|Release: 9/7/2017||Download: Enhanced | MP3|
|Run Time: 34 min||Subscribe: Enhanced | MP3 | RSS|
|Fuji Flush is a wonderfully simple card game.
Your goal is to flush all the number cards from your hand, one card at a time. There are lots of low cards in the deck and fewer high cards.
The higher number you play, the more likely you are to flush it BUT here’s the twist. If two players play the same number, they are added together. This means low cards can often band together to beat high ones.
It’s a game about strength in numbers. And the more people you play with, the more fun the game becomes.
Designer: Friedemann Friese Artist: Harald Lieske
Publisher: 2F Spiele, Stronghold Games
3-8 players 10-20 min ages 7+ MSRP $14.95
Music credits include:
4-8 players 5-15 min. ages 6+ MSRP $25
To those of us who like party games, especially party games that make people laugh, in particular party games like Knots, have we got a game for you!
It’s called Twangled. It would remind you mightily of the traditional, classic, puzzling, physical and often hilarious game Knots if it weren’t for: a set of eight elastic bands, in four different colors, with a loop at each end; and a spinner you kick. Which, aside from reading the rules and playing the game itself, is how you know that it’s not Knots. No. Not knots at all.I explicate by cleverly quoting the rules thus: “Players grab a colored band – making sure that at least one band of each color is taken before doubling up any colors. Players stand in a circle facing inward – making sure not to stand next to someone with the same band color. Place the kick spinner in the center of Get Twangled! Determine a player to go first. On your turn, kick the spinner and perform the action as indicated without letting go of the bands. For example, if a player spins ‘Under Green,; that player must move his or her entire body underneath a green band. The player may have to do other necessary moves to get under the green band, such as step over a yellow band. If using more than one of a band color, you must perform your action on the band furthest from you. Once a player has completed the action, play passes to the person on the left, who then kicks the spinner and performs his or her required action. Now it is time to get unTwangled. Without ever letting go of the bands, players work together to figure out how to return to the starting formation. Communication is key as players direct each other to move over and under bands.”
On the other hand, you don’t really need to know the rules to figure out how to play. It’s just about intuitive. And the parts that aren’t don’t matter. And if you know how to play Knots, you already know more than enough to figure the rest out.
Much of the not-Knots quality of the game can be traced to the stretchiness of the bands, which can be compared to and contrasted with the unstretchiness of the human arm. And then there’s the spinner, which is not part of the traditional game of Knots and yet functions admirably well as a novel device for causing people to become Twangled, in deed. Speaking of whom, Twangle is designed to be played by four to eight players, ages six to decrepit.
Yet another surprising and oft-delightful differentiation caused by the stretchiness factor: the aftergame. So hilariously logical is this aftergame that I fear I would spoil it should I say more. I suppose, if you don’t discover the hilarious logic of the aftergame yourself, you could write and ask us. To give you fair warning, it’s an undocumented feature that apparently appears serendipitously. I shall say no more other than: Major Fun. In deed!
|Release: 8/15/2017||Download: Enhanced | MP3|
|Run Time: 38 min||Subscribe: Enhanced | MP3 | RSS|
|It might come as a suprise to learn that mole rats make perfect astronauts.
Or maybe we should call them ratstronauts?
Their skin can’t feel pain. They can lower their metabolism and breathing. They’re resistant to cancer and can even survive without oxygen for a time.
You and your fellow players are mole rats living on a space station in a galaxy far far away.
Suddenly, the alarm blares… INTRUDER ALERT! The station is being overrun by intergalactic snakes!!
It’s up to your team to gather the right emergency supplies and find a way to the last escape pod before time runs out. Just don’t forget the duct tape!
Listen in to discover why we think this cooperative game is great for kids and adults and is most definitely… Major Fun!
Mole Rats in Space
Designer: Matt Leacock Publisher: Peaceable Kingdom
2-4 players 20 min ages 7+ MSRP $20
Music credits include:
Designer: George Buckenham, Alex Fleetwood
Art: T. Burrell-Saward, L. McCarthy, C. Shaw
Publisher: Sensible Object
1-5 players 15-30 min. ages 7+ MSRP $99
Beasts of Balance allows players to build and destroy a new world each time you play. Using wonderful and whimsical three dimensional animals, you populate your world by stacking each one on a platform called a plinth, hoping to create new hybrids, score points and keep each creature from going extinct.
