|Release Date: 9/6/2016||Download: Enhanced | MP3|
|Running Time: 43 min||Subscribe: Enhanced | MP3 | RSS|
Chronicler is a small game with large aspirations. With less than 100 cards, Chronicler explores the march of technology through time. You’ll be telling the story of your civilization through the tools you choose to build… in 20 minutes or less
Now, this isn’t a civilization building game in the long line of a complicated titles that gamers know and love. This is a civ builder kids and families can learn and enjoy. You’re not going to find historical depth in this level of game but it doesnt pretend to offer it. Instead you hit fast forward on the time machine. Plant the seed for your culture with a single card and see how your tech tree grows.
Tune in to learn what we love about Chronicler and why it deserves the Major Fun Award.
Designer: GB Kim Publisher: Deinko
2-4 players 20 min. ages 10+ MSRP $25
Music credits include:
Designer: Brian Gomez
Publisher: Brain Games 2-4 players 20 min. ages 6+ MSRP $39.99
Young penguins can be troublemakers, especially if they’re hungry. You and your classmates have decided to sneak out of class to grab an early snack. You’ve hidden some fish around the school and there’s only one thing standing between you and these tasty morsels… the hall monitor! If you’re quick, you’ll be able to scoot through the halls and grab your fish before getting caught. If not, you’ll be stuck in detention…. again!
Ice Cool is a dexterity game where players will take turns flicking their penguins through a 3 dimensional school trying to either catch fish or catch the students skipping class.
You’ll each take turns playing one of the young student penguins (the Runners) and the Hall Monitor (the Catcher) and at the end of the game the player with the most points wins.
The minute you open the box, you’ll see this is a game very different from most others. There are multiple open faced box bottoms inside the main box bottom, nested together like Russian Matryoshka dolls. There are five boxes in total: four rectangular rooms and one square room. Each room is numbered and has doorways cut out along at least two sides. You will assemble these boxes to create the game board – a three dimensional school for the penguins!
There are several wooden fish tokens in the game. Each player gets 3 in their chosen color. The remaining plain wood fish are used to hold the board together sort of like clothes pins. Once assembled, the board is really quite sturdy and can be rotated or slid along the table so players can line up their shots.
There’s a deck of cards which are score cards. If you snag a fish or grab a student in the halls, you’ll get to draw one of these. They are numbered 1-3.
Each penguin has a colored ID card (which can be confiscated if you are caught) and a roly-poly plastic penguin figurine which you will flick around the school.
These penguins are very similar to the figures used in Subbuteo, a flicking soccer game that has been a part of millions of children’s lives since 1947. The penguins have a rounded base that is weighted and tapered bodies with a round head. The penguin will sit flat on the board but with even the slightest nudge, it will weeble and wobble back and forth.
Once the school is setup, you will place your fish over the marked doorways, shuffle the score cards and you’re ready to play!
Each player in Ice Cool will get to play in two different ways: as the runner and as the catcher.
As the runner you will start in the classroom and try to flick your penguin through the doorways containing your colored fish. For each doorway you go through, you will collect your fish and a score card. If you can collect all three of your fish, the round will end.
As the Catcher, you dont care about doorways or fish. You care about catching the other penguins! You will flick your penguin through the school hoping to make contact with each penguin running around the halls.
Runners always start in the classroom on a red dot for their first turn. The Catcher starts in the kitchen anywhere he or she wants. Players take turns one at a time, flicking trying to achieive their individual goals. Each room has a red line marking the playable area. If you get too far into a corner, you can pull your penguin out into the room in order to make your next move.
Now Ice Cool is already visually amazing and the challenge of flicking around this 3d school is inherently and addictively fun. You can flick your penguin in straight lines and with the right angle you can even get your penguin to bend around corners or through doors.
