major fun - the awards
The MAJOR FUN Awards

 

The MAJOR FUN Awards

Games that Make you Laugh

Boochie

Boochie, by Gamewright Games, is an obvious play and variation on the popular game Bocce. But while Bocce can become an intense affair, especially for adults, Boochie is more of a silly, fun game for the family. Really - can you even say "Boochie" without smiling? Additionally, the Boochie ball itself is not a sphere, but a foam dodecahedron that bounces in odd directions and feels like one of those items that every household should have.

To play the game, each player takes a large plastic ring and beanbag ball of their color, placing a matching scoring device on their wrist. One player tosses the Boochie ball a distance away, and then players take turns throwing their beanbag balls and/or rings towards it. The player who has the closest object scores two points, and the player with the second closest object receives one point. Players also score points for "ringing" another player's bean bag or the Boochie ball itself. Finally, the Boochie ball lists another requirement ("+2 for the players with hoops closest together", "+1 for the object farthest away", etc.) that gives out bonus points. Players mark their points on the dial, which is on their wrist, and begin another round.

But that's where things become deliciously interesting. As players gain points, they suddenly have to toss the ball in strange and unusual ways. One player may be forced to make loud noises as they throw, while another must toss objects backwards, between their legs. This accomplishes two things - it increases the silliness (and therefore, fun) factor of the game, while it allows players who are behind to catch up. The more points a player has; the more difficult their throw is.

And therein lies the joy of the game, as families with a wide range of players can effectively play a fairly competitive game and remain close in competition. Little Johnny may throw his ring in a completely different direction and yet gain a point for being the farthest away. Young Tisha might laugh at Dad, as he has to jump while throwing, which results in hilarious contortions. Boochie is simply a fun, entertaining game that can be played outdoors or in large, open rooms. The fact that any group of four players can play this game designed by Forrest-Pruzan Creative means that it is Major FUN. Boochie Boochie Boochie Boochie. See, I told you it was fun to say!


Tom Vasel
"Real men play board games"
The Dice Tower

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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.

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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.

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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.

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Mirror-aculous® Art Activities

Every now and then it becomes my privilege, as your personal Major FUN, to bring you news about a toy or game company that has found a way to transform the commonplace into the extraordinary. See, for example, my story on a renewed approach to connect-the-dots puzzles. Note especially how enthusiastically you found me waxing.

Today I find myself once again waxing my enthusiasm.

You have, of course, heard of the anamorphoscope, and all the various wonders connected thereto, ranging in wonderworthiness from the, shall we say, "mirror-aculous" works of Leonardo Da Vinci to the many photo-marvels of cinematic illusion?

Have you by any chance also heard of the toy company that has brought this most delightfully illusion-prone technology to the hearts and hands of children - a company called, now say it with me, "OOZ & OZ?"

Like the artist/developer of those transformed connect-the-dots puzzles, Myrna Hoffman, the founder of OOZ & OZ, has managed to make a common coloring-book-like activity into something wonderfully new and deeply engaging. Again, like the connect-the-dots artist, she has explored this new visual twist in great depth and with equally deep devotion.

The technology centers on a thin sheet of mirrored Mylar, which, wrapped around a paper cup, becomes a kind of anamorphoscope - anamorphoscopic enough to make it possible to view and create anamorphs. The art is in the remarkable variety of packages and activities that Ms. Hoffman has created.

To get a feel for that variety, take a look at the Art Activities Kit. It comes with two mirrored cups, a box of crayons, and 32 pages of anamorphic images to color. Coloring an anamorphic drawing is a challenge in itself. If you try coloring the image without referring to the reflection, you can't really tell what you're coloring. If you try to color the drawing while looking at the reflection, you have an eye-hand coordination challenge of significantly amusing profundity. I called Myrna and asked her what she recommended: to do the coloring while looking at the reflection or just to look directly at the paper. Her answer: "yes."

In addition to the coloring activities there are drawings where you color-only-the-spaces-with-two-dots, incomplete drawings that you try to fill in by connecting dots, other, even more incomplete drawings that don't even have dots to guide you, and mazes - all transformed by the anamorphic challenge.

The kit itself comes in a cleverly designed box that can be used to transport the entire collection as well as a portable, laptop desk for that anamorph-anywhere experience.

Another, and even more affordable package is designed for parties - you get eight large anamorphed placemats, eight mirror wraps (Mylar sheets that you wrap around a paper cup), and instructions for "bonus activities." These are very reasonably priced, and perfect for an art class, a session of therapeutic art for seniors, or a family gathering. My wife, who has taught art for many years, noted that the anamorph activity is an excellent way to help teach novice artists to learn to "draw what you see, rather than to draw what you think you see."

You can even get a custom morph of pretty much any image you send them.

Ms. Hoffman's sensibilities, to affordability, to children, to play, to art, science and learning; to ecological concerns, are everywhere evident.

We're talking Major FUN.