Beasts of Balance is a playful hybrid. It combines the simple almost primal act of stacking with technological elements that enhance and expand gameplay in fun and unexpected ways.
The game comes with a lovely assortment of chunky three dimensional pieces representing animals, forces of nature and artifacts.
The animals include : a bear, a shark, an octopus, a warthog, a toucan, and an eagle. These are the literal building blocks of life for your new world.
The forces of nature are : fire, water, earth and air. Each has a specific shape and color and each element combines with the others to form ten different shapes/pieces.
The artifacts are four different shapes, some simple, some complex, and each will have its own effect on the game.
All these pieces will be balanced upon the plinth, a circular platform with a special symbol printed on one side.
Now all these things come in the box, but in order to play, there’s one additional thing not included in the box you’ll need… an app ! It’s free to download and it’s not a gimmick. It’s essential to gameplay and is available on all major mobile and tablet platforms.
One one level, Beasts of burden can be described in a single, simple sentence : Stack pieces on the plinth to score points until the stack falls down.
At its heart, this is the entire game. You select a piece, any piece, and place it on the plinth, hoping not to bring the whole thing crashing down. On this level, this is a game you’ve probably played a hundred times before.
With the addition of technology, Beasts of Balance delivers a richly thematic experience that is packed with fun discoveries and meaningful decisions.
It’s these technological enhancments that we should explore because they make Beasts of Balance both innovative and unique. The these tech twists come in several flavors.
Since Beasts of Balance uses an app to guide you through the game, it will come as no surprise that learning and playing the game feels like playing a video game. Rather than read rules, launch the app and simply follow the instructions. It will guide you through a typical turn which goes like this:
Select a piece, identify the piece to the plinth, and then place the piece on the plinth.
Each piece has a special symbol printed on it. Find this side of the piece and place it against the matching symbol on the plinth and watch what happens. Voilà ! Like magic, the app now displays a picture of the piece you have selected. The app and the plinth can keep track of what pieces are part of the world you create as long as you identify each piece to the plinth. The app will even remind you if you forget!
The bear will appear on land. The shark in the sea and so on. Elemental pieces will grant bonuses to creatures aligned with that element.
But here’s the thing… I’m not going to tell you what all the pieces do! Because the game itself leaves these wonderful discoveries to the players AS YOU PLAY! You might select a piece the first few times you play just so you can learn what effect it has on the game. Each one interacts with the app in ways that will leave you smiling and provide even greater challenges and decisions once you understand how they interact.
Without giving away some of the small mysteries you get to experience in the game, I will say that animals can evolve into wild and wonderful creatures as your world gets bigger and each animal is constantly at risk of extinction. As you play and learn, each piece you play will begin to suggest possible courses of action and each will have consequences on your world.
Since it knows what pieces should be part of your world, if collectively everyone can place all the fallen pieces back onto the plinth before the volcano blows, the game will continue. If not, kerblooey! Game over. Check out your score if you want. Reset the app and you’re ready to go again.
Here’s the beauty behind Beasts of Balance. Score really doesn’t matter. You play this game for the joy and the fun of seeing how each world will turn on both on the screen and on the plinth. The games you remember will most likely not be because you score a bunch of points, but because somehow you managed to balance the massive eagle on top of 11 other precariously perched pieces. Or the crazy hybrid animal you created, the majestic and saved to your menagerie even though your world crumbled after just a few turns. Or the game where everyone scrambled to get 8 pieces back onto the plinth just before the volcano exploded!
The Game evokes moments of joy and fun that would be impossible without the harmony the game creates between the physical and digital worlds. It is interactive in the truest sense. You interact with the pieces, the tech and each other as you play. Winning and losing is secondary to the process of play. And each time you play, you’re likely to learn some new wrinkle or new path yet to be explored.
