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
Monday, July 02, 2007
Can't Stop
Can't Stop is the Majorest FUN of one of the Major FUNnest game designers I ever had the honor to know. The late Sid Sackson was a passionate, modest, and remarkably accessible game inventor and collector. His expertise, his appreciation for an elegant design, his love of play is everywhere evident in this most accessible of his games. And, thanks to Face 2 Face Games, you, too, may soon find yourself delightfully unable to stop. Can't Stop is a dice game in which players try to be the first to claim 4 of the 11 rows (corresponding to all the combinations of two dice) on the Can't Stop board. You have 4 dice. You throw all of them, and then combine them into pairs - however you want. So, if you throw, for example, a 3, 4, 5, and 6, you can move one space forward in the 7 and 11 columns, or one space forward in the 8 and 10 columns, or two spaces forward in the 9 column - thus giving you just enough decision-making power to make you feel responsible for whatever fate awaits. Can't Stop is perhaps the ultimate fate-tempting games. Because, you see, your turn doesn't end with one throw. Oh, no. You can throw and throw again. Until, don't you know, you don't have a legal move. If you only had stopped right before that, you could have progressed significantly up the board, coming everso closer to claiming a row of your own. But you didn't stop, did you. Oh, you could have. You should have. But, no. O'ertaken, once again, by the sheer bravado of your unassailable hopefulness.  You have three white pieces to move, and a bunch of markers to plant. You throw the dice and move one or two of the pieces. You feel somewhat sanguine about your next throw, knowing that you'll have at least one more piece to move regardless. Of course, any column already claimed by another player can't be used. Which is good (because any move that you can't make is not counted as a possible move) and not so good (because you have fewer opportunities to win). If you have the good sense to stop at the right time, you remove the white pieces, and use your markers to indicate your progress along those columns. If you have the bad luck not to stop in time, all the white pieces are given to the next player, whatever progress you might have made on your turn is obliterated, and the game goes on. The game always seems winnable, until it isn't. As more and more columns are claimed, the temptation not to stop becomes evermore profound. And the likelihood that you should've when you could've evermore self-evident. Can't Stop can be played by 2-4 players. Or by that many teams. For anyone old enough to play checkers and appreciate the value of profound chagrin. Labels: Family Games, Keeper
Wednesday, May 16, 2007
Stack revisited
 I am certain you recall that Stack received a Major Fun Award a little over 4 years ago. In fact, it was a recipient of several awards: the Party Games award, the Thinking Games award, the much-touted Keeper award, and even, oddly enough, it was found most Senior-Worthy. And you probably even recall why. I, on the other hand, have been exploring the game in greater depth, especially recently as I work more and more with various groups of seniors hereabouts. And what I have been exploring, actually, is the, shall we say, "Super Stack" set - two different sets of the Stack game (the deluxe, jumbo, of course), each set having different color dice, thereby enabling me to play a game with 8 people. The large dice that come with the deluxe version prove to be especially comforting for senior eyes and hands. Easy to read, even at a distance, enjoyable to hold because of their greater heft, and easier to stack because of their larger size. Having enough for eight people makes the game ideal for building a sense of community and friendship. Because the group is larger, people don't can play at a safe distance from each other (psychologically safe), but because they're all sharing the same set of dice, they feel connected. If we need to, we can easily divide into smaller, more intimate groups. But having all those dice means that each player has twice as many options to consider. On the one hand, it makes the beginning of the game that much easier and more inviting. On the other, it makes the endgame that much more dramatic. Stacks get built, options constantly get fewer and fewer, the need to play strategically gets more and more vivid. Stack, even with only 4 colors, has never disappointed us as a game for almost all ages. But having twice as many dice turns out to be more than twice as flexible, twice as interesting, for at least twice as many people. Labels: Family Games, Keeper, Party Games, Senior-Worthy, Thinking Games
Monday, May 07, 2007
Qwirkle
