Wednesday, February 13, 2008
Hyper-Slide
Hyper-Slide, true to its name, involves sliding, and a level of activity which can accurately be described as "hyper." There are 4 pucks. Each is a different color. There's a bridge which serves as a goal, as it were, and sometimes as a net, more-or-less. On top of the bridge are two buttons that light up. Go ahead, press one. Wait. First, put the batteries in. OK, now press one of the two light-up buttons. The, shall we say, "Hypehost," filled with youthful, gameshowhost-like enthusiasm, says: "Hyperslide!" Then: "Choose the game you want, then press the button to get started." One of the buttons is lit, so you press that one. "1)Fast Pass," says the Hyperhost, to gameshow-like musical accompaniment, "2) Add One," it continues, "3) Code Buster 4) Fast Pass Head to Head 5) Add One Head to Head." So you hit the blinking button. "Fast Pass. The All Time Score is 52 Passes. Red begins." Says the Hyperhost. And the light starts blinking and the music starts playing. So you throw a Yellow puck through the goal. And the voice says "Red Begins." So you throw the Blue through. And it says "Red Begins." So you throw the green one through. And the music is playing. And finally you throw the Red puck through. And the voice says "Red." So you throw the Blue through. And the music ends and the Hyperhost says: "You should have played Red: And it asks "play this game again or play another game?" And both buttons flash. And then you realize that you really need two people to play. Unless maybe you install that "Cyber-rubber-band"ish thing across the goal.  The fun of each of the 4 games is greatly enhanced by the voice, musical timing, ability to know which of 4 pucks you slide through it, or don't, and very long memory of the Hyperhost. You do what the Hyperhost tells you to do as fast as it tells you to do for as long as you can. And the Hyperhost creates the challenge, taunting you with its ability to rembember the score, forever, until you reset it. Given only two flashing buttons and 4 different-colored pucks, a Hyperhost with a good sense of timing, like the one in Cyber-Slide, can put the proverbial partridge back into your conceptual pear tree. This Hyperhost leads you in at least three games. Or five. Or ten. Depending on what you play and how you play them and how many people play - from one to probably four. Fast Pass: slide the color puck the Hyperhost tells you to, and only that color puck, in maybe 90 seconds, as often as you can while the music gets faster and so does the Cyberhost. Add One: like the game of Simon, you have to slide an ever increasing repeating series of pucks, puck-by-puck. Code Buster - slide whatever works until you happen to slide the right ones across the goal. try to do it faster next time. Fast Pass - Head to Head: Fast Pass for two. Hyperbandlessly. Add One - Head to Head: Also Hyperbandlessly, Add One - for also 2. Or 4 especially even. Though playing by yourself is also fun, even.
Self-storing, with an almost intuitive game design, Hyper-Slide provides for many different levels of physical and cognitive challenge, featuring clear, but mild-mannered Hyperhost that acknowledges your success without rubbing your face in your failures. All-in-all, Hyper-Slide is Major FUN. For the whole actual family. From: Hasbro. Labels: Dexterity, Family Games
Monday, July 09, 2007
Spin-It
Spin-It puts a new spin on an old game. The old game I'm talking about is an American folk game that has been invented and reinvented so often that, according to this article, it goes under the name of: Arizona Golf Balls, Australian Horseshoes, Ball Dangle, BlongoBall, Bola, Bolo, Bolo Ball, Bolo Golf, Bolo Polo, Cowboy Golf, Dandy Golf, Dingle Balls, Flingy Ball, Gladiator, Golfball Horseshoes, Hillbilly Golf, Hillbilly Horseshoes, Horseballs, Ladder Ball, Ladder Game, Ladder Golf, Ladder Toss, Monkey Balls, Monkey Bars Golf, Montana Golf, Norwegian Golf, Norwegian Horseshoes, Pocca Bolo, Polish Golf, Polish Horsehoes, Poor Man's Golf, Rattlerail Toss, Redneck Golf, Rodeo Golf, Slither, Snake Toss, Snakes, Snakes & Ladders, Spin-It, Swedish Golf, The Snake Game, Tower Ball, Willy Ball, and Zing-Ball." Whatever name it goes by, you have a series of bars that serve as targets, and bolo balls that you try to wrap around the highest scoring bars. Spin-It, however, puts such a big spin on the traditional game that the result is a truly new, unique bolo-tossing game - in fact, a small cornucopia of new games.  