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Chateau Roquefort

Caution, perspective owners of Chateau Roquefort, some assembly is required. Do not attempt to do this by yourself. Why, you ask? Because no one, not even those who buy games just so they can poke things out, can believe how unusually pleasurable it is to everso gently punch the many pieces out of their frame - lovely, thick, two-sided, brightly printed, silk-textured cardboard pieces so well pre-cut that seem to fall out on command. It is an indelible experience of something well-made. Something made for kids and parents and especially people who like to collect things.

And even more especially for parents who like to collect things who also like to play with their kids who also like to collect things.

Chateau Roquefort is another beautifully made, European game from Rio Grand Games. It's a game of strategy and memory. The board remains mostly covered during play. On your turn, you can uncover part of the board, and you just might reveal images of different kinds of cheeses. Also on your turn (you have 4 moves per turn), you can move one of your mice (you have 4 mice) onto the board, or from the entrance to one of the horizontally or vertically adjacent squares, or from a square to yet another similarly horizontal or vertically adjacent square. You can also slide a row or column of squares, perhaps to reveal new kinds of cheeses, perhaps to reveal an empty hole, perhaps to cause one of your opponent's mice (as many as 4 players) to fall into said revealed pit.

It is probably true that children as young as six can play the game. However, they would have to be exceptional - given that there are many, many pieces, the loss of which would pretty much significantly impair the replayability of a unique and expensively beautiful game.

The object of the game is to win cheeses. You win a cheese when two of your mice are on squares revealing the same kind of cheese. There are many different kinds of cheeses. And you can only win one of each.

This is an unusually intriguing play principle - trying to position two of your pieces so that they are both rest on the same kind of cheese. On a unique kind of board (sliding tiles, always only partially revealed). Conceptually, it's probably elegant enough for a six-year-old to understand. But we believe that it is best suited to kids who are old enough to appreciate the beauty of the game, the necessity for taking good care of it, and the complexity of the relationships between all the different kinds of moves you take on one turn. It's probably a little too cute (wonderfully designed little wooden mice) for most boys of that age. But, given all those caveats, for the right players, kids, adults, and especially families, the game is the kind you may very well treasure, for ever.

There are some concerns about storage - given that there are so many pieces, and that the board is actually integrated into the box. You'll find a thorough discussion of the ramifications of all this in this review. Our conclusion: despite all the caveats, the game is Major FUN.

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Cowabunga

Cowabunga is card game in the tradition of 99, which is also in the tradition of 98 and 100. In these "adder" games, every time a card is discarded, its value is added to the total value of cards on the deck. Some cards don't count. Some cards can be added or subtracted. And some raise the value to 99. The objective is not to go over 99.

Designer Reinhard Staupe has taken that basic concept, and added, if I may use the term, some novel game play to it - novel enough to make it into a new, and significantly fun game in its very own right.

Cowabunga uses a surfing metaphor. As you play cards you build "waves." As the value of the discard pile increases, the wave gets higher and higher. When the wave value reaches 30, it crests. Each new card now makes the wave decrease in height, until it is lower than 10. And then it once again builds. If you happen to be the one who makes the wave change direction, you get to pick an Obstacle Card. So, OK. So here's the conceptual undertow. These Obstacle Cards have numbers on them. When someone plays a card that makes the wave height reach the number on one of your Obstacle Cards, you get to make that player pick up a Cow Pawn. Which could be a bad thing for that player. Hence, the delight, the agony, the ever-playworthy "screw-you factor." As soon as any player has four Cow pawns (or when the last Obstacle Card is drawn), the game immediately ends and the player with the fewest Cow Pawns wins. Then, if there is a tie for the fewest Cow Pawns, the tied player with the most Obstacle Cards wins the tie-breaker.

About the Cow Pawns - they are what you most definitely would be tempted to call "cute" - little cows in red bathing trunks, each holding surfboard. Since the game is primarily for kids, these little Cow Pawns alone make it covet-worthy.

Everything in this sweet little half-hour card game for 2-5 players works well to build the surfing fantasy - the art, the rules, the cute little Cow Pawns. But please note: it comes in a box that's at least three times wider than you need for the contents. I know, packaging has a strong influence on the marketability of a game. Stores stock games according to shelf-space needed. And Cowabunga is packaged to fit nicely in the board game section, and Playroom Entertainment has done a wonderful job on the art and manufacture of the cards and pieces. We spent at least three minutes looking for the board. But it's a card game, with cows. Which led to some minor disappointment and wonderment, until we started playing the game, and discovered that the fun of it is indeed larger than the box.

Box-size-wise, Dan Rowen, president of Playroom Entertainment, explains: "I understand your point on the bigger box; but, with the 17 pawns and 80 cards it simply didn’t fit in our smaller 'card game box.' Also, having a decent presence on a retailer’s shelf is important to get the best exposure to the product. This has been doing really well for us in Hobby-Game stores, as well as Toy stores, gift shops and even some educational and school supply stores. So, we try to have a product that will cross over into numerous segments of the market."

All in all, considering the size of the fun contained, a good value in any size box.