Qwirkle is an elegant tile game, easy to learn and understand, visually inviting, and increasingly challenging as the game progresses. There are 108 thick, wooden tiles - thick enough to stand on end, like dominoes. Each tile is imprinted with one of six shapes in one of six colors. Players take turns, adding to an increasingly complex grid of tiles, the rule being that to place a tile it must be either of the same color or shape as the adjacent tiles. You can place several tiles, as long as they are in one line. Each player starts out with 6 tiles, and replenishes her hand after each play. The game continues until all 108 tiles have been played. Your score for the turn depends on the number of tiles in the rows or columns adjacent to the tiles you've just placed. So, if one of your tiles brings the number of tiles in a row to, say, 4, and the number of tiles in a column to, for example, 3, you'd score 7 points for that one tile. If your tile is the sixth in a row or column of tiles of the same shape or color, you'd score twice as many points (12). As more tiles are placed, there are more choices, so the search for the high scoring play becomes more and more complex. The challenge is both visual and logical, clear enough to engage a school-age child, and complex enough to invite serious, adult competition. Most importantly, though it is a competitive game, the competition is gentle and inviting. You win more by your ability to find the best possible placement for your pieces than you do by trying to keep your opponent from scoring. In fact, so satisfying was it to get a high score in any single turn was that we really didn't need to keep a cumulative score. We could admire each other's genius (and luck), while more or less competing to see if one of our plays could score even higher. Labels: Family Games, Keeper, Thinking 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
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
Tuesday, May 02, 2006
Wits & Wagers
Wits & Wagers combines trivia with betting to create a unique party game - one that can involve anywhere from 3 to 21 players in an evening or half-hour worth of relatively painless trivia questions and sometimes near-painful strategizing. The trivia questions are all answered with numbers. e.g.: "How many times to the Beatles sing the word 'Yeah' in the song She Loves You?" and "According to July 2004 estimates, how many people live in the U.S.?" Players record their answers on write-on, wipe-off cards, with write-on, wipe-off markers (supplied). What makes this all somewhat kinder and gentler is that the likelihood of anyone knowing the actual answer is very low. So, it's more like a guessing game - anything from educated to wild will do. Which makes the whole game far more inviting and replete with jollitude than most exercises in trivia.  Then there's the betting. Answers are arranged numerically on the heavy duty vinyl betting mat (probably one of the thickest and most durable ever put into a game). The median answer has the lowest pay off because it is the most likely answer to be correct. Higher and lower answers have increasingly higher pay offs since they are riskier bets. Players bet their chips on which guess is the closest, without going over (what one might be tempted to call the "Price is Right" rule). Since you don't have to bet on your own guess, the betting round is like an exercise in second guessing, only with more information. Like what each player is willing to bet on which answer - especially since you can bet on two different answers. As your opinion tends to undergo massive changes once you see what all of your friends think, winning Wits & Wagers becomes less a demonstration of what you know than of how well you know the people you're playing with! Designed by Dominic Crapuchettes, Wits & Wagers is a rare accomplishment - combining two ordinarily very different game concepts into something unique and uniquely playworthy. Labels: Keeper, Party Games, Top for 2006
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
Wednesday, September 21, 2005
Castle Keep - a Keeper
Castle Keep is a tile placement game of luck, strategy and significant fun, for 2 to 4 players, ages 8 and up. There are 90 cardboard tiles (thick, colorful). There are three different kinds of tiles (corner pieces called "towers"), side pieces ("walls"), and central pieces ("keeps"). There are three different shapes of corner and side pieces (straight, zigzag and curvy), and three different colors. You start with any four of them. Your goal: build a complete castle of 9 tiles, with all the outside, adjacent tiles of the same color or shape, and a "keep" whose color matches any tile in the castle. Your other goal: destroy your opponent's castle. Accomplish either, and you win the game. OK, so destroying an opponent's castle is a little harder than building your own. Well, it should be. You have to have a wall or corner tile that exactly matches (color and shape), and two Keep tiles of the same color as your opponent's Keep. You might want to be careful about building a castle whose walls are both the same color and shape as their towers. Granted, it's a lot prettier. But there's a price for beauty: if one piece gets attacked, and adjacent pieces are the same color and shape, they are also, well, shall we say "obliterated?"  