Friday, April 18, 2008
Attribute
Attribute, another minor wonder of strategic silliness from Z-Man Games, is a word game inviting more than a bit of psycho-strategico contemplation. There are two decks of cards: one deck of 60 sheep cards and another of 164 attribute cards. There are only two kinds of sheep in your cutely-illustrated sheep card deck - the green sheep card of topic matching and the red, out-of-topic sheep card. There are 164 kinds of attribute cards, indicated by words like: "spooky," "bleak," "wild," and "furry." Each person gets 4 attribute cards and one sheep card. Let's say you have a red sheep card. You put that card face down, in front of you. One player, anyone, actually, makes up a topic. Really, literally, any topic. For example: crime. You are more or less in luck. At least one of your 4 cards clearly and obviously is unrelated to "crime." For example, "Furry." But perhaps less in luck than you might first have thought. Because if you put down your Furry card it will be fairly obvious to everyone that you are a red sheep. It might have been better to use your "spooky" card, or even the card called "wild." At least you might make someone hesitate.  Because, you see, when all is said and done, and everyone has put their sheep face down and an attribute face up, players then select (e.g. grab) any face down pair, the object being to have grabbed a green sheep, and not a red, don't you see. So when all the pairs are on the table, you have to think very, very quickly - is the attribute that's revealed enough like the category to be covering a green sheep? Or is it perhaps a ruse, or a rouge, by any other name? Since Attribute can be played by as many as 8 people, it is definitely a party game. It might also succeed as a family game, depending on age of the youngest players. We'd recommend 10 and above for a mixed age group, and 8-10 for a kids' game. Designed by Marcel-Andre Casasola Merkle, Attribute is a unique and engaging word game. Major FUN. Labels: Party Games, Word Games
Wednesday, April 16, 2008
On the Dot
 It's a puzzle. It's a game. It's visual. It's logical. It's On the Dot, and it's Major FUN. You get 4 transparent squares, each of which shows a different pattern of colored dots. You also get 64, square puzzle cards, each of which also shows a different pattern of colored dots. The challenge: arrange all 4 transparent squares to match the pattern on the puzzle card. The thing is, each transparent square has 8 possible positions. If they weren't transparent, there'd only be 4. But, see, you can not only turn them clockwise, or counterclockwise, or upside-down or downside-up, you can also turn them over. And then, since you always have to use all 4 transparent squares, there's learning how to hide the wrong-colored dots underneath the right-colored dots. This works, because though the game cards are transparent, the dots aren't.  And when you play it competitively (there are 4 sets of transparent squares, so up to 4 people can play), you're all turning and flipping those colored squares and sometimes surprising the heck out of each other and yourselves when the solution actually appears. This is a grown-up kind of puzzle/game, perceptually challenging, logically subtle. You probably need to be at least a fifth-grader before the fun really kicks in. And it's just about the perfect "filler" game for a games party - since people can pick it up and understand what the puzzle is about almost immediately, amaze onlookers with their brilliance, play with it for 5 minutes or an hour, and, when the time is right, invite others into a game of significant tension and even more significant fun. Labels: Party Games, Thinking Games
Set Cubed
 You, of course, know the game Set, from, as a matter of fact, Set Enterprises - the card game where you race to find "sets" of three cards. The cards show 3 different kinds of shapes, in 3 different colors, in 3 different shadings, in 3 different numbers. A set, then, is 3 cards, in which the attributes are the same, or all different. You can read all the rules here. Set has become such a successful game that its puzzles are even carried in the New York Times. Now, however, there's Set Cubed. Instead of cards, there are dice (hence "cubed"), a lot of dice, 42 of them. Instead of racing to be the first to identify a set, you take turns placing the dice on a board, using yours with those that are already on the board to complete a new Set, as defined by the above cited Set-making rules.  This turns out to be a very different experience than that of the card game, socially and intellectually. You take turns. On your turn, everyone else is quiet. Nobody's yelling out anything. You can think. You can contemplate, even. Which is good, because there's also more to contemplate. Like, for example, the growing cluster of connected Sets, each die played opening up the possibility for yet another Set to be built. And the bonus squares that add much-relished points if you can only use them. And the purported possibility of creating two Sets at the same time, even. 2-4 players, 8 and older. Major FUN, in deed. Labels: Thinking Games