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Gumball Rally

Ted Cheatham's Gumball Rally is another excellent card game from Z-Man Games. This one's especially for kids or for adults looking for a "filler game."

It's a race, all right, for up to 8 players. The game takes less than a half-hour to play, and probably less than half of that to learn. The manufacturers recommend it for kids 6 and up. We recommend it for kids who like playing race-type games, and especially for adults who enjoy playing light and quick.

You get 8 different Go Kart cards - that is, large, thick, well-illustrated, cardboard cards depicting different Go Karts. You also get a deck of playing cards - 4 different kinds of playing cards (Race cards - 4 suits, each numbered 1-10; Hazard cards (19 cards, no numbers), 10 point cards, and 8 small Go Kart cards to help you remember which Kart is yours. So there are several sorting moments required. And yet more sorting moments once you separate out all the Hazard cards: giving each player 3 cards, removing the Winner and two Checkpoint cards, shuffling the remaining cards, removing 4 cards and placing them in the box (without looking at the cards), taking 3 cards from the Hazard deck and shuffling them with the Winner card, then 3 more cards from the Hazard deck shuffled with one Winner card, and again - placing these all in a stack to form the bottom of the draw pile. All of which is very clever and logical once you actually play the game, because the Winner and Checkpoint cards, placed as they are near the bottom of the deck, force the game to some oft-delightful and generally timely conclusions. After the first game, all this shuffling and sorting seems to add both to the fun of the game and the fun of getting ready to have fun.

The large Go Kart cards are placed, in order of play, on the table - the first player in the first position, etc. Race cards determine which Go Kart is the fastest. If you play a Race card, and you are in, say, third position, and your card is higher than the Go Kart in the second position, then you move up one position. Then there are the Hazard cards which affect the Go Kart whose color matches the inner border of the Hazard card.

Oddly enough, despite all this apparent complexity, the game takes only about 15 minutes to learn and less than a half-hour to play. The pace is fast enough to keep everyone in play - even when there are 8 players. Which makes the game feel most race-like - especially as cars are constantly changing position, and even more especially when you pass the lead car.

The cards are vividly illustrated by John Donahue under the direction of jim pinto (who artistically spells his name in lower case).

A lot of big fun in this little game.

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Nacho Loco

Nacho Loco isn't exactly a card game, actually. It's more of a tile game, played with triangles (hence "Nacho"s), made out of cardboard. And yes, it could very well remind you of Triominoes, though it plays more like a, well, card game - a bit like, perhaps, UNO.

You get 94 cards. If they were thick and made of plastic, you'd think of them as tiles. But they're cardboard. And not thick enough to stand up. Just thick enough to be impossible to shuffle. So you put them face-down on the table, smush them around until they're satisfyingly mixed, and give 6 cards to each of up to 6 players.

Each card is divided into three equal triangular sections. Some are different colors. Some have words on them. Some are black, and marked with an X. To play one of your cards, you have to match one of the sections of your card with one of the sections of a card on the table. The X-marked black sections can't be matched, by anything, even by other X-marked black sections.

The sections with words say "Skip Next," or "Go Again," or "Opponent Draws 3." If you have an exact match, then either the next player gets skipped, or you get to play again, or you can tell any opponent to draw 3 additional card/tiles.

The object of the game is to get rid of your cards. As soon as someone has played her last card, she gets one point for each card remaining in the other players' hands. The first player to get 20 points wins. And that's about that.

Visually, the game is quite appealing. As it progresses, colorful, three-dimensional-like patterns are created. And the back of the cards look like, yes, nachos. Rounds are relatively short, and the game has a fast-enough pace to keep everyone involved for the duration. Easy to learn. Mildly strategic. Fun to play.

Fun for kids as young as 8, the game should appeal equally to everyone in the family. Nacho Loco comes to us from Buffalo Games, makers of the Major FUN award winning iMAgiNiff.

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Thomas Mix 'n Match Bingo Game

Finding a board game that you can play with your 3-year-old - and I mean really play - is a kind of quest. Something not too challenging or too shallow, that doesn't require reading, that engages the child's interest, and the interest of anyone who wants to play with a three-year-old - well, like I said, it's a quest.

Briarpatch's Thomas Mix 'n Match Bingo may not tax the conceptual mettle of your average 30-something, but if you're playing with your children, it will more than likely prove to be actual, engaging fun for all - especially if your child follows the Thomas the Tank Engine™ books or videos or TV shows.

Mix 'n Match Bingo goes significantly beyond your basic bingo. There are three dice. Each die represents a different attribute: the kind of train, the background color, and the border. When combined, these three attributes form a picture that your child must find on her Bingo board. The six game boards (folding, colorful, large enough so all the illustrations and attributes are easy to see) are each designed like a tic tac toe grid, with 9 different images. Bingo markers come in 6 different colors, and are made of pleasingly thick, high gloss chipboard.