The two-player version is just different enough (you only build one castle, and try to be the player to complete it) to make it, well, different - different enough to make you have to find a different strategy in order to win. Which makes it like having two different games. And then there's a solitaire version. And then there are variations. Designed by Richard D. Reece, Castle Keep has just enough strategic elements to entice the serious game player, just enough luck to keep everyone, adults and kids, from getting too serious to know when they're having fun, and is just long enough (around 20 minutes) to keep people deeply and happily engaged. A definite keeper of Major FUN proportions. A claimer (I was going to day "disclaimer," but it seemed too negative): rumors have it that Gamewright, the manufacturer of this certifiably Major FUN Award-Winning game, has contracted with Major FUN, him- (and my-) self, to produce a new card game actually designed by the aforementioned. Though these rumors are rumored to be true, this exceptionally good news for all fun kind has in no way impacted the impartiality and integrity of this reviewer. Castle Keep is a game worth keeping, no matter who manufactures it. And that's the troof. Labels: Family Games, Keeper
Monday, April 04, 2005
Scoop's Surprises
 Every now and then I come across a game so elegant, so simple, so well-designed and made, that I am reminded why I started this whole Major FUN Awards program. Scoop's Surprises is just that kind of game. Though it will remind you of the " old shell game," it reminds you just enough to make the game easier to learn. Once you start playing, however, you'll rapidly discover that, compared to Scoop's Surprises, the old shell game is mere child's play. There are four wooden "ice cream cones." Each of these houses three pegs. There are four sets of three different color pegs - vanilla, chocolate, strawberry and mint. The person playing Scoop first moves the cones around, exactly as in the shell game of yore. Depending on the age of the players, Scoop uses three or four (or maybe only two) of the wooden cones, and makes maybe only three or four or maybe five or more switches. Then, and here's where the game gets truly boggling, then Scoop tells you which flavor you have to find.  Having to keep track of not just one, but as many as four different "flavors," the mind basically melts. It can be extremely challenging. Or, with some loving simplification, easy enough for a five-year-old. Scoop's Surprises is surprisingly easy to learn and even more surprisingly fun to play - for the entire family. Did I tell you Scoop gets to wear a special ice cream hat? And how that hat adds just the right sprinkle of humor to a remarkably well-made, well-conceived, and enduringly entertaining game? Labels: Family Games, Keeper, Kids Games, Party Games
Friday, January 21, 2005
A to Z Jr.
A to Z Jr. is pretty much the same game as the Major FUN Award-winning A to Z. The only significant difference is the category cards. Which turns out to be significant enough to make it Major FUN Award-worthy in its own right. Though A to Z Jr. uses easier categories, the game is just challenging enough to keep adults interested. Which makes it just about the prefect family game. You take turns rolling a die. The die determines what question you have to answer. The object is to fill your board, from A to Z, with responses to questions like "Things you can buy in a Supermarket." Every correct answer allows you to cover the corresponding letter with a red, transparent chip. As your board gets filled up, the game gets more and more difficult, because there are fewer correct choices. The delicious "vengeance is mine" rule that allows you to remove chips from your opponent's board keeps the game in balance, and adds greatly to the fun and anguish of it all. Of course, depending on your children's resilience, it might be necessary to adjust the challenge here and there. The fact that it's so easy to make the game easier (or more challenging) is key to its success as a family game. If your child feels that she doesn't know the names of baseball teams or different seafood, she can roll again or choose a different card (perhaps while the timer's still running). Both games (Junior and non-Junior) have been updated and repackaged. A new electronic timer (2 AAA batteries, not included - tiny Phillips screwdriver needed) graces both games. The 30 second timer ticks away with increasing speed as the time elapses, and a satisfyingly unthreatening male voice lets you know when time's up. Labels: Keeper, Kids 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
Saturday, March 27, 2004
Wordigo