Tuesday, April 15, 2008
Party Pooper
 In the latest Out-of-the-Box card-(432 cards)-reading, personality-predicting, finger-pointing fun. There's a die (the Party Cube). You roll the die. That tells you whether you are looking for the most or least likely person in the group who, for example, would join a bow-hunting safari. It says "Party Pooper," so you're looking for the person you think would be least likely to want to join that old bow-hunting safari. At the count of three, everybody points. Since it's you're turn to be the prime pointer (the "host"), you point to the person you think is the Pooper, while at the same time everyone points to the person they think would be the person you would point at. Get it? Not necessarily the "real" person. Just the person they think you would point at. Then everyone who pointed at the same person you pointed to gets points (chip) and gets to give you points (also a chip) ("gets" as in "has to"). Everybody else, the nay-pointers, as it were, gets nothing. And that's the game. And someone else gets to be the host. And the die is rolled. And a card is picked. And people point. And then they laugh.  And that's it, in brief. In sum, Party Pooper, the many-carded game with chips and pointing and laughing, is Major FUN. In a little more depth, I think you should know why this makers suggest that the game be played, yes, by as many as 8 players, in party-like fashion, as long as everyone's at least 12. Physically and emotionally. Because getting pointed at or not, as fun as it can be, is easy to take a little too personally. In fact, there might be people who have been categorized as adults, and yet might actually be prone to taking such playful pointings personally. And there is an alternate set of rules, actually, that don't involve finger pointing, but rather thumbs-upping or -downing. But you happen to be the kind of person who plays for fun. And regular-old Party Pooper happens to be just that kind of game, especially with all the pointing. A genuinely fun game. And the people you want to play with are also of that emotional age we consider to be at least 12. And it will be something definitely, deliciously fun, this game of Party Pooper. I promise, or my name is not Major Fun. Labels: Party Games
Monday, April 14, 2008
Uptown
Uptown, you see, baby, it's like this, it'll fool you, this Uptown game. It's like that, with it's fancy 30s fonts and the sophisticated 30s night people on its cover. It's a game, all right, but it has nothing to do with guns, dames and booze, nah, not at all. See, that's the surprise. It's way more fun than that. Speaking of fun again, you should know that the game is, surprisingly, from that fabulous online game store, Funagain. Makes sense. These are the kind of people who should know a good game when they see one. And it looks like they do, at least Uptown-wise. Uptown is almost as easy to learn as punching out pieces from a chadless die cut board. Which you do. Four boards worth. Each punch a small pleasure. The game board is a grid, 30s-font-labeled A-I on the right and left, and 1-9 on the top and bottom. The grid creates 9 small grids, each 9x9 cells, in a sudoku-reminiscent manner. The cells in each of the 9 inner-grids all have the same graphic symbol in them. Each player gets 28 square tokens (the ones you had previously so pleasurably detached from each other) - all of the same color. There are 4 different sets, so up to 4 people can play at the same time, or you can play in teams, if you are of such a mind. You take 5 tiles from your facedown tile pile and place them on your tile holder. The tiles have either a number, a letter or a graphic. This determines where you the tile can be placed on the board. But you still have choice, since there are 9 different squares that every tile can occupy - just enough choice to make you have to think. The idea is to put your pieces down so that they are all in one cluster, all touching. Me, I think my cluster number was 4. There are other considerations, o yes there are. For example, there's a wild tile that can go anywhere. And there's the thing about the game ending when everyone has only 4 tiles left on their tileholders, thus giving you 4 tiles you don't absolutely have to play, if you don't want to. And there's being able to substitute a tile for one someone else already placed if that tile is by itself or on the end of a cluster. Thus the possibility exists that you might be able to join together two of your clusters or somehow separate one of someone else's.  So you play a tile and then pick a tile from your tile pile and wait your turn to play another tile, and, basically, whoever has the fewest clusters at the end of the game, wins. Uptown is fun. Gentle fun. Kind of sophisticated. Not flapperish nor even flipperish fun. But just that combination of luck and skill to make you think that you won because you were better. Thinking fun. Major FUN. Labels: Family Games, Thinking Games