BUT there’s another element that literally and figuratively vaults Ice Cool into another stratosphere of fun. You can make your penguin do jumps! That’s right, if you aim high on the penguin (around the shoulders) the little guys will jump into the air, meaning you can hop over walls or even across the school in a single move. It sounds preposterous and it may take a few practice flicks (be careful not to flick too hard!) but within half a dozen tries your penguins will be airborn! Not bad for a bunch of flightless birds. 🙂
This element is a game changer. It changes your strategy and allows you to look at the board in entirely new ways. This makes Ice Cool very different from almost any other flicking game that comes to mind.
But mostly, it’s just crazy fun trying to make your penguins fly….
Simple joys are often the best when it comes to Major Fun and Ice Cool is a champion in this regard. The pieces cry out to be flicked and you’ll start flicking them through doors and over walls just for fun as you are setting up the game. In other words, you almost instinctively know how to play just by opening the box! The game has sense enough celebrate these simple pleasures and not bury them under overly complicated rules. Anyone with working fingers can play and enjoy Ice Cool and will instantly know that it is absolutely… Major Fun!
The game is called Happy Salmon. You might wonder why this particular salmon is so happy. After all, salmon have a hard life with the, you know, swimming up river and the jumping and the bears and the dying. Could it be so happy because it won a Major Fun award? Or is it because it knows how happy it will make the people who get to play it?
This is one smug salmon. And deservedly so. The game is quick (takes maybe a couple minutes to play). It’s easy to learn. It gets everybody moving. Everybody involved. And, best of all, it makes people laugh.
You could think of it as a card game – that’s because it’s played with a special deck of cards. But it’s really a people game.
It goes like this:
There are six sets of 12 cards, each a different color. First, give one set to each of 3-6 players who are at least six years old. There are four different cards: Happy Salmon, High 5, Switcheroo and Pound It! Each card has an associated action. Your objective is to be the first to get rid of all your cards. You can only do that if you can find someone who’s playing the same kind of card. You can tell, because that person is either trying to get you to High Five or to Fist Bump (Pound) or change places (Switcheroo) or Happy Salmon (put your wrist along the other player’s wrist and wiggle your hand in a salmon-fin-like manner).
You’ll probably play many rounds of the game before you put it back in its neat, salmony zipper pouch. And next time you play, you might want to try the completely silent variation (though it is likely that the laughter will escape you).
Luckily, there are two great videos showing the game in action. First, here’s one with kids playing:
And now, one for the growns:
O, the fun! O, the sheer Majorness of the fun!!
Designed by Ken Gruhl and Quentin Weir, from Northstar Games.
|Release Date: 8/1/2016||Download: Enhanced | MP3|
|Running Time: 35 min||Subscribe: Enhanced | MP3 | RSS|
|Karuba is an island with hidden treasures. Your goal is to lead your team of adventurers through the jungle along the smartest route to riches. Each turn you have a choice: place a tile to create a path to the treasure temples OR discard the tile and move one your team’s pawns along the path. You might even run across some gold or diamonds along the way.
Deceptively simple, Karuba uses a bingo like system to offer players a wonderful strategic puzzle for players young and old.
Tune in to learn the mysteries of Karuba why we think it deserves the Major Fun Award!
Designer: Rudiger Dorn Publisher: HABA
2-4 players 20 min. ages 8+ MSRP $35
Music credits include:
Alex Hochstrasser, the inventor/designer of all Moluk toys, is completely devoted to producing toys that are as simple as posslble, as close to indestructible as he can make them, easy to understand, inviting, and deep enough in their invitation to play to keep you on the brink of wonder and delight.
Two of his most recent products include Sunny and Cloudy – sensory toys designed to complement his popular Plui Rain Cloud.
They are both what you might call brushes – the rays from Sunny and the rain from Cloudy follow the fantasy, but introduce a new layer of engagement and tactile experience.
Sunny, as you can see, spins. If you spin it gently. Alex writes:
“The spinning is one of the core functions of the Sunny brush, and kind of works best if you gently set it in motion with your breath. If you accelerate it too aggressively it just wobbles and stops. I keep the Sunny brush on my desk as a fidget toy. It helps me think and concentrate.”