Wordigo really took us by surprise. We see a word-board game and we think: "maybe fun for the guy playing, but agony for the people who are waiting their turns." So we conclude "Word-board game = not really Major FUN material." Then we notice the different boards and four complete sets of tiles. This leads us to conclude that maybe all four of us can play simultaneously. No turn-waiting. Immediate gratification, verbally-playfully speaking. Except that there are six of us. So we play in three teams. And the game just takes off. Sure, we are confused a little by the different boards in the set, and the funny arrows on the tiles, but we start anyway, racing against each other and the timer, using and drawing tiles and discarding, trying to fill our boards up with words. And then, when the time is reluctantly up, we figure out the scoring, which really gets interesting, strategic-implication-wise. The next round (we hardly ever play more than one round during a "game tasting," but this game was just too darn delicious), we are much more score-conscious so we get strategic and discover we really don't have enough time anyway. We also decide to start with the second board, only to discover that it is actually more challenging than the first. The game comes with four sets of letter tiles with pouches, four sets of four different game boards (two boards with a different design on each side), the first and probably only seven-minute sand timer in the world, and a score pad. The tiles look remarkably similar to those letter-with-number tiles you see in scoring letter games, but they have arrows on the vowels. The boards are similar to kids' crossword puzzles, but without the clues. The game can be played simultaneously with up to four players or with teams, which we think is even more fun. And you can even invite the kids to play or compensate for those with different verbal skills. The boards are of varying levels of difficulty. Those who want to can use the easier boards or start with more tiles or maybe recycle their discarded tiles. Wordigo is the only word game I know of that allows you to use a dictionary while you're playing. Of course, looking something up in a dictionary while the sand is inexorably streaming your time away is perhaps not such a useful option. Unless you're playing in pairs. Which we just happened to be. And even then, we were all too wrapped in the rapture of it all to use anything other than our rapidly muddling minds. For those of us who enjoyextended moments of time-free deliberation, the game is still entertaining without timers. Players just continue until all the boards have been filled. Labels: Family Games, Keeper, Party Games, Thinking Games, Word Games
Friday, March 26, 2004
Wildwords
 On first glance, it could be easily mistaken for that highly popular word/board game, SCRA*LE. And, in truth, the similarities are close enough to make any SCRA*LE player to feel right at home. Of course, it's the differences that make it interesting - differences that are different enough to make it a completely new, and disturbingly compelling game.
Here is one play, illustrating the various possibilities inherent in a single turn of WildWords. You will note the SCRA*LE-like board. On closer inspection, you will note that despite the apparent SCRA*LE-likeness, there are differences - like the squares that say "Lose 20 on Play." Omigosh, you mean there are squares you don't want to cover? And the surprisingly many squares that say "Turn to Wild."
Which brings me to what may be the most clearly unSCRA*LE-like concept of "Wild" you'll ever encounter. A wild tile, indicated either by the * or by it's turned-overness, can be any string of consecutive letters. Not just any one letter. But any one or many letters. This change is radical. It's what makes WildWords into a unique word/board game. Uniquely profound. Uniquely challenging. Uniquely fun.
Then there's the whole thing about challenging another player - you know, when you think someone's spelling a word that isn't in the dictionary. That has also been most discerningly enwilded. First of all, with the possibility of a single wild tile standing for maybe seven letters, it's a lot harder to know whether or not there's a challengable word. Which makes it all the more inviting to bluff. Which makes it all the more necessary to challenge. But in WildWords, when one player challenges another, all the other players (SCRA*BLElikely, WildWords can be played by 2-4 players), must also agree or disagree. In either event, if they are wrong, they each lose 20 points. Harsh. In a beautiful kind of way.
Also, I gotta tell you, the tile holders are probably the best tile holders ever to hold a game tile. Smooth. Cool. Hefty. With wood-protectors, even. And the easy-to-read tiles are all packaged in a plastic bag inside a drawstring bag. With six extra tiles, just in case.
In sum, WildWords is the newest to receive the coveted Major FUN Award.