Given the quality of the components and the app (and the development that went into both), I don’t think Beasts of Balance is overpriced, but at $100, the price will certainly be a barrier to entry for some, if not many. I think Sensible Object, the publisher, made the right choice by not skimping on any aspect of the game. It does limit the market for the game, of course, but the result is a game that feels truly innovative and feels like it has stayed very true to the original creative vision behind the game. If you have the extra income, you’ll be happy with your investment. If the game is beyond your budget, seek it out at a game store or convention so you can get a chance to give it a go.
|Release: 6/13/2017||Download: Enhanced | MP3|
|Run Time: 40 min||Subscribe: Enhanced | MP3 | RSS|
|Life in the herd can get boring when you’re a young elephant. To pass the time, the little ones invent games to play. First they gather a bunch of colorful balls. Next they race to see who can pick them up BUT here’s the challenge:
You must pick up the balls according to a certain pattern and..
NO HANDS ALLOWED!!
You can only use your kooky plastic elephant trunk to pick up the balls!
Listen in to discover why we think Tricky Trunks is a joy to play. It’s Hungry Hungry Hippos for the 21st century. And is most emphatically Major Fun!
Designer: Brian Weinstock Publisher: Blue Orange
2-4 players 10 min ages 5+ MSRP $25
Designer: Adam Daulton Art: Chris Byer, Jaqui Davis
Publisher: Action Phase Games
2-4 players 15-30 min. ages 10+ MSRP $20
It’s a little known fact that animals make the best ninjas. In fact, there’s a secret camp where they go to train. Whether you’re a hamster, a camel, a sloth or a platypus, Sensei Saru can teach you to master the arts of the shadow warrior.
Today, the Sensei has a special challenge for all his students. Each animal clan will enter the arena and face each other in a grand melee. You must use your skills combined with the opportunities you find in the arena to remain standing while others fall.
Do this and Sensei Saru will name your clan to be his personal apprentices, and the best students at Ninja Camp!
The Ninja Camp is a card game. There are 80 cards in total.
There are 8 clan cards. These represent the different animal students attending Ninja Camp. Each player will play animals from a clan and each animal has a special ability you’ll be able to use once per game. The artwork is ridiculously charming and you may want to take a minute to let everyone look through the cards and decide which one they like best.
The main deck is made up of Skill cards, Walls and Traps. These cards will be laid out in a grid to form the training ground, the arena where your animals will compete for the Sensei.
Skill cards will make up the bulk of the arena. Each card describes a specific ninja move and shows the point value of the card.
Each player will also start with two basic skill cards to begin the game : Evade and Sprint.
Last but not least, each player has four wooden ninja meeples (ninjeeples!) These nifty little guys represent your animal clan and will move about the arena as you play cards.
You’ll take turns placing 3 of your ninjeeples into the training ground one by one, making sure each one is on a different Skill card. No ninjas allowed on the walls !
Ninja Camp is played over a series of turns. On your turn, you will either play a Skill card from your hand OR you will use your animal clan’s special ability. Your card or your clan ability will enable you to move one of your ninjas on the board.
Each clan has a very cool and very powerful special ability, BUT… you can only use your clan’s ability once per game. Once you have used it, flip your clan card over. Here are some examples.
Most turns you’ll be playing a Skill card from your hand.
Each Skill card describes a specific way you must move one of your ninjas on the board. You must be able to follow the movement instructions on the card in order to play it.
Here are the 7 different skills ninjas use to move in the arena:
Evade – move 3 spaces in any direction
Stealth – move 2 spaces and claim the first card your ninja steps onto.
Dodge – move 1 or 2 spaces, including diagonal
Sprint – move in a straight line until you reach an edge, wall, hole or another ninja.
Ambush – move straight until you land on an opponent’s ninja. Push that ninja one space back.
Leap – move over a hole in the arena and land on the next card after the hole.
Shadow – copies the skill of the last card played.
There are a few general guidelines that apply unless a Skill specifically allows you to break the rules: no diagonal moves, no passing through other meeples (yours or another player’s), and no passing through or landing on the same space.
One of the key challenges in the game is deciding what card to play and what ninja to move. But there’s another factor you have to consider on every turn and this factor is….
When you move your ninja, you collect the card where your ninja began its move and add it to your hand.
This means you will have more options available in your hand of Skill cards as the game moves along.
Suddenly, the choice of which card to play and which ninja to move may be determined by what card you want to pick up OR what card you want to land on! You may move a ninja because you really need the Leap card where it currently resides. Or you may move a ninja because you want to finish your move on an Sprint card, so you can pick it up later on in the game or simply prevent others from getting to it.