The, so to speak, "pivotal" innovation is a wheel of five different-colored bars. The wheel spins very easily, so that if you manage to wrap your bolo around any one of those bars it will add just enough weight to make the whole wheel turn, ferris-wheel-like, so that the wrapped-around bar goes towards the bottom, changing the position of all the other bars. Since each bar has a different point value, the strategic significance of every successful toss becomes readily, and often painfully apparent. This makes for genuine strategic depth, and at least ten different, but equally challenging Spin-It-using games, including Spin-It Golf and Spin-It Bowling, each of which is an inspiration for the development of yet more Spin-It variations. Which makes Spin-It an invitation to play in the best and deepest sense. It invites participation, it invites creativity, it invites the entire family. Enough skill is involved to make you want to take the game seriously. Enough luck to make you laugh. There's something about tossing a bolo that is inherently fun. There's something about Spin-It that makes bolo-tossing Major FUN. The Spin-It set comes with two complete Spin-It goals, two sets of bolo-balls (each set has three bolos made of rubber balls held together by a rainbow-colored cord), in a cardboard carrying box. Once you figure out how to set it up the first time, you'll find it's quite easy to set up again and again. On the other hand, you might not want to put it away, ever. There are so many games to play with it. So much fun to be explored. We, for example, have been collectively wondering how much fun it would be if you tried using one Spin-It goal, placed in the middle of two players (or teams), standing about 20 feet apart, throwing simultaneously. This seems to engender the potential for sudden turns, and almost excruciatingly delightful agony. Labels: Dexterity, Family Games, Keeper
Sunday, May 06, 2007
Rukshuk
Rukshuk, a.k.a. "The Game of Rock Balancing," is, as you might infer, a game about balancing rocks. Well, not actual rocks, but cunningly contrived, highly rocklike pieces, in 5 different colors. Highly rocklike - hefty, and irregularly shaped rocklike. There are long, flat white "bridge rocks" (each player gets two of these to be used as required). The collection of building rocks includes smaller white pieces, which only count for one point, but all have somewhat flat, and most accommodating surfaces. Thus one can easily imagine oneself building white rock towers and things. Whilst the blue rocks are only flattish on one side, so the idea of stacking one on top of another appears to be, shall we say, not such a good one. Then there are the green rocks (rated as "difficult"), and the highly irregular, 4-point-scoring red rocks (candidly rated "impossible") and of course the high-scoring, but extremely rare gold rocks. None of which is actually a rock. Then there are the 25 challenge cards, each depicting rock constructs of various difficulty and geographic significance. The Pinnacle formation, for example, is purportedly found on the Galapagos Islands, whereas the Pigeon Rock configuration is somewhere near the city of Beirut.  Players each draw seven rocks from the rock bag, thereby randomizing the scoring potential and challenge, since you really can't tell what color rock you'll be getting until you actually get it. Got it? A Rukshuk card and the sand timer are then turned over to reveal the challenge for the round and to start the rocky contest. Players can build and rebuild their rock construct, attempting to place whatever higher scoring color rocks they have in their indicated multiple-point positions, or not. Once all the sand has fallen, all construction ceases, and the scores are calculated accordingly. Rukshuk is a surprisingly well-balanced game, if you excuse the expression. It can be played as a solitaire, or with as many as five players. The pieces, the fantasy, the challenge cards all work together to make the game intensely involving, even for the nimble-fingered few, with just enough chance and strategic depth to entice the less-than-dexterous many. Labels: Dexterity, Family Games
Friday, May 04, 2007
Destruct 3
 There's something primal about Destruct 3. My wife says it's a boy thing. If it is, it's a primal boy thing. Build. Destroy. Build again. There are 12 small wooden blocks: three T-shape blocks, four L-shape, four longish rectangles, and one shortish. You can use any two of these for a base, upon which the remain ten are to be built. You assemble your construct somewhere in the center of the designated platform. After you've created your version of a stable structure, the enemy (all right, the other players), take turns trying to destroy it. The are three destruction mechanisms, which one might call, respectively: the Ramp of Doom, the Pendulum of Destiny, and the Catapult of Catastrophe. Each of these is a large wooden structure, to which a ball-and-cord is attached. Which of these devices you get to use is determined by the roll a die. You take the appointed mechanism, position it in any of the 12 mechanism mounts, and do your best/worst. The scoring is equally ingenious. You get two points for each block you've knocked over, as long as it rests in the center square of the building platform. You get one point for the blocks that remain on the periphery. And no points for blocks that are knocked completely and entirely off the platform all together. Thus, you must temper your destructive impulse, else you will knock the blocks too far from the high-scoring center of the building platform. And, as builder, you get to be both constructively artful and strategically cunning in devising structures that are prone to wide dispersal upon impact. Destruct 3 is a maturely crafted, all-wooden, eco-sensitive, heirloom-type, self-contained, hinge-boxed play tool, made of rubber tree wood, because "rubber-tree wood is a by-product of rubber harvests and is a sustainable resource." You're kids are going to want to play with it, and you're just going to have to let them - as they are old enough to be clear about who owns what and why. Labels: Dexterity, Family Games