Labels: Keeper, Senior-Worthy, Thinking Games, Word Games
Wednesday, June 25, 2003
Abalone
Abalone is one of those few, elegant, easy-to-learn, two-person strategy games. What makes it among the very few is a method of movement unique enough, and fun enough, to make playing the game a new, and utterly absorbing experience. Since utter absorption is the point of playing, Abalone is the kind of game the Major FUN Award was created for. The movement principle? Knock your opponent clean off the board. How? By pushing a bigger row of marbles into her. As you can kind of see from the picture, the board is made up of a hexagonal honeycomb of holes. Marbles rest on the holes. If you push a marble into any one of the six possible directions, and there's another marble or two or several in front of it, all the marbles move at the same time. Just pushing a row of marbles is kind of a fun thing to do, like the fun things you do when you're just playing with marbles. It's an even funner thing when you push a row of your marbles into your opponent's. And it's defnitely funnest when one of your opponent's marbles drops off the board as a result. Abalone has been around since 1988. It's been around long enough to create an international following. And that following has followed long enough to develop an active online community along with a collection of highly playworthy rule variations. For the non-Macintosh many, there's an online version. But nothing beats the delight of watching your opponent's jaw, and her last marble, drop into the pit of sweetly meaningless defeat. Labels: Keeper, Senior-Worthy, Thinking Games
Wednesday, June 18, 2003
Tantrix
 It's a puzzle. It's a strategy game. You can buy it online. You can play it online. It's called "Tantrix," and it gets the Major FUN Award. The hexagonal tiles are made of Bakelite. Touching and smushing them around is almost as delicious as playing with them. The Tantrix Game Pack consists of 56 tiles. Each tile is unique. There are four different color lines - some are curved, some straight, some are even more curved. There are numbers on the other side of each tile. These are used to determine which tiles are to be employed in creating which puzzle. The Discovery Puzzles involve using tiles numbered 1-30. The Rainbow Puzzles require sorting the numbers into like colors. Then there's Tantrix Solitaire. And, of course, the strategy game for 2-4 players. There's a bit of learning to do in order to play the strategy game, and the puzzles are the perfect training vehicle. Playing online is very satisfying - the interface is intuitive, the online chat adding a feeling of immediacy and community. Invented in 1987, in New Zealand, by a New Zealish chap named Mike McManaway, Tantrix is a unique puzzle/game, deserving a position of prominence in anyone's game collection. Labels: Family Games, Keeper, Thinking Games
Monday, April 28, 2003
Sodaplay
 Think of it as a virtual, animated tinker toy. Or, think of it as an opportunity to create life. Sodaplay provides a deep and fun world for exploration by the scientific and the playful. As they explain: "looking at the fluid, lifelike way these creatures walk and roll and slink across the screen you might think that there must be some very complicated stuff going on behind the scenes. well fear not, it's actually very simple. It only looks complicated because lots of simple bits are working together. When simple bits work together you can get emergent behaviour. that means that the system as a whole can be more complex and sophisticated than the simple bits that it's made out of." First, visit the Sodazoo. Scroll right and left to view the first 80 or so Sodacritters - creations of Sodaplayers from around the world. Click on any one. Watch it dance. Then play with the controls. Watch it change. Then go back to the Sodacritter collection. Repeat. Repeat repetitively. Then make your own. For the documentation-needy, there's ample information on the Sodaconstructor page. Sodaplay is the first virtual toy to earn the coveted Major FUN Award. It sets a standard that I truly hope will challenge imitators and innovators alike. Labels: Keeper, Virtual Toys
Thursday, March 27, 2003
Silly Putty
Silly Putty, need I say more? In deed I need. Silly Putty is the "...clay-like stuff that bounces and stretches and picks up ink. Of course, now you can get Silly Putty in glow-in-the-dark colors. But it still feels like putty. And it’s still something that is clearly silly. And it’s also something that people can play with for hours. Roll it. Mold it. Bounce it. Consciously. Semiconsciously. Something that embraces playfulness and creativity. Something with enough flexibility, enough controllability, enough tactile complexity to keep the hands busy and the mind free, all day." (Read more about the executive implications of all this on " Of Kooshballs and Silly Putty"). I mention the adult-worthiness of Silly Putty because we all know how much fun we had with it when we were kids. Silly Putty gets a Major FUN Award for exemplifying just about everything I think a toy should be and do. Here, Courtesy of Silly Putty University are the first three of the Top 50 Silliest Uses for Silly Putty1 Form Silly Putty into a ball, throw it at the stock market listings and invest in the stock it lifts off the page. -- Peter H., Collinsville, Conn. 2 End an unbearable date by making a swollen gland with Silly Putty and excusing yourself because you're not feeling well. -- Judith D., Norwich, Conn. 3 Use Silly Putty as an alternative to cement handprints at Mann's Chinese Theatre in Hollywood for flash-in-the-pan actors. -- Charles G., Dallas, Texas Labels: Keeper, Toys