Picking up cards from the arena also means that the board will have gaps or holes. This will make movement more difficult or downright impossible as the board continues to shrink turn after turn. It’s inevitable that your ninjas will come to a point where they are trapped in a small area of the board. The trick in Ninja Camp is to keep as many ninja active as long as possible so they can collect more cards.
When you cannot move any ninjas (or you choose not to move) you pass and play will continue without you. When all players pass, the game ends and we’re ready to score.
The cards you collect and/or play during the game determine your score. If you were unlucky and collected any traps, they count as negative points. You also get points for the cards your ninjas rest on at the end of the game.
This scoring system also adds a simple but nifty level to each choice you make in the game.
It might seem obvious that you want to head for the highest point value Skill cards as often as you can. And this does make them juicy targets. But there’s just one problem. The higher point value Skill cards are also the more difficult cards to use in the game because their movement rules are more restrictive. So you might end up landing on a big point Skill card but find it very hard to move from it. Most often, the player whose ninjas remain active and agile wins, not the player who focuses solely on big point cards.
A game of Ninja Camp feels like a sparring match. You act, your opponents react. It’s a dance of move and counter move on a rapidly shrinking board.
The beauty and fun of Ninja Camp comes from its simplicity and economy. Now, I don’t mean economy in terms of its price (though it is a great deal at $20). I mean economy of language in its rules.
So often games that offer challenging strategy on this level require a much more complex set of rules.
There are seven basic moves in the game and after using or seeing these moves used a couple times, it will be easy for most players to remember each one.
This means you don’t spend time fighting the rules ; you spend your time looking for the best possible option based on the choices available. No one wants to be mired in a laundry list of exceptions and rules to remember.
By keeping the rules so streamlined, designer Adam Daulton allows a wide range of players to dive into the game really quickly and gives each player a chance to discover the fun and challenge that comes from deciding what to play and who to move and trying not to get your ninjas trapped.
For this reason Ninja Camp makes a great game for both kids and families while providing a wonderful challenge for more experienced gamers as well.
The charming variety of animals and the random arena also gives Ninja Camp great staying power since it will be a different experience every time you play.
Ninja Camp finds depth through simplicity. That’s the kind of wonderful surprise that makes it Major Fun. And it’s a reason you might want to step into this arena and go toe to toe with the next clan of hamsters you meet!
|Release Date: 5/15/2017||Download: Enhanced | MP3|
|Running Time: 43 min||Subscribe: Enhanced | MP3 | RSS|
There’s trouble brewing in the small town of Forgerville. The night before the new abstract art exhibition at the museum, all the paintings have gone missing!
Luckily the museum employees have a plan. Overnight, they will paint furiously and replace the paintings with abstract works of their own.
Picassimo is a party game where players create, disassemble and reassemble works of art. You’ll use a 6 part canvas to create your drawing and then mix up some of the parts and present your masterpiece to the other players, your critics. They must then try to guess the subject of your artwork, even though the pieces are out of order, by mentally reassembling the parts.
Best of all, you really don’t have to be an expert artist to do well at Picassimo. That’s because Picassimo allows you to look at each work of art and draw each work of art in a new way.
That’s what we call innovation. And it’s also what we call Major Fun!
Listen in to learn all about the game and discover whether Picassimo should be hanging in your gallery at home.
3-6 players 30 min. ages 8+ MSRP $45
Music credits include:
Designer: Scott Almes Art: Mr. Cuddington Publisher: APE Games
2-5 players 60 min. ages 10+ MSRP $50
There’s little doubt today’s world is dino-crazy. Few things fire our imagination like seeing the bones of these massive reptilian beasts that once ruled the Earth. And yet this was not always the case. Dinosaurs became part of popular culture due to the Great Dinosaur Rush over 120 years ago!
In the late 1800s, rival paleontologists scrambled to be the first to discover and promote new species of dinosaurs. They often stooped to devious and underhanded means to compete with and embarrass anyone who happened to get in the way. This Wild West approach to science left a black mark on American paleontology but this race for bones led to the discoveries of over 142 species of dinosaurs in a just a few year’s time! The flood of new bones to museums sparked public interest and the dino-craze that still rages on today!