Which brings us to yet another remarkable thing about Alex’s toys: they are as enticing to adults as they are to children – especially to young children and older adults (like me).
I spent a couple hours in the company of these toys. I was enthralled. They took me away to the kind of play I experienced as a young child, but haven’t been invited to for maybe 70 years.
Then there’s Plui. Allow me to illustrate:
Then there’s the Plui Rainball, half of which is now not only removable, but also squeezable. Ah, squeezability. A new portal to physio-conceptual watery delights.
OK. So you can see why all of these toys, that’s right, all. Including the surprisingly simple, yet surprisingly surprising Nello and all the Oogis (especially maybe the glow in the dark one) and the world’s most expressive squeezy ball, the Mox, and, of course, the enthusiastically praised Bilibo; have each and all been granted the coveted honor of displaying the Major Fun award prominently wherever they are found.
And you can understand why we, especially, are so appreciative of toys that have such a wide range of appeal and are yet so elegantly simple.
Alex comments: “We market the toys for children, but one of the main goals is to create play things that transcend the traditional age and gender categories of the toy industry. Ideally they are beautiful and intriguing objects that trigger your curiosity and your urge to play and explore, regardless of how old you are.”
And that, dear fun-seeker, is the reason why Alex Hochstrasser has, himself, been declared Defender of the Playful.
|Release Date: 6/14/2016||Download: Enhanced | MP3|
|Running Time: 37 min||Subscribe: Enhanced | MP3 | RSS|
|Deep Sea Adventure is a wonderfully simple press your luck dice game from Japan with a devilishly fun twist: when you press your luck, you press EVERYONE’S luck!
Glittering treasure entices your team of divers to swim down into the depths. Each roll brings you closer to greater riches. The problem is, everyone shares the same oxygen supply! If too many divers get greedy, no one may make it back to the boat!
The higher scoring treasures are on tokens deeper below the boat. The more treasure you take, the more oxygen you use from everyone’s supply, making it more difficult for each player to make it back to the surface with their loot. Playing it safe may insure your survival but one good haul from the depths could net you the victory.
Tune in to learn more about this hidden gem and discover why we think it’s Major Fun!
Deep Sea Adventure
Designer: Jun Sasaki Publisher: Oink Games
2-6 players 30 min. ages 8+ MSRP $22
The Modern Art version of Puzzle Blox has already received a Major Fun Award. And the Fine Art Puzzle Blox, which uses the exact same mechanics (130 cubes which can be arranged into six different images, a plastic box within which to assemble the cubes, and posters the size of the box to help you determine what probably goes where), turns out to be as attractive, challenging, and Major Fun award-worthy as the Modern Art version.
There is yet another addition to the line – Disney Puzzle Blox. The mechanics are similar, but the cubes are larger and fewer (63 cubes instead of 130). Though the puzzle is understandably recommended for a younger audience (8 and up), it is enough of a challenge to entice deep parental engagement (which may need to be stifled when the kids are playing with it). There are, as you might have deduced, six different puzzles: Mickey, Goofy, Donald Duck, Mickey and Minnie, Minnie herself, and Mickey and Pluto. The space around the figures has fewer obvious details (so the challenge becomes a bit more interesting) but there are always subtle distinctions – spatters, streaks, and geometric designs – to guide players to puzzle Valhalla.
Though the manufacturer recommends that you place the poster for the particular puzzle you are trying to solve inside the box, we’ve found it easier to tape it to the outside (using only a couple pieces of tape). That way, as you make your way through the puzzle, you can lift the whole thing up, remove the poster, and see if the image beneath the puzzle you’re trying to solve is also correct. It proves not only to be a good clue, but adds to the magic and the fun of the puzzle.
All in all, both are welcome additions to the line, and we applaud its extension. We especially applaud how the concept has been extended downward, to include younger as well as older players (the larger blocks are easier to handle and manipulate and discriminate between, making the puzzle that much more accessible to seniors as well as juniors).