Tuesday, March 25, 2003
Wikki Stix
Wikki Stix is an incredibly simple toy, so simple that it invites kids and adults to hours of creative play. Simplicity-wise, simply by adding wax to yarn (all right, a special, secret kind of wax, but wax, nonetheless), the inventors have created an art toy that is as fun as it is expressive. The fun of it is that it sticks almost anywhere. The Wikki face and Wikki heart and Wikki initials that I experimented with five months ago are still on my wall, waiting only my whim to be peeled effortlessly way. Wikki Stix receives today's Major FUN Award and is on my most-recommended list for executive retreats and creative brainstorm sessions. My executive-related Wikki Stix exploration concludes with this exemplary story from Stephanie Portola: "Years ago when I had a Wikki Stix wall in my office people would add to it sequentially and check in with it periodically. It became a group work in progress (although the group members were anonymous to each other). The ever changing work of art was quite creative and fun. For example: One person would "draw" a face in outline, another person would add a face looking into the first face, someone else would come up with a "word balloon" and get the two people talking. Or someone would draw a figure and another person would put flowers in the figure's hand." The Wikki Stix site is "adapted for the site impaired" because its easy-to-touch-read texture makes it a perfect instructional aid, as well as an invitation to play, for all of us, with more of us. Labels: Keeper, Toys
Friday, March 14, 2003
Oball
 Oball is the first throwing toy to get a Major FUN Award because it's the first I've found that so successfully spans ages, abilities and environments. Sturdy enough for serious kicking, light enough to bounce on your head, supple enough to squish into a backpocket. Hit it with a racquet. Catch it with a stick. Put a bunch on the conference table for creative fiddling and the occasional emotional purge. Put your toes in it. Put your nose in it. Throw it in the snow or mud and then throw it in the dishwasher. As the manufacturer explains: "Oball consists of a collection of brightly colored loops that are fused together to form a soft, rubbery frame ball with round, finger-friendly openings. Oball grows with a person; it can be used by an infant for clutching, by a baby for throwing, by a toddler for kicking and carrying, by a child for catching, by kids and adults for games like soccer or volleyball both indoors and out, or just for fidgeting." I couldn't have said it better myself. Nine-month-old granddaughter Lily happened to be with us at the Western Toy and Hobbies Representatives Association Trade Show in Pomona, and she couldn't stop talking about the deliciously graspable Oball. When she finally let it go (somebody handed her a stuffed puppy), I got to play with it myself. It's remarkable how friendly it feels - safe, fun to touch and squeeze and bounce on your hand, so easy to catch that you are often surprised that it's in your hand again. An invitation to fun that you can take seriously, and everywhere. Labels: Games, Keeper, Toys
Saturday, February 08, 2003
Cuboro
Cuboro is what people in the trade call a "Grandparents' Toy." What they usually mean by this is that it costs more money than most parents are willing to spend for a mere toy. As a grandparent myself, I, too, would classify Cuboro a Grandparents' Toy. However, I'm not planning on giving it to my kids. Or my grandkids. I'm keeping it for myself. I figure it'll be another ruse I can use to get the grandkids over. And, in the mean time, I get it all to myself! Cuboro is a beautifully made wooden construction toy that is used to create marble labyrinths. The blocks are made of beech, precision cut and sanded smooth. In the Standard set (54 blocks, $122.95), 26 of the blocks are just that - well-made, solid wooden blocks that serve as the foundation for the constructions. The remaining 28 provide an assortment of 12 different "functions." By carving channels and tunnels into the blocks, the designers create the elements of wonder. Each of the functional blocks provides part of a marble path. Some channels and tunnels curve. Some cross. By assembling the elements in just the right way (and there are literally hundreds of "right ways") you get a complete marble track. Playing with Cuboro is a process of building and testing. Adjusting. Testing again. Adding. Adjusting. And again, testing. It challenges mind, eye and dexterity. It combines creative play with scientific exploration. This is really what makes Cuboro such a deep, playworthy toy. It engages the players on so many levels. And, just when you think you've exhausted the permutations and combinations of the Standard set, you can purchase sets of new elements, each of which combines with every other set, each providing a whole new collection of possibilities. It's important to note that Cuboro is very different from construction toys like Lego and Erector Sets, and equally different from dedicated marble run toys like the beautiful Scalino system. It's open-ended. There are no plans included for creating specific structures (though a clear and well-conceived book of such plans is available to the