In The Great Dinosaur Rush, each player is a famous fossil hunter from this era in history. Over three rounds you will search the American prairie for bones and use them to build the best dinosaurs and place them in museums. But beware, your opponents may try to sabotage your efforts along the way! You may need to play a little dirty to win, but if you gain too much notoriety, you could lose everything!
The game comes with a bag of 210 wooden dinosaur bones. The bones come in five different colors, each color representing a different part of a dinosaur’s skeleton. Some will go on the board and the rest go in a drawstring bag.
There’s a game board representing the dig sites where you will discover the bones and several museum score tracks.
Each player has a screen (which you will use when building your dinos) plus a wooden paleontologist meeple and some scoring cubes.
There’s a bag of 45 notoriety tokens. The tokens are numbered 1-3. When you do underhanded things, you’ll have to draw from this bag.
There are 15 paleontologist cards, each one representing an actual fossil hunter of the era, complete with a small bio.
Last but not least are the 21 Dinosaur Bonus Cards. These cards show a specific layout of bones to create named dinosaurs. Some you may know and love and many you may not.
The game is played over the course of three turns. Each turn you has three parts: field, build and exhibit.
The field phase has the most parts and is the real meat of the game.
In the field phase, players collect bones, move their paleontologist on the board, adjust the museum score track and then take an action. Some of these actions are normal and some are notorious. If you take a notorious action, you will have to draw from the dreaded notoreity bag which can hurt your chances at winning.
Let’s look at each part in a little more detail.
You collect bones based on where your paleontologist is on the board. On the first turn, each space has three bones. Empty spaces will fill in with two on turn two and one on the last turn of the game, meaning you’ll collect the most bones early in the game and the least bones later on.
You move your paleontologist in a straight line as far as you want. You can pass other players but not tar pits. Remember, wherever you land, you’ll be picking up bones there to start your next turn.
On the board there are five museum scoring tracks. Each one corresponds to a different aspect of the dinosaur you’re going to build: size, height, length, ferocity, uniqueness. You choose one track and move its score cube up or down. This is your chance to improve or diminish the scoring potential for one particular aspect.
So after collecting, moving and adjusting the museum track you have one final choice to make: what action do you want to take?
There are three normal and three notorious actions from which to choose.
Normal actions go like this.
Publicize: You can move a score cube on one museum track up or down again.
Donate: You can get rid of three bones to score points or get rid of a notoriety token.
Research: You can draw an extra dinosaur bonus card.
Notorious actions go like this.
Sabotage: You can draw and place a notoriety token on the board. Anyone who moves through this space will have to pick it up.
Dynamite: You get rid of the three bones on the space where you stand and then draw three new bones from the bag and keep them.
Steal: You can steal a bone from a space adjacent to the one where you stand, including a space with an opponent.
Notorious actions come with a catch, though. You must draw a notoriety token from the bag. The tokens are numbered 1-3. Keep your tokens secret. They will either help you or really hurt you when it comes time to score at the end of the game. Playing a little dirty is ok, as long as the other players are dirtier than you!
It might seem like a lot to take in the first turn but each part flows nicely to the next. There’s a nice aid with the actions on your player screen so you can see all your options at a glance.
Even better, there’s a family version of the game included that ignores notoreity altogether, so you can ease yourself into the game if the many actions seem too much at first.
Players will repeat the field phase three times each turn and then move on to Build and Exhibit, which brings us to….
All the decisions you take in the field phase, to acquire bones, to move and position the museum track – all the actions you take are driven by one goal: build the best dinosaur you can!
Now this isnt some theoretical task. You actually get to take the bones you collect and physically build a dinosaur behind your screen!!
Remember the colored bones correspond to particular parts, so each dino must have a head, a neck, a spine, ribs, two limbs and might even have some unique features. There’s a helpful chart on each player screen outlining the various requirements for building your dino.
The important thing to remember is that within these general guidelines, the sky’s the limit. You can arrange the bones to make your own personal dinosaur any way you can imagine.
Dinosaurs like these!
Behold the Dogosaurus. Notice the spiked tail and horns. A reptilian cousin to man’s best friend?
Next up is the Squareadactyl. Graceful wings lifted this gentle square headed beast into the clouds.
The mighty Triangasaurus Rex hopped like a kangaroo on its massive hind legs and attacked with the massive triangular cudgel on its tail.