The designers include a cooperative version using only one board (for younger children: 3+), a more competitive version in which players can match the images on any of the boards in use - winning as soon as they create a BINGO on any board (three of their own markers in a row). Then there's Super Mix and Match. All six boards are assembled into one big game board, and the winner of the game is the first to place all her chips on the board

Each of the three variations proves to be most playworthy. Coming up with a cooperative version for 3-year-olds is at least brilliant - one of the few children's games we've reviewed that acknowledges the nigh-impossibility of explaining to a tearful three year old that it's "only a game." The more complex versions add elements of competition and complexity to a cognitively rich task of matching three different attributes.

All in all, Thomas Mix 'n Match Bingo Games is fun enough, even for a three-year-old, to make most 30- and 40-somethings want to play it again, and again.

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I Spy, Seeing Doubles

I Spy with my Little Eye, according to this source, is relatively new - first cited in the Winnipeg Free Press in December 1937. This may surprise the many parents who find themselves blessing the elegance of this little word game every time they find themselves driving the kids somewhere, or just hanging around with the kids waiting some place for something.

As you so well know, it is also a popular picture game, and the inspiration for several significantly educational games, produced by a collaboration between Briapatch Games and Scholastic.

I Spy, Seeing Doubles is a card and dice variation of this wonderfully familiar theme. There's a deck of 48, thick, oversized cards. Pictured on each card are three different objects. There are five large plastic dice. Four of the dice have pictures on them and determine what objects you are trying to find. The fifth die, the "Action Die," presents different game variants.

Players divide the deck of cards between them and arrange their cards in a stack to create a draw pile. One player rolls the game action die. Players then simultaneously turn over the top card on their draw pile to begin a "Target Pile," and roll their picture dice, hoping that their card will have one of the objects they see the picture dice. If they are successful, they turn over another card from their draw pile, placing it on face-up, on top of their Target Pile. They keep on playing until no match is possible, and then another player begins the next round, throwing the game action die to determine which variant to play. The first player to turn over all the cards in her Draw pile wins.

If the Action Die shows the "Seeing Doubles" icon, players can also look for matches on their opponents' Target Piles, and discard their matching cards to their opponents piles..

The game is most definitely designed by people who understand kids and fun. Learning the game only takes a few minutes. Playing simulataneously keeps everyone involved. The game action die adds variety. And the challenge of matching images in two different contexts (die and card) remains visually and cognitively intriguing.

Recommended for 2-4 players, ages 5 to 10, the game proves to be as educationally appropriate as it is fun.

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Halli Galli

Halli Galli is probably the fastest, easiest to learn, slap your hand down first kind of slap jack-like card game with a bell good enough for a concierge, in the world. And it's got that added, slightly arithmo-perceptuo challenge that makes you have to stop, look and count, and it's that very slight challenge that makes Halli Galli Major, I kid you not, FUN.

The hotel-worthy bell adds yet another je ne c'est qua to the mise en scene, as it were, so to speak. It's loud. Pleasantly, reveberationingly bell-like in tone. But loud. And the bell-dinger is, like the bell, made of metal, and it's small and round, and slapping it can honestly hurt. Especially when it's your hand, and you're a kid, and your father's very manlike hand is on top of yours in a nano-slap. And yet, it's a remarkably kid-worthy, and grown-up party-worthy game. Just, perhaps, not family-worthy, just because of the noise and sheer excitement and pain-potential of it all.

You get a deck of 56 cards. The cards have pictures of fruit on them. You know, fruit, like apples and bananas. Only some cards have like three apples on them and some have just one banana and some have two apples and a strawberry, too. You deal out all the cards. Everybody, at the same time, reveals their top card. If there happen to be, between all the players, exactly five of any fruit (I did say exactly), the first person to ring the bell wins all the face-up cards. And so you go, simulflipping, looking for exactly 5 of exactly the same, flipping again, more and more cards being added to the discard piles with every flip.

From AMIGO Spiel & Freizeit GmbH, and made available in the US by Rio Grande Games, Halli Galli can be played by 2-6 players, the more the crazier. You can play it with kids as young as six and with adults of all phases. It takes maybe 5 minutes to learn and 15 minutes to play a single round. And you will play many rounds.

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Mother Sheep

Mother Sheep, from Playroom Entertainment, has 10, cute little plastic lambs, and 10 cute little plastic lamb cardboard, name-plated lamb-standing places. 80 fences, of different and oft-multiple colors, a deck of lamb cards and a lamb corral. There are 18 lamb cards. On each card there are five lamb names. Pick a card and be the first player to fence in your given lambs.

Since there are 18 cards, it is quite likely that you will end up with at least one shared lamb. If not several. That's quite fine. As long as the lambs are fenced, it doesn't matter actually who does the fencing.

As for the fencing: After you've placed all you lambs in some array, close to the mother sheep, but not too close, and not too close to each other, either, the rest of the game is about laying down fence rails. The array-setting is of course very important, since the position of each lamb relative to each other lamb is chock full of strategic significance. You can lay them anywhere in any angle (there's no board), but you have to make sure that they overlap another fence, and where they overlap, they match colors. Since the fence pieces can have as many as three different color bands, of any width, it can be quite a challenge to find an appropriately matching fence post.