appropriately desperate). Cuboro is designed for both flexibility and complexity. It lends itself to creative, scientific exploration as well as a more closed-ended puzzle-solving approach. This is part of the reason why I feel this toy is so valuable. Its open-endedness and intricacy is a paradigm for the kinds of experience I find most conducive to building playfulness and community. Cuboro is the most expensive toy so far to earn a Major FUN Award. The elegance of its design, craftsmanship and functionality create a new standard for the kind of games and toys we hope to be reviewing in the future. As you become more familiar with the standard set, consider investing in an expansion set. Cuboro Duo ($84.95) adds double tracks, so you can race two marbles at a time. As amazing as it is that they managed to carve all those curvy tracks and tunnels into hardwood, the added game play is even more amazing. The words "quantum leap" come to mind. There are also "Six Packs" available, at $19.95 each, for yet more amazement. Finally, trivial as it may seem, I also really appreciate it that the manufacturers invested in a box that was hefty enough to store this significantly hefty toy. In case you were wondering, "Cuboro is manufactured...by a small, family-owned woodworking and toy company in Switzerland. The beech wood that the Cuboro blocks are made from is harvested by the family in an ecologically sound manner. The excess wood left by the manufacturing process is not discarded; rather it is burned in the kilns that methodically dry the blocks to ensure that they maintain their precise shape and character." Labels: Keeper, Toys
Monday, January 27, 2003
Stack
Stack is a strategy game you play with dice. A lot of dice. 14 for each player. First, you decide on what color you want. Then, you spill all the dice onto the table, and smoosh them around in noisy, and gleeful anticipation. Then you take turns stacking dice (hence the name of the game), one die at a time, on any die other than your own. A stack can be up to four dice high. The die that is on top of the stack determines who gets the points. The higher the number on the top die, the higher the value of the stack.That's about all you need to know in order to play the game. Except that you can, if so moved, roll a die instead of stacking it. The rest is strategy. And a very absorbing strategy, in deed. A stack that is three-dice-high is what you might call "attractive." Especially if it's a stack of 5s or 6s. Insofar as the next player who has a matching die can claim that stack permanently - or at least until the 15-20 minute game is over and score is calculated. Did I mention that 1s are worth 10? Then there are the two-dice stacks, which will wind up scoring for the player with the top die, unless someone puts another die on top of them, which then makes them a three-dice stack, which, as mentioned above, become dangerously attractive. As the game progresses, and there are fewer and fewer dice to play, the strategy changes accordingly. For such a simple concept (easy enough for a 6-year-old), the game becomes remarkably deep (more than deep enough for this 61-year-old). And, because you're all playing together, with this big pile of dice, there's something about the game that makes you feel more together, as friends and family. Stack is distributed by Talicor. The set comes with four different colors. Which means that you can have up to four different players. (Talicor offers yet another set with four more different colors. So, if you're a family of eight, you can still play together.). If you have the wherewithal to buy the deluxe $30, one-inch-dice set, go for it. The big dice add heft and a certain deliciously preparatory noisesomeness. Oh, yeah, there's even a velvitish bag for storage and transport, which you will probably do, often. Labels: Keeper, Party Games, Senior-Worthy, Thinking Games
Monday, November 25, 2002
A to Z
 There's nothing funny about A to Z, and yet, this game made us laugh, almost non-stop, for an entire hour. Each player or team gets an alphabet board. Dice are rolled. A category is selected from a card. And then that player or team has fifteen or thirty seconds (depending on the dice) to name items that fit the category. As soon as an item is named, its first letter gets covered on the alphabet board. Name as many items as possible within the time limit, each starting with a different letter, and then name more, in a different category, when it gets to be your turn again. The object is to be the first player or team to complete the alphabet. Transparent discs are used to mark which letters have been used. There were eight of us, so we played it in teams. It turned out to be so much fun to play with a teammate that I'd recommend, even if there are exactly four players, that you play it in two teams. Some of the categories are excruciatingly difficult. Like, names of foreign newspapers, or famous military leaders. Others are delightfully easy, especially for us average American folk - like snack foods or fast food restaurants. So, you might think that success depends on the luck of the category drawn. And you'd continue thinking it until someone throws the dice and the hand symbol appears. Then, when naming items, instead of trying to find things that begin with one of the ever-dwindling assortment of available letters (like Q and Z), you select someone else's board, and remove their discs. Since the letters already covered tend to be those that are easiest to use, things have a way of evening out with depressing rapidity. The mechanical timer ticks and flips noisily when the time limit is reached. It's a little difficult to see the fifteen second mark (there are only two time limits - either the full 30 seconds or the painfully brief fifteen), affording the opportunity for the only negative criticism I could find for this remarkably absorbing, unique, challenging, easy to understand, and genuinely fun word game. Labels: Family Games, Keeper, Party Games, Senior-Worthy, Word Games