And last but not least is the Overbitetrodon. Its massive head and bottome jawis held up by an ultra-strong neck. It feeds itself using arms on its head and twin tails.
And if you’ve done a great job collecting the right bones, you may even be able to build one of the dinos depicted on your bonus cards. These will score extra points.
I cannot adequately express how fun it is to be in charge of creating your own dinosaur each turn. You must use all the bones you collect so you may have to get creative with extra long tails or a giant head or a really really long set of arms. It’s a bit like a puzzle but it’s a puzzle that you can form and reform until you find the shape that pleases you best and (you hope!) will score you the most points. Best yet, you keep the bones you dug up on previous turns, so as the game moves forward, you’ll build bigger and bigger dinosaurs.
And honestly, regardless of your ultimate scoring potential, so much of the joy of the game comes from putting your dino together in a way that will cause the others to laugh and marvel when they see your creation!
When everyone is ready, you reveal your dinos and move on to the Exhibit, the last phase of each turn. Look back to the museum tracks and score based on the position of the cubes on each track.
Who has the largest dino? (the most ribs)
Who has the tallest dino? (neck plus the longest limb)
Who has the longest dino? (tail plus spine)
Who has the most ferocious dino? (head plus shortest limb)
Who has the most rare dino (most unique bones).
First second and third places score, so even if you’re not the longest or tallest, you can still rack up points. If you’re able to build any of your special dino cards, show them and score those points too.
So there’s planning during the field phase, the joy and strategy of making dinos in the build phase, and then the payoff with scoring points in the exhibit phase. Each turn ends with its own payoff which makes each turn almost feel like a game in and of itself.
At game’s end the high score wins the game BUT…
Remember those Notoriety tokens? The player with the most notoriety has to SUBTRACT his or her total notoriety taken throughout the game from his or her final score. Other players get to ADD their notoriety to their scores! This means if you play too nicely, you may miss out on a bunch of points and if you play too dirty, you run the risk of a huge negative at the end of the game. The trick is to be a little mean but not so mean you cost yourself the game. It’s a terriffic challenge – very cleverly implemented but easy to understand.
The Great Dinosaur Rush is certainly at the higher end of the complexity scale when it comes to Major Fun but it is a worth recipient of both honors due to the inclusion of the family rules and the outrageous amount of fun and freedom players have in creating new dinosaurs every turn.
As a Spiel of Approval winner, the game provides great payoff for strategic thinking and the notoriety mechanics give each decision several layers to think through. There’s also a great deal of effort to bring the actual history of the period into the game. Each paleontologist not only has a short biography but they each have a special power that is in synch with the person’s story as well.
For instance, you can play as Mary Anning a noted fossil hunter who discovered one of the first and most complete pterodactyls. She was the inspiration for the tongue twister “She sells seashells down by the seashore. ” Since she was such a prolific fossil hunter, her ability allows her to draw three bones from the bag and place them in her space on the board if that space is empty.
Or you could play as Barnum “Mr. Bones” Brown. He was the cheif fossil hunter for the American Museum of Natural History. His preferred method of searching for fossils was dynamiting fields and picking through the rubble. Naturally, his ability involves dynamite. If you take the dynamtie action, you get to draw an extra bone from the bag.
I love games that can be appreciated by many different players on many different levels. The Great Dinosaur Rush is a wonderful example of a game that strikes a fantastic and fun balance between strategy and accessibility.
Plus, did I mention you get to build dinosaurs every turn?
Easy to see why this game has won our hearts. Give it a go and I think there’s a good chance it might stomp and roar its way into your heart, too.
|Release Date: 4/17/2017||Download: Enhanced | MP3|
|Running Time: 43 min||Subscribe: Enhanced | MP3 | RSS|
|Being King is a tough job, especially when your subjects need more land. Some like the forest, others the desert, some even like the swamp. And it’s your job to make sure they all have a place in your realm. To do this, you’ll expand out from your castle, laying dominoes of different types of land, hoping to create the highest scoring tabletop kingdom.
Kingdomino mixes the time tested classic tile laying game with several simple, clever modern twists. Easy enough for kids and families to learn quickly but deep enough to provide a fun challenge every time you play.
That’s a surefire recipe for Major Fun!
Listen in to our full review of the game and discover why Kingdomino might deserve an honored place on your shelf, too.