You take three fence posts from the Fence Post Bag. These are your secret fence posts. Your secret fence post stock never gets replenished. So, even though you can use them any time during the game, you have to use them with care. You also get to draw three more fence posts for immediate play. Since you're trying to corral 5 different sheep, you'll always have at least one fence post that's worth playing.

As I said, there is no board. As I also said, the positions of everything - the lambs, the Mother Sheep, the cardboard fence posts - is of dire strategic consequence. This is not a bonus feature - especially if you are playing with the clumsy-prone. On the other hand, it's fun, not having a board while playing such a strategic, board-like game. And strategically speaking, it's complex enough to be worthy of pondering, but simple enough in principle to be understood and enjoyed, even by the younger player.

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Tunnelz

Tunnelz is a 3-D, Twixt-like game with the elegance and simplicity of Tic-Tac-Toe. Your objective: make a connected line of your color pieces, stretching from side to side of the cube.

You get 8 blocks. Your opponent, 8 of a different color. You get a plastic cube, a 3-D matrix, 5-rows by 5-columns by 5-tunnelz deep. The blocks are one cell wide and high, and two cells deep. So, in fact, you only need three blocks (well, 2.5) to make a continuous, side-spanning line. Except, of course, you take turns, and your opponent has this annoying need to block you, so to speak, whist pursuing her orthogonally distinct line-making, side-spanning efforts.

The two two-cell depth of the blocks adds yet more interesting properties. Once you put a block into a Tunnel, it stays in that tunnel. If it were one-cell deep as well as wide and high, you could slide the block in any of eight directions, from row to row, column to column, level to level. But it's two. So you can't. So a piece positioned in any particular tunnel, blocks four other tunnelz. Very interesting. Interesting also that you can push a piece deeper into the game cube. You even get a pushing rod for that very purpose. Interesting that when you push your piece, you might very well be pushing another piece in that same tunnel, in such a way as not only to connect some of your blocks, but also to disconnect some of hers.

All in all, Tunnelz is an attractive, inviting, and unique two-player strategy game, simple enough for any tic-tac-toe-playing tot. Intriguing enough to merit more than a modicum of mature contemplation.

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Booby Trap

Booby Trap is what you'd call a "classic kids' game." It's been around since the 60's (originally a Parker Brothers game), and has been recently re-released by Fundex. For kids old enough to appreciate the patience, dexterity, observation skills, and luck necessary to win, Booby Trap is a study in fascination.

An assortment 63 pieces (three different discs, each of a different width and color, each with a peg handle in the middle) is literally squeezed in the playing frame so that they are as tightly packed as possible. The squeezing is achieved by attaching a rubber band to a "tension bar" on one side of the frame. The goal of the game, then, becomes to remove as many of the discs as you can without disturbing the tension bar.

The larger pieces are, of course, worth the most points, and are, equally of course, the most difficult to remove. And yet, oddly enough, if you are very observant, or lucky, you might easily pick one that, despite appearances to the contrary, lifts out with the greatest of ease and heart-lightening joy. Of course, after someone's judgment or luck proves to be less than successful, and the bar moves, and other pieces get sprongged off the board, the tension, for the next player, is considerably, so to speak, released.

There is a rule which can be very difficult for younger children to observe - the one about having to move whatever you touch. The desire to test before plucking frequently overwhelms the need to play strictly by the rules. Those who are old enough to appreciate the sagacity of the touch-it-pluck-it rule will derive immense satisfaction, and the sometimes shockingly violent evidence, of the efficacy of their observational powers, and will be moved more quickly to laughter than to tears in either event.

This restored release of Booby Trap also includes a variation which allows for a shorter game. Six narrow boards are included, one for each of the up to six players. Each board shows a different sequence of pieces that must be selected. It's a good challenge, and, depending on what happens before your turn, and what size piece is next on your board, often surprisingly more than adequate.

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Ribbit

Ribbit is a board game in which 2-5 young players (5-10) race to get their frog to the finish line. The next thing you need to know is that it is designed by one of the most prolific, and reliably innovative designers in the industry: Reiner Knizia.

There are 5 wooden frogs, each of a different color. Selecting from a small stack of 5 cards, one for each frog, each player secretly determines which frog she wants to be the winner. There's also a deck of movement cards. These cards determine which frog gets moved how many spaces, forward or back. Some cards apply only to the frog that is furthest behind. These cards help to make sure that all the frogs stay in the race.

Players take 5 cards from the deck of movement cards and decide which card they want to play. If one frog ends its turn on a space (lily pad, of course) that is already occupied, that frog jumps on top of the other frog's back. If a player wants to move that other frog, both frogs get moved. Here again we see an innovative, and strategically significant play principle. If the frog you want to win is on the bottom of a frog pile, every time you try to move closer to the goal (the pond), you move everyone else closer as well.