Tuesday, October 08, 2002
Apples to Apples
 Today's Major FUN Award goes to Apples to Apples. In fact, it goes not only to Apples to Apples, not only to the two editions of Apples to Apples Junior or the Apple to Apple Booster Kits, but also to the veritable makers and marketers of Apples to Apples, Out of the Box Publishing. But first, let's talk Apples to Apples. It's a party game - from a little party of four players to a significant party of ten. It's a card game. A lot of cards. 432 cards, by my count. Nicely made, highly-shufflable, plastic-coated, square-cornered cards. Well-designed, easy-to-read cards with cute commentaries. And a card tray to hold three stacks of 'em. And clear rules printed on stiff, coated paper. This is typical of Out of the Box products. Lots of consideration given to look and feel and longtime replay value. But enough about how it looks. It's how it plays that makes it so Major FUN Award-worthy. There are two different kinds of cards. The Green Apple cards describe characteristics, like: Influential, Wicked, Distinguished. The Red Apple cards are people, places and things. Each player gets seven Red Apple cards. One player, who gets to be the Judge for that particular turn, selects a Green Apple card. Then everyone else more or less races to play a Red Apple card or two that fits that characteristic. What constitutes a fit can get very iffy in deed. Given, for example, a Green Apple of INFLUENTIAL, which of these cards would you play: COCKROACHES, HOOLIGANS, JAMES BOND, WHEAT, ICEBERGS, GRAVITY, or THE UNIVERSE? Some are clearly iffier than others. One could say that THE UNIVERSE is more influential than HOOLIGANS. In fact, one could even say that GRAVITY is even more influential. It turns out that that very iffiness is what makes the game such a delight to play. There are no right answers. It's up to the imagination of the players, the judgment of the judge, and whatever subtle pressures one puts on the other. Because a different player plays Judge each turn, the iffiness gets spread around evenly enough to make the game as fair as it is fun. As to its Gigglwattage, it varies in intensity. Generally, the game is about a 40-Gigglewatter. But, from time to time, it can get blindingly funny. And then there's the Major FUN Award that goes to Out-of-the-Box itself. Every game I've looked at from them so far has that well-designed, carefully considered, made-for-easy-fun feeling. And they make good use of their website, going to the extent of offering downloadable rules for each of their games - just in case you need an extra copy. A Major FUN Award for the game. A Major FUN Award for the company that makes it. O, the enthusiastic endorsement of it all! Labels: Family Games, Keeper, Party Games, Senior-Worthy, Word Games
Monday, October 07, 2002
Curses
 Today's Major FUN Award goes to Curses - a game of geometrically increasing silliness for 3-6 players, age 12 and up. There are two decks of cards and a very nice hotel-type hit-the-top-and-it-rings bell. One deck of cards is called "Challenges," the other "Curses." Let's start with the "Curses," which, of course, are the real challenges. A Curse is something silly that you have to do. For example, you might have the Curse of having to talk in a French accent, or having your wrists glued to your head (well, there's no real glue, but you have to pretend there is), or having to bow every time someone applauds. As the game progresses, you get more Curses. From other players, actually. Remembering two Curses is at least twice as difficult as remembering one. By the time you have three Curses you are at a conceptual point likened only to patting your tummy and rubbing your head while singing "Boat your row, row, row." In a French accent. When you break a Curse, some observant player dutifully rings the bell. If you break enough Curses, you're kind of out. Kind of, because you still get to be a bell-ringer and cause of Curse-breaking. The Challenges make the Curses evermore Curselike. You might have to ask someone else out to a school prom, or be in a TV commercial explaining why your deodorant is best or demonstrate how you celebrated your what you did when you scored the winning touchdown in the Superbowl. Each challenge takes on a very different light when you have to perform it under multiple Curses. Curses radiates at least 120 Gigglewatts of pure Guffaw-power. It's can get very, very difficult to play, very quickly, and is challenging enough to occupy the most limber-minded of collegiates, whilst silly enough to keep even us over-the-hillsies laughing and coughing in glee. The only niggle I have is with the quality of the cards. They don't pass the shuffle test very easily. But that, compared to the sheer hysteria that this game catalyzes, is clearly, at most, a nano-niggle. Labels: Keeper, Party Games
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