Friday, April 11, 2008
Bucket Brigade
Bucket Brigade - another rather gently competitive game from the profitably playful mind of Renier Knizia - is a horse race game you play basically with cards, a scoreboard and wooden firepeople. There are only 4 wooden firepeople - a red one, a green one, a blue one and a yellow one - even though 3 or up to 5 humanpeople can play. Each wooden fireperson is a different color. There are also 55 cards. There are cards with red firepeople and cards with blue firepeople, and there are cards with firepeople who are walking and worth one step, and there are cards with firepeople who are walking and worth one step and firepeople who are running and worth. So, if you play a walking red firperson, the red wooden fireperson goes one step higher (one space further) on the ladder-looking scoreboard. And the higher you make a fireperson of certain color go, the higher the worth of the firepeople of the same color depicted on your cards. Totally tally is not taken, however, until one fireperson makes it to the top of the conceptual ladder.  Thus, you see, you're not racing to get a wooden fireperson to the top as much as you're racing to make the firepeople on your cards worth more. Simple enough? Yeah. But kind of fascinating. You wanting the yellow wooden fireperson to get to the space that makes all the yellow card firepeople worth three times as much, her rooting for the blue wooden fireperson. Kind a like those horse racing games. But different. Easier to play. More fun for the family. Gently competitive. Moderately strategic. Major FUN. From Face2Face. Labels: Family Games
Thursday, April 10, 2008
Rage
 It gives me great pleasure to introduce you to Rage. Being the mild-mannered Major you know me so well to be, it might strike you as uncharacteristic of me. But, you see, I'm talking about a game. A game called " Rage." A card game, for as few as 2, or as many as 8 players, all of whom know about trick-taking games. It will remind you, as a matter of fact, of that old trick-taking game, with the unfortunate, but evocative name " Oh Hell. The Rage deck consists of 110 Cards of 6 suits of color cards each numbered 0-15. There are 14 "special" cards including: 2 Wild Rage cards, 4 Out Rage cards, 4 Change Rage cards, 2 Mad Rage Card. All those cards, and all those special cards might make you think of another card game. Not a trick-taking game at all, but the rather hilarious, and far less serious UNO game. Which makes sense, since the original publishers of UNO were in fact the same people who publish Rage. (In case you asked, Rage is now published by Fundex). Trick-taking games. You know about those. The reason I am stressing that point is that we had one person in our Tasting who didn't know about trick-taking games, and it made the game less fun for all of us. If you know about trick-taking games, you can learn Rage in a few minutes. First, there's the deal. The first deal, each player gets 10 cards, the next 9, the next 8, all the way down to the last round, with one card each. So each round is a little shorter, and the tension a little higher. Then there's the bidding - everyone declares how many tricks she's going to win that round. Not bidding, really, since you're not trying to out bid anyone. More like, well, declaring. Then there's the play. A card is thrown. You follow suit. If you can't, you throw anything, or throw trump. You know, like a trick-taking game.  Then there are the wild cards. There's Bonus Rage, which gives 5 points to whomever takes the trick. Mad Rage, which takes 5 points away from the she who took the trick. Out Rage, of course, there is no trump for the rest of the round. Change Rage, which lets you change trump to any color. And Wild Rage - allowing you to change the color of the suit being played. So, no matter how card-countingly astute you are, anyone at any time can change pretty much everything. Which adds just that extra spice of fate-fickleness to make you laugh instead of scream. Very Major FUN. Labels: Family Games, Kids Games, Party Games
Wednesday, April 09, 2008
Traverse