The fact that players don't really know what frog each player wants to win adds but mystery and an opportunity to be deductively as well as analytically engaged. Younger players may not be canny enough to appreciate this particular subtlety, but older players will find it engaging and suspenseful.

All these factors (secret frogs, frog piles, the "last frog" movement cards) result in a unique play experience for young children - and yet, none of the various innovations are too challenging or difficult for them to learn. A great contribution where great contributions are most needed.

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Sizzletoad

In answer to the question: "what do you get when you combine rock-paper-scissors with tic-tac-toe?" You get Sizzletoad - a board game with a near perfect blend of strategy and chance, one of the few strategic games that kindergarteners could enjoy as much as, say, fourth-graders.

You can play Sizzletoad with 2-4 players. Because the game is based on familiar games, its mechanics can be readily understood, even though it offers a very different play experience. Instead of using fingers to play the game, you use cards. This is also a little different. The cards (24 of them) are divided equally between players. Equally, but randomly, so another element of luck is added to the strategic mix. You might want to play a Paperduck, but you can't if you don't have one in your hand. The rock-scissors-paper part (Sizzletoad-Paperduck-Fossilstick actually) works a bit differently with three players. But it most definitely works.

The tic-tac-toe part is also a little different. The player who wins the Sizzletoad-Paperduck-Fossilstick showdown wins the other players cards, and gets to play any one of those cards on to the tic-tac-toe grid. However, the first player to get three of any card in a row is the winner of that round.

All these differences are just enough to make everything you might know about strategies for playing tic-tac-toe and rock-scissors-paper useful, while you find yourself engaged in a very different, and challenging game.

The cards are small (perfect for a child's hand). There are four, lovely, crystal playing pieces, and a folding board. All-in-all, a unique invitation to play, and think.

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Dots Amazing!

You need a real artist to take a simple children's puzzle, like Connect-the-Dots, and transform it into something worthy of mature, adult-worthy consideration. A real artist.

And that's just what David Kalvitis is, an artist. And that's just what he's accomplished with his many Dot-to-Dot books.

Let me give you a few examples.

Stars puzzles: You start at number 1, as you would expect, and continue connecting dots in order until you come to a star. Then you have to look for the next number, which could be anywhere else in the puzzle, and continue from that number to the next star. And on and on, number-to-number-to-star. Jumping around from place to place on the puzzle, you really have no idea what you're drawing, sometimes until the very last star.

Arrows: You see this big field of arrows - no dots at all. Just arrows. So there's absolutely no visual hints about what the puzzle is about. You look for a circled arrow and start there, following where it points until you come to another arrow, and you take off in that direction. Of course, if you make a mistake, just one, small, easily explicable error, you soon find youself wandering realms of graphic chaos. Which is why, despite Kalvatis' heartfelt recommendations that all his puzzles be done with a marker, we find ourselves frequently recommending a soft pencil with a very good eraser.

Compass: Here, you get nothing but an array of dots with a few symbols sprinkled in hither and yon. You look for a star and, then read the directions printed above the puzzle. And I do mean directions. Like, from the star, go: N (North(, and then Wx2 (two dots west), and then SWx2, and then on and on and on, and if you do it exactly right, you'll end up at an A. And then, from the A, you start on the next line of instructions....

For an elementary school teacher, the different puzzle types involve skills that are closely tied to the mathematics curriculum. For the rest of us, they are an invitation to return to a deeply satisfying, often remarkably peaceful pastime.

These are but three of the innovative, challenging and inviting variations of connect-the-dots Kalvitis has created for us. And, if you're a social puzzler, it turns out that many of them can be solved cooperatively - especially the big puzzles, or puzzles like the Star puzzles that you solve in segments.

There are five volumes of the "Greatest Dot-to-Dot" series, so far. The first four are a great introduction to the wide variety of puzzle types. The fifth volume is most appropriately called "Super Challenge," where you'll find puzzles that span two pages and hundreds and hundreds of dots. There are also four volumes of Kalvitis' Newspaper Dot-to-Dot puzzles - smaller, but every bit as innovative.

Each puzzle is a work of art in its own right. When you complete a puzzle, you are rewarded with images that are themselves often surprisingly vivid, sometimes rich in detail, sometimes spare and subtle. Often drawn in perspective. Never stiff. Never blocky. Always surprising.

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Alfredo's Food Fight

You're probably going to think that Alfred's Food Fight is a perfectly silly game. Which, especially if you happen to be between the ages of let's say 6 and 12, is exactly what's going to make it one of your very favorites.

Chef Alfredo stands on top of a batery-powered, turning spaghetti base. He holds two velco-covered pizza pans, and wears a velcro-covered apron and hat. Players (up to 4) use their spring-action forks to fling spaghetti-yarn-streaming meat balls, hoping to make them stick somewhere on Alfredo's ample velcro coverings.