Friday, April 06, 2007
Balanko
Balanko is such a straightforward invitation to fun that you almost don't need to read the rules. There's a ball on a string. There's another ball that rides a curved track. There are pits of various score values - the center and widest pit being, naturally, both the easiest to get the ball into and of the lowest value. There are sliding scorekeepers to keep track of your achievements. One player releases the rolling ball. The other player releases the swinging ball, hoping that the swinging ball will hit the rolling ball into a high scoring pit. The only other thing you might want to know, suggested-rule-wise, is that the ball-roller, sitting on the opposite side of the game, can try to catch the ball-swinger's, uh, ball. Which is actually a good idea, given that if she doesn't catch the swinging ball, and the rolling ball is still rolling, her opponent can try to catch it and again take yet another swing. If nothing else happens, sooner or later the swinging ball is going to hit the rolling ball anyway. On the other hand, it could make the rolling ball go into either the ball-swinger's or the ball-roller's pit. So, if one player doesn't catch it, the other player might consider it strategically sound to grab for the swinging ball as soon as it's in range. Setting it up is a bit less straightforward, but the instructions are clear, the steps few, and it is easy enough to do (once you rid yourself of certain expectations about how it "should" go together) that you won't mind having to take it apart and put it back together. Though you'll probably want to keep it assembled and ready to play with for-practically-ever.  We've given Balanko the coveted " Major Fun Family Game Award" because it is the kind of game that will be as much fun for kids as it will be for adults and probably even more fun for kids and adults together. For similar reasons, it's also getting a Party Games award, even though only two people can play it at a time. And, if that's not enough to interest you, you should know that it is being seriously considered a Keeper. Labels: Dexterity, Family Games, Keeper, Kids Games, Party Games
Tuesday, January 23, 2007
ShakeDown
Shakedown is a dexterity game of clearly Major FUN proportions. Basically, you're balancing playing-like cards on top of a narrow platform, adding new cards with every turn. But that's only basically. Let's start at the bottom. The bottom of the "tower" upon which the cards are balanced. The same bottom where all the cards are stored, and from which all the cards are drawn during play. Let's also take a moment to look at the tower itself, how it twists, as if to make it even more challenging to figure out exactly where the actual center of gravity might be. A lovely thing, actually. Colorful. Self-storing enough that you could throw the box away and take the game with you to every party and family gathering within which you find yourself and others. Note, further, that the cards, which are drawn one at a time from the base of the tower, are drawn from the base of the tower.  The base. Whereupon the tower stands. Imagine therefore the increasingly precarious conundrum thereby imposed every time you attempt to extricate a card from the aforementioned - having to perhaps lift the tower upon whose top all those other cards are so cunningly balanced so that you can get your card and take your turn. Let's continue to the deck itself. Some cards have different values. Other cards ask you to perform acts of evermore significant challenge, like "play cards with non-dominant hand" or "hold tower and spin around" or perhaps "previous player - blow once from 5 feet." And now, at last, to the top, considerably smaller than the base, and yet whereupon the cards are to be placed (two corners of each card not touching any other card). All in all, an elegant, almost self-explanatory, somewhat Jenga-like game, requiring steady-hands, a willingness to fail, and just enough luck to keep you from taking it seriously. Labels: Dexterity, Party Games, Top for 2007
Monday, July 17, 2006
Tumblin-Dice