Traverse is what you might get if you combine chess and Chinese Checkers - what you might get, that is, if you're something of a relatively brilliant game designer. Like chess, there are different kinds of pieces, each with its own way of moving. Like Chinese Checkers (which, actually, is itself a variation of a 4-sided game called " Halma"), it's a racing game, the object being to be the first player to get all 8 pieces to the opposite side of the playing board. No capturing, no killing, just moving and jumping and racing to be the first. Again, like in Chinese Checkers, the flow of the game changes as it progresses. As more pieces are moved towards the center of the board, things get crowded, and the possibilities for making multiple jumps increase. And, as they say, how fun is that? So much fun that players often find themselves so excited by the possibility of a really, significantly multiple jump that they forget that they're supposed to be racing to get their pieces to the other side of the board.  And yet, it's not Chinese Checkers. It's Traverse. And the pieces don't all move the same way. Not at all. One kind of piece can only move orthogonally (the cube-shaped piece), another only diagonally (the diamond shape), another, the triangle-shaped piece, moves diagonally forward, but orthogonally back. And the fourth, the sphere, moves any direction. This means that there's an additional strategic implication to where each piece is placed - relative to the board, relative to other pieces. And if yet further strategic implications are needed, there's the additional wrinkle of how you set up your pieces at the beginning of the game. Since they can be placed in any order (as long as they are on your home row), how you arrange your pieces in the beginning of the game can affect your strategy for the rest. Thus, each time you play, the game takes on a slightly different wrinkle. Traverse can be played by 2 to 4 players. With 3 players, one player gets less-encumbered access to the goal row, so the other 2 have to cooperate against that player while competing with each other. Each combination leads to a different enough game that you are most definitely going to want to try all 3 possibilities (2, 3 and 4 players). Despite the strategic complexity of the game, it is easy enough for a 7-year-old to play. The design of the pieces (sphere, cube, diamond and triangle) are of great value in helping the players to remember how each moves. Educational Insights has recently released its 20th year anniversary edition of Traverse. It's easy to understand why, insofar as it's Major FUN. Labels: Family Games, Kids Games
Monday, April 07, 2008
Cheeky Monkey
 Cheeky Monkey is what they call a "press your luck" game (similar in its pres-your-luckness to perhaps the archetype of all press your luckish games, the most significantly Major FUN Can't Stop, both of which, coincidentally, are published by Face 2 Face Games). It's easy to learn, and can be played with actually equal glee by both children (7 and up) and adults. Hence making it something like an ideal family game, but an equally good children's game and an even more equally recommended party game.  You get a collection of 52 poker-chip-like tokens, 8 "bonus tiles" (made of satisfyingly thick cardboard), and an even more satisfyingly thick cloth, drawstring bag. There are eight different animals depicted on the chips. Some animals are more numerous than others. For example, there are 10 monkeys but only 3 elephants. There is one tile for each animal, and the total number of of each kind of animal is indicated on the corresponding tile. The eight tiles are placed, face up on the table, and the chips placed in the bag. On your turn, you pick and pick and pick chips from the bag, until you want to stop picking, or you pick an animal that you've already drawn. In the first case, you keep all the chips you drew. In the second, they go back into the bag - that's right, all of them. You are, of course, sorely tempted to keep on picking. Hence, the press-your-luckishness of the game. When you have finished picking, you stack your chips, in any order you deem strategically beneficial. On your next turn, you add your winnings, again in any order, but you can't change the order of the chips you've already stacked. The relevance of stacking order becomes especially vivid during play, when you discover that if someone picks an animal that is currently on top of your stack, you must relinquish said animal to the aforementioned someone. This is a clearly less than desirable outcome for you, as the player with the most chips at the end of the game wins. Then there are the monkeys, those cheeky critters, which, upon pickage, can also be swapped with any animal on top of anyone's stack. As play progresses and stacks heighten, the strategic implications of stack order and animal distribution become ever more vivid. Seeing as there are only 3 elephants, for example, if you know that the other 2 elephants are already stacked, you can just about secure your stack if you place an elephant on top - that is, as long as no one picks a money and decides to employ it in a cheeky manner. Yet another game by the prolific designer Reiner Knizia, Cheeky Monkey is further evidence of what good game design is all about. Major FUN. Labels: Family Games, Kids Games, Party Games
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