major fun - the awards
The MAJOR FUN Awards: August 2005

 

The MAJOR FUN Awards

Games that Make you Laugh

Linkity

Linkity is a fast-action word / card game from Simply Fun that is most definitely FUN in a Major kind of way.

The deck consists of 81 cards. Each card has a single letter on it, along with a cartoon of a letter-shaped bugs. Why bugs? According to the manufacturer, there is "no particular reason - we just liked the bugs." Players are dealt hands of 7 cards. After the first card is played, players compete to put the next card down - while saying a word that starts with the letter on the card, and is related to whatever word the previous player used. Let's say Tamara starts with the letter "A" and say "Apple." Let's say Rick throws down his "S" card and says "Slice." And then Celia, throwing down her "G" card says, naturally, "Golf." See, the word "Golf," though having nothing to do with the original word "Apple," can be demonstrably linked to the word "Slice." Hence the name of the game: Linkity.

Each player (3-8) begins a round with seven cards. Players don't take turns, they simply go as soon as they can think of a contextually appropriate word that starts with a letter that appears on one of their cards (though you can only put one card down per turn) and has something to do with the word just said. And yes, of course, players can challenge each other (greatly adding to the intrigue and potential silliness of play). The first player to use all her cards wins the round. The rest are penalized one point for each card remaining in their hands. A full game requires three rounds and takes maybe a half-hour.

Since there are no turns, you really have to think fast, and often creatively in order to win. It's this creativity-under-pressure that adds both to the hilarity and intensity of the game, and adds to the temptation to try words that aren't quite exactly, well, linked. Which adds correspondingly to the party-like spirit of the whole game.

When playing for the first time, disregard the first round. This gives everyone a chance to get a good understanding of the slightly subtle concept that a word needs only to relate to the immediately preceding word. The game works best when players are of roughly equal ability. So, if there are kids around, let them play their own game. They deserve it.

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Columns - a game of strategic stacking

Columns is another beautifully crafted game "PIN" from Out-of-the-Box's Masterpiece collection. The two-player "stacking game" involves building on a matrix of 3x4 wooden pins. Each player has a collection of wooden pieces: "L"-shaped, rectangular and square "blockers" and disk-shaped "roundels." There are 12 roundels, and they are the only pieces that can score, and they only score when they are placed on top of a column. Columns are built in five layers. A roundel can not be placed on top of an opponent's blocker.

Rule-wise, that's pretty much it. Well, you also can't put two of the same kind of blockers on top of each other. And you can't leave any gaps. Other than that, the game is one of careful anticipation as you try to build a foundation that will be topped by your roundels and not your opponent's.

At first, it's almost impossible to understand the implications of the different kinds of pieces. You place something in the matrix. You build. You are surprised. As you play repeatedly you get a growing appreciation for the strategic value of each different piece. If you are evenly matched, the subtleties continue to reveal themselves game after game. And you still get surprised.

For people who like 3-D puzzles and games of strategy, Major FUN, in deed.

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Loot - an elegantly strategic card game

Loot turns out to be a surprisingly elegant, fast-paced, and quite strategic card game for 2-5 players (or up to 8 players in playing in teams). Designed by the deservedly successful and astonishingly prolific designer of board and card games, Reiner Knizia, Loot is a competition between pirate captains, trying to capture the most valuable merchant ships.

There are three kinds of cards in the deck of 78: 25, innocent-looking merchant ships carrying various amounts of gold; 48, menacing, skull-and-crossbone-wielding pirate ships; four totally outrageous pirates, and one equally outrageous-looking Admiral pirate. Each player begins the game with six cards. On your turn, you may play a merchant ship and hope that it doesn't get attacked during that round (because, if it doesn't, all the gold it is carrying is yours!). You may also play a pirate ship, in the hopes that your pirate ship (and any other pirate ships of the same color played in subsequent rounds) have the highest total value. You may even play a pirate or admiral card, if you really, really want a particular merchant ship.

Because the rounds can continue as long as other pirates are fighting over a merchant ship, it is very easy, and tempting, to continue a battle, just for the pure piratical joys of it all. Which, of course, is an invitation to an early and conceptually wet grave. Especially if the ship you're fighting over isn't worth it. Yes, yes, there's luck, but there are also the strategic delights of luring other players into battle until they all but exhaust their resources.

It's one of the few card games I know that recommend team play, in essence, sharing two hands while conspiring against other similarly two-handed teams. This can add some delicious moments of shared gloating, and helps to ameliorate the agony of defeat at the hands of the luckier.

All in all, Major FUN.

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