And that's the game. Simple. Exciting. Silly. Safe (the meatballs are soft enough so that if you accidentally get flung upon it can't hurt), Major FUN - especially for kids. Sure, sure, you can change the rules. You can score extra points, if you want, for sticking on the pizza pans, or something. You can make it easier - get closer to Alfredo - and in the same way, make it more difficult, moving further away. But the real point is: it's silly, it's fun, and, with enough patient fork-flipping, you can get very good at it.

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Froggy Boogie

Froggy Boogie is a beautifully crafted, all-wood, many-pieced, memory/race game. There are 9 frogs that are set up in the middle of the play area (table, floor, bed - any flat surface). Each frog has places for two eyes. There are two different kinds of eyes (small cylinders that fit into the frogs eye-holes): One kind has an image of a baby frog on the bottom. The other doesn't. When setting the game up, players put one of each kind of eye in each frog. The challenge, which turns out to be significant enough even for adults (or perhaps especially for adults), is to remember, for each of the nine frogs, which eye has what. Wooden lily pads are placed around the cluster of frogs - this becomes the race track. Players begin the game by selecting a playing piece (one of six differently colored "baby frogs"). Two wooden dice are thrown. Each of the "adult frogs" (the ones with the eyes) is painted in two different colors. The throw of the dice determine exactly which adult frog gets chosen. The player then selects one of that frog's eyes. If there's not a baby frog on the bottom of the eye, the player gets to jump to the next lily pad and guess again. If there is, it's the next player's turn.

If memory isn't your forté it's reassuring to know that you can always rely on luck (there's a 50/50 chance you'll be right). If you're a kid, or you're interested in challenging your memory, you'll find the game challenging enough to make you want to take it most seriously.

The game is very attractive, to children as well as adults. It's colorful and funny - all those cross-eyed frogs. Yes, it requires extra care to keep track of the many pieces. But, because children will find the game fun to set up, and as challenging as it is attractive, the extra care required becomes an additional attraction - the game is its own special "collection" of bright wooden treasures.

The game is a race. The first player to get her baby frog back to the big lily, wins. For older kids, this is great fun - an incentive, an opportunity to demonstrate and be rewarded for a superior memory. For kids who have trouble dealing with losing (or winning), it might be necessary to change the rules a bit.

Luckily, the game is interesting enough, and flexible enough, to allow players to adapt it to the way they have the most fun playing. Because there is no board, you can arrange the frogs in any way you want. In fact, you can even rearrange the frogs during the game - making it all that much more challenging, and making the game that much more of an invitation to play for the whole family.

My grandkids happened to have a problem with competition. So, we played with only two baby frogs: the "Happy Frog" and the "Sad Frog." One of us would throw the dice, and then all of us would select the eye. We pooled our collective memory. If we guessed correctly, we'd move the Happy frog to the next lily. If we were wrong, the Sad frog would advance. No one "owned" either of the frogs. We were like gods, cheering for the Happy frog when the Happy frog won. Cheering for the Sad frog when she got to move. Sure, sure, we wanted to Happy frog to win. But, in the end, it turned out that the Sad frog won. Which, of course, made her Happy. And us, too.

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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.

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Paddle Pool

Paddle Pool is what they call a "classic." It was first published in 1970 by Milton Bradley - (and, at one time, was apparently also called Battle Ball). And now, thanks to the playful entrepreneurs at Fundex, the children of the world can once again gleefully engage in an elegantly engaging, playfully competitive, intuitively clear game of keeping a ball out of your goal and whacking it into-anyone else's.

Paddle Pool is at its best as a four-player game. You can modify the board for three or two players with special cardboard inserts. In case of lost inserts, you can always assign one or two players to two paddles. The game comes in a deceptively small box. With careful instruction-following, the game assembles into a 20x20 inch playing field. The court is raised in the center so that a ball, placed in the center, could roll into any of the four corners. Which is at least one good way to get the game rolling. A rod-and-paddle is snapped diagonally across each corner of the game. This allows the player to move the paddle to the right or left defend, and to twist the paddle to raise or lower the paddle to whack.

There's place for a small scoring peg in each corner. Pegs are placed in the #5 hole. Every time the ball goes into your goal, you lose a point. The game is over as soon as one player reaches zero. The player with the highest score wins.

It's amazing how absorbing this simple game can be. I tested it out on some junior high school kids in a special education class. The only thing I needed to explain to them was that the player who makes the ball fly off the court loses a point. This was a very useful thing for them to know. It introduced a little finesse, a bit of control, and kept the ball nicely in play. I put the game on the table, and suggested, if there were more than 4 people who wanted to play, they could play the game like Four Square - a new player coming into the game as soon as one player lost. Twenty minutes later they had the game on the floor and were blissfully playing away.

Once the game is assembled, it's pretty much going to stay assembled. It's sturdy enough, and the pieces fit together well-enough. And trying to take it apart and fit it all back into the box is enough to drive you to engineering school.

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Poppo

Poppo is what you might call "educational" and what you might even consider a "reading" game, and what you more than likely would classify as a "competitive" game for "little kids." In all cases, you'd be absolutely correct, and, simultaneously, wrong.