 Think of perhaps shuffleboard with dice. Think, for example, of a shuffleboard that is on five levels, with, where there were once pucks to slide, dice to, well, slide perhaps or flick or shove. A shuffleboard looking pretty much exactly like this.  Think further of the role, or roll, of luck - how the dice, even though you try to slide them everso carefully, tend to change faces when they descend a level. There's an intimation of the possibility that one could control all of this, making the die land 6-up even by the time it reaches the X4 level after having knocked all the opponents' dice to off-table oblivion. On the other hand, there's an unavoidable element of luck which makes a 7-year-old often as successful as a 57-year-old. Think of this, and you'll understand, almost immediately, why Tumblin' Dice has received a Major Fun Family Game award. If you know shuffleboard, you'll know how to play Tumblin' Dice. When I introduced the game at the Tasting, I asked my fellow Tasters to play the game without looking at the rules. With almost no discussion, they played almost exactly the way the designer had intended them to. Because the game was so easy to figure out, it is exceptionally welcome in a variety of settings, especially recreation centers, classrooms and my house.  Speaking of classrooms, the game requires enough arithmetical calculations to make it actually useful in almost any elementary school setting. When a die lands in special scoring sections of the board, the face value of the die is multiplied by a given factor. So, in figuring out a total score players exercise both additional and multiplication, and, one might argue, even algebraic skills. But don't let its educational implications fool you. Tumblin-Dice is an invitation to minutes or hours of play, for kids, for adults, for the whole darn community. Did I mention adults? The kind of adults who might be interested in playing, um, professionally? It's made as well as it plays - a big, polished, two-piece all wood, table-worthy game that you might never put away. Ever. Labels: Dexterity, Family Games, Keeper, Kids Games, Senior-Worthy
Wednesday, October 19, 2005
Handy
 You gotta give a hand to the inventor of Handy. It's a hand game. Probably the only commercial hand game around, that goes hand-in-hand with games like " Cat's Cradle." On the other hand, when playing Handy, you use only one hand to play the game. And yet, you need a hand for your hand of cards. So it's not a one-hand game. Unless someone can spare a hand to turn your cards over. It's a handy game to have whenever you have a handful of people. Hand-in-hand with this, it was designed by a man named "Handy." Chris Handy.  Games Taster Marc Gilutin said something like "this is one of those games that the Major FUN Award was invented for." Marc is a very handy person to have in a Games Tasting. You turn over a card, and that tells you what finger to use. The next guy turns over his card, and that tells him what finger to use. And then you and the next guy simply hold a ball between those two fingers. And then, if there's, for example, only three of you playing, then the guy next to you and the gal next to him do the same thing - each pick a finger card and then hold a ball between them. And then she handily does the same thing with you. New fingers. New ball. New cards. Turn after turn after turn. One more ball. Two more fingers. And all you have to do is make sure you don't drop anything. Eventually, as marketing VP of SimplyFun so glibly informed me, ultimately it proves to be "more fun than you can handle." Yup. Major FUN. Party Fun. Twister for the hands? Hmm. You could have something there.... Labels: Dexterity, Keeper, Party Games
Monday, January 17, 2005
Chairs
Chairs is probably one of the most challenging and playworthy dexterity games I've encountered. And I've done a lot of encountering! As you can see from the illustration, the goal is to stack as many chairs as you can. After several hours of play, our highest stack to date is 7. And that's out of 24 chairs! The directions recommend two different ways to play - in one, you just take turns and lose points when you make the stack fall, in the other, you distribute the chairs equally and then take turns. The second choice proves the more funworthy. If you make the chairs fall, you add them all to your pile. The first player with no chairs wins. This way, you don't have to do any score keeping - your progress (or regress), being self-evident. You can also pre-determine how long you want to play - depending on how many chairs each player has in the beginning of the game. Of the several fun-provoking features of Chairs, one of the most appreciated was that all chairs are not alike. There are 8 different styles. So far, my expertise has not increased sufficiently for me to tell you the subtle differences between styles and how they influence their stackability. But I can tell you that it makes the set as interesting to a two-year old as to a 63-year old.  I was so delighted to discover a game that has such a broad range of appeal that I found myself driven to create yet another Major Fun award - one specifically for families. I hope that I find many more games for this category. But I have a feeling that no matter how many more games I find, Chairs is going to prove unique. Labels: Dexterity, Family Games, Keeper, Kids Games
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