (by the roll of a die) category. Imagine that a category has been called, and the timer started. Now imagine everyone furiously drawing what they hope will be vividly clear illustrations of things that fit the category. When the timer runs inexorably out, and the annoying buzzer of finality finally buzzes, you use the column to the right of your drawings to name each of the objects you hopefully illustrated.  When you're finished, you sit with your partner for that round and compare your answers, looking only at each others' drawings (you fold over the column with the verbal descriptions of the objects so that your partner can't see them, and you can't change your mind about what your drawings actually depict). The timer is once more started, and you and your partner pro-tem decide which drawings on the two answer sheets are describing the same item. You can't talk about what the items are. You must make your judgment solely on the drawings. And then you take score - 2 points for each item that appeared on both of your sheets, less one point for each item incorrectly selected. ("That was supposed to be chicken? I thought it was an artichoke!") You determine your scores. Write them down on a sheet somewhere. Change partners. And begin the next round. So see, even though you only score when you see eye-to-eye, as it were, with your partner, your cumulative score reflects your performance as an individual. Designed by Brian S. Spence, Garrett J. Donner and Michael S. Steer, Sketchy is, by every measure, Major FUN. It is everything you'd want to see in a party game - absorbing, challenging, creative, intelligent, easy to learn, easy on time (a whole game can be played in 20 minutes), bringing people together, making people laugh. Labels: Party Games

Monday, November 16, 2009
PitchCar
PitchCar is a puck-flicking, car-racing game of skill and cunning for people as young as six and as old as can still walk around a table. It can get as tense as the Indy 500 without ever getting too serious to laugh about. It can be played as a race against everybody or a race between teams, as a polite game of luck and skill or a cutthroat game of strategic blocking and violent crashing. And there are at least as many ways to build it as there are to play. The building part is wonderfully easy, though it just as easily can become a studied, exacting, and creative exploration. The tracks fit together with ease, like large jig-saw pieces. Grooves on the sides of the tracks easily accommodate flexible plastic rails. The basic set consists of 16 pieces of track: ten curving and six straight, 16 "safety barriers" - lengths of plastic railing, and eight cars (wooden pucks), each of a different color. There is also a sticker sheet used to decorate the pucks and create the start/finish line. This is enough for you to create ten different "circuits," each a serious twelve-feet long. The "cars" are propelled by any appropriate finger-flick - though some may prefer a finger push or slide.  With a little imagination, and the select incorporation of pieces of cardboard, Popsicle sticks and other household miscellany, many different kinds of tracks can be build. And, if you can find any loose checker pieces or bottle caps, you can significantly expand the fleet. If you need a little more than your collective imagination has to offer, we'd strongly recommend that you consider the additional purchase of, say, PitchCar Extension 1. Designed by Jean du Poël, PitchCar is what people call an "heirloom game" - a term frequently used to describe a game, the purchase of which approaches a serious investment, and the promise of which is generation-spanning. It is easy enough to build and play to prove of interest to most first-graders, yet it can just as easily be made complex and challenging enough to be taken quite seriously by the mature gamer. The designer also suggests two variations. One, called "The Pursuit," is played by two players or two teams of players. One team starts ahead, the other tries to catch up. Another variant, "The Trash Variation," players can try to knock each others' cars off the track (in the standard game, you would lose a turn). These two variations hint at another dimension of the game that can be readily explored, namely, the rules. What if we played in teams of two, one player always trying to position their puck to block other players? What if we played in two different teams, started at the starting line, but each team driving in the opposite direction? How about if we each had two moves per turn? What would happen, wondered a few of our Tasters, if we had fashioned special sticks for puck propulsion. Could we become yet even more skilled, our control even that much more precise, the distance covered in a single turn even that much greater? At a games party, PitchCar offers a welcome balance to the more serious and sedentary strategic entertainments. At the dining room table, it provides a rewarding after dinner, after homework opportunity for the whole family to relax and celebrate each other. Competitive without meaning anything important about anyone. Cooperation without becoming tedious. An invitation to experimentation and creativity. An opportunity for genuine, good-natured fun. Fun of just the right, as it were, pitch. Major FUN, that is. Labels: Dexterity, Family Games, Kids Games, Party Games

Thursday, November 12, 2009
The Caravan Game
The HABA Caravan Game looks like a game for kids. Don't get me wrong, it really is a game that kids will play, and enjoy. The cards and thick, folding board with funny illustrations by Gabriela Silveira, the cute little wooden camel playing pieces (which are easier to play with when they're lying down)...all appeal to people who think of themselves as kids. But the game proves to be deep, engaging, and challenging enough to attract serious consideration from those who think of themselves as adults. Each of up to four players gets a set of 12 cards. The cards are the same for every player. You shuffle your cards, place your them, face-down, in a stack in front of you, and then draw three of them for your hand. From then on, you play one from your hand, discard, and select a new card from your pile. Seven of the cards show either one, two, three, or four palm trees. These are the Oasen-Karten. Oops, excuse me, I was reading the German rules. Oasis cards. These cards tell you how many spaces you can move a camel forward. Three of the cards are cartes de mirage. O, silly I, those are the French rules. Mirage cards. Each of the three depict one, two or three palm trees, shimmering in a mirage-like manner. These cards let you move any one of your opponent's camels backwards the corresponding number of board spots (not literally squares, but they function the same way). Then there's one Cameleer card, which allows you to move any one of your camels one board spot in front of the lead camel - anyone's lead camel. Unless, of course, that camel has already reached the oasis. Finally, and most interestingly, there's the carta della tempesta di sabbia (or, as the English say, "the Sandstorm Card"). When this is played, everyone must pick up all 12 of their cards, shuffle them, deal themselves three, and continue the trek. Since everyone has the same cards, you can, more or less, predict (depending on how good your memory is) what your opponent/s might play. Since you always have three cards to choose from, you can delay using your more powerful cards for a more strategically significant moment. If you can save the Sandstorm card for just the right moment, you can get what will hopefully prove a better hand, and prevent your opponent/s from using theirs.  Hajo Bücken has designed a fascinating little game. It can be learned very quickly, and played in as few as ten minutes. One rule that significantly speeds up the game - when you're counting how many spots you can move, you don't count the camel-occupied spots. So, if there are, say, three camels in a row in front of you, and you play your one-palm Oasis card, you get, in one move, to move your camel 4 spots closer to the oasis. This is so much fun that we recommend that when you have only two players, you use two sets of camels each. Finally, there's getting to the oasis. There are only six oasis spots. The furthest forward is worth four points, the two behind that three points, and the three behind those, two points. Once your camel reaches any of those spots, it can no longer move. Probably because it just doesn't want to. I mean, after that long hot trek across the mirage-filled desert, getting to all that cool water and delicious dates.... Which means that, strategically, and perhaps metaphorically speaking, it's not always so good to be the first camel to reach the oasis. Especially when you take into account the jumping-over-camel-occupied spots rule. Fun of a surprisingly major kind for a surprisingly wide range of ages and abilities. Labels: Family Games, Kids Games, Thinking Games

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