Remember a game called "Trouble?" My guess is that what you remember best about it is the "Pop-o-matic" thingy in the middle of the board - a transparent capsule housing a die, that you'd press down, let go, and watch it pop the die to a new number. And that's what you remember so well because popping the pop-o-matic was probably the most fun part of playing the game. Well, that's what at the heart of Poppo. Only the die is 8-sided instead of 6. It has letters on it instead of numbers. And there are two sets of 4 different die-poppers, each with a different combination of letters.

In addition to the die-poppers of endless delight, you also get a a box of cards with 100 different 3- or 4-letter words (illustrated), and a one-minute sand timer. A card is drawn, the timer turned, and two players (or teams) race to be the first to get their Poppo-poppers to spell the word on the card. And that's just about it. You can play it as a solitaire, you can play it cooperatively, you can play it with kids from 4 on up. You read me right, 4-years-old and up.

I first "tasted" it with a group of junior high school kids in a special education class. We evolved the "cooperative" approach together, because it was more fun. Some of the kids just wanted to keep popping - even after they managed to pop their Poppo-poppers to one of the letters in the word we were trying to spell. Others were frustrated by the time pressure. Others had trouble figuring out what letters were available in which Popper. (Each Popper has a different selection of letters, but here's also a wild card on every Popper- so, even if you have the wrong Popper, you'll eventually be able to spell the word anyway.) So we played it together, using all the Poppers, trying to see how many words we could spell before the timer ran out.

Aside from the multitude of instructional benefits that so clearly qualify this game for parental purchase, the important thing is that it's something kids will want to play again and again. There may be faster ways to teach reading or spelling or word recognition, but I don't think there's a way that is more fun than playing Poppo.

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Number Chase

Number Chase is a number-guessing game, involving some serious arithmetic skills (like understanding greater than and less than, odd and even, number range and properties). But you don't have to tell the kids that. The game is so clearly fun, so gently challenging and enticing, that it just doesn't matter to the kids that actual arithmetic skills that are being exercised. Who, besides teachers and parents, cares about all that number comparison and identification and deductive reasoning? The important thing is that the game is actually fun enough to play and play again.

Number Chase is one more Major FUN-award-winning game in Playroom Entertainment's Bright Idea series. Designed by award-winning fun-maker Rienhard Staupe, the game consists of 50 thick cards. I emphasize "thick" because it is a testimony to the wisdom of a good game manufacturer - knowing that cards, in the passion of play, get mangled, creased, and generally yucky. By having the good sense to make the cards thick, we are gifted with a game that will last long enough for the whole family to enjoy.

There are 50 cards, numbered, as one might expect, 1-50. To play the game, the cards are placed on the table, sequentially, in 5 rows of ten. One player (let's call her the "emcee") writes down a "secret number" between, as advertised, 1 and 50 (all right, between 0 and 51, if you insist on literal betweeness). The guessing player or players select any card. If it just happens to be the right number, that player wins the round. If not, the card is turned over. On the other side of the card there's a question about the number the players are trying to guess (e.g. "Is the number less than 42?"). The emcee answers yes or no. Then another number is guessed. Another card turned over. Another question revealed ("Does the number have a "5" in it?"). Etc., etc., until the correct number is finally chosen.

Everybody stays involved in the game, because every answer is relevant, even when it's not your turn. So, everyone is having fun, everyone is thinking, deducing, exercising what he or she knows about number properties. And as the guesses become more and more educated, so do the players.

In other words, if you were trying to help educators understand the nature of a successful learning experience, Number Chase is the very game you'd want them to know about.

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Ugly Doll

Ugly Doll is a kids' game, pure and simple. It's about speed and recognition and matching - skills that most adults have left far behind. It's also about Ugly Dolls, stuffed dolls that are simultaneously cuddly and ugly, and are consequently all the rage in toyland. Which makes it even more suitable to kids, and even less interesting to adults. Which, of course, makes it so kidworthy in the first place.

Designed by one of the chief Gamewright architects, Jason Schneider, the game is elegantly simple. The cards (all 70 of them) are placed face-down on the table and smooshed around. (It is suggested that "cards can and should overlap.") The first player (according to the instructions, "the player who most recently took a bath") turns over any card. The next player turns over any other card. And so forth and on until...no, not until a simple match is found, but until three identical cards are turned over.

Oddly enough, it's the threeness of the match-seeking that makes the game so interesting and so successful. It's significantly more difficult, visually and conceptually, to find three of something than two. Significantly. And, because players grab cards as soon as the third match is revealed, and the cards tend to be scattered both willy and nilly about the table, even if you're not fast enough to be first, there is a good chance that you'll be able to grab at least one of the three - much better, chancewise, than if there were only two of a kind.

For 2-6 players, ages 6-12. Not deep, not profound, but Major FUN especially for, like I said, kids.

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PDQ - a game for all reasons

PDQ is a sweet little word game - easy to learn, quick (Pretty Darn Quick) as a matter of fact - a