Designer: Bruno Cathala
Publisher: Blue Orange
2-4 players 15-20 min. ages 8+ MSRP $20
Music credits include:
Designer: Alvin Sanico Graphic Design: Alvin Sanico, Michael Graham, Scott Kim Publisher: INversion Games 1-6 players 10-20 min. ages 10+ MSRP $9.99
Double Play is a set of word games a fun twist, literally. Every letter card in the deck is actually two different letters, depending on the direction you play the card!
Double Play is a deck of Versatileletter cards. What the heck is a Versatileletter, you ask ? It’s a specially designed font that represents two different letters, depending on the orientation of the card.
That means an upside down t can be an f. A d can be a p.
An h can be a y. Or an s can be a v.
Like Scrabble, each letter is assigned a value. But because each card is two letters, the value of the card also changes based on how you play it.
There are four games included in Double Play:
Finders Stealers: A race to find the longest word from face up letters on the table (2 per player).
Solitaire Dare: Just like it sounds, lay out letter cards in columns and try to form words to play every card in each column.
The Final Word: A 2 player game where players take turns playing cards from a common hand, but only the last word played each round will score.
These first three games can be interesting and fun but the fourth game, Word Wars 1-2-3, is the reason Double Play is Major Fun.
There are 3 rounds in Word Wars 1-2-3. Each round you get a hand of 10 cards.
Your job is to form 3 words using all 10 cards. You’re looking for the three highest scoring words you can find.
Pro tip: you may want some scratch paper handy for each player to write out various words you find and the score for each word! I’d also recommend setting a timer (5 minutes to start; once you’re comfortable, reduce the time to 3 minutes a round).
Once each player has found his or her three words, you’ll compare your results.
I dealt myself a hand of 10, set the timer for 3 minutes.
Here’s your hand. See if you can beat me!
Here’s what I came up with. la (3) cuff (12) yuck (15)
First, compare Word 1, your lowest scoring word. The player with the higher value, scores 1 point.
Next, compare Word 2, the middle scoring word. The player with the higher value scores 2 points.
Finally, compare Word 3, your highest scoring word. The player with the higher value scores 3 pts.
If you make a clean sweep in a round you get a bonus of 4 extra points.
After 3 rounds of play, the player with the highest score wins!
The innovative graphic design in Double Play is the heart and soul of the game. Without this fun twist, it would be like a thousand other word games under the sun. But this letter system will turn some of your assumptions about word games on their heads.
Unlike a traditional word game, Double Play avoids the bad mix of letters problem that has plagued many a Scrabble player through the decades. You don’t have to raise your fist and curse the spelling gods for giving you a hand that spells A-E-I-I-O-O-U because in Double Play that hand would also be
E-A-L-L-C-C-N. The dreaded Q-W-G-C-H-L-T is also P-M-K-O-Y-I-F. Or ANY combination of the two sets of letters! You may not find a 10 letter word in every hand or every round you play, but there is an amazing variety available in every hand. It’s up to you to find it!
Word Wars 1-2-3 takes full advantage of this variety and gives each player a fun word puzzle to solve each round. Especially if you add in a little time pressure, once you are familiar with the letter system, you’ll see how the deck and the rules connect to give you the sense that there’s always a better word just waiting to be discovered.
The designer of Double Play offers up a creative set of cards and a clever set of games but perhaps best of all, the designer encourages players to use the cards to find other ways to play. The wacky letter cards certainly entice you to try classic word games (try a crossword style game, building the board with cards) or even tweak the games they provide.
After a few games of Word Wars 1-2-3, we found it was even more fun to make each of our 3 words using the entire hand of 10 cards for all three words. This encourages finding longer and higher scoring words and can result in even more fun discoveries hidden in your hand.
Using the same hand above and three minutes, here are the 3 words I found with the Major Fun variant.
Knot (10) yuck (15) toughen (15)
See how you do using the same hand, using all 10 letters to form three words.
Double Play encourages players to be playful with the game itself. You can use the cards to find new ways to have fun. That’s a concept that’s woven into the fabric of Major Fun.
For its value, versatility and fun, any lover of word games will find lots of reasons to love Double Play.
And if traditional word games have left you frustrated, Double Play’s new twist gives you plenty of reasons to give it a try.