Our kudos to Brainwright. The fun awaits you.
|Release Date: 6/1/2016||Download: Enhanced | MP3|
|Running Time: 36 min||Subscribe: Enhanced | MP3 | RSS|
|It makes old people young again, turns wallflowers into stunning beauties and can turn dust, dirt or dung into gold! It smells wonderful and tastes even better. You can even reach the speed of light if you have enough!
What is it? Nitro Glyxerol of course! The only catch: every batch has to be mixed fresh… and you never quite know the results until you’re done…
Nitro Glyxerol is a chemical mixing dexterity game. Shake and slide colored cubes through a maze to the long neck of your flask shaped mixer as fast as you can. But be careful! Precision is as important as speed in this game. The order of the cubes must match the pattern of cards laid out on the table. Collect cards to score points but beware of the dreaded mouse poop cube. If you prove to be a successful mixer. It could get in the way!
Designer: Luca Borsa, Andrea Mainini Publisher: Zoch Verlag
2-4 players 20 min. ages 7+ MSRP 30 EUR
Designer: Nobutake Dogen, Nao Shimamura
Prince Charming has met and lost is soulmate: Cinderella. While he searches high and low using a forgotten shoe, you and your fellow players have a different plan… to convince the prince to marry a Cinderella of your choosing! In order to do this, you will play rumor cards limiting the traits the Prince should focus on in his search. You hope, in the end, your Cinderella will stand out among the rest and the Prince will marry the person (or cat) you chose for him.
Too Many Cinderellas is a very compact game. It comes with 18 Cinderella cards, 9 wooden yes/no tokens and 9 plastic diamonds. The cards feature whimsical art by Hinami Tsukuda.
At its heart, Too Many Cinderellas is a light-hearted logic game. Each player is dealt four cards. Two cards will be played as rumors and two cards will be kept in-hand as possible Cinderellas for the Prince to marry.
Rumors create the logic puzzle at the core of the game. In order to understand them, we need to take a closer look at the cards.
Each card has a split identity – it can be a rumor OR it can be a Cinderella – a possible Cinderella for the Prince.
The main portion of the card shows an illustration of the Cinderella and characteristics that define this person. A Cinderella can be young or teenaged or an adult or a senior, for instance. A Cinderella could have brown hair or blonde or black. A Cinderella might wear glasses or like rice or be royalty.
There are easy to understand icons along the side of each card that describe each Cinderella’s defining traits.
Remember, though, each card has a second identity or use – as a rumor. At the bottom of each card is a thought bubble containing a simple sentence. This sentence is the rumor and will begin to define who Cinderella isn’t. So a rumor might say Cinderella is not a senior OR Cinderella is does not like rice OR Cinderella does not have brown hair.
So, now that you see how the cards are put together, the game goes like this.
Each player, one at a time, will offer up a card as a rumor to the group by playing it to the table. The group will then vote on whether this rumor is true or not. Players will secretly choose a yes or no token and then everyone will reveal their vote. If all vote YES, the rumor is true and will help define who Cinderella is not.
If even one person votes NO, then the rumor is false and will not be considered when the Prince chooses his Cinderella.
Here’s the rub. You only get one NO vote for the entire game round! Once used, your NO token is placed on the rumor card you quashed. This means you must choose wisely when voting NO or you may end up being forced to vote YES on rumors you don’t want.
This process continues until all players have offered up two rumor cards and each rumor has been put to a vote. One final random rumor is drawn from the deck and added to the table just as if someone had played it. It can be included or dismissed depending on the final vote.
After all rumors have been voted up or down, each player offers their best Cinderella to the Prince, meaning a single Cinderella card that conforms to the restrictions laid out by the rumors. For instance, at the end of a round, the rumors might say: Cinderella is not an adult, is not dark haired and does not like cake. Any Cinderella card in your hand that avoids all these traits could be offered up as a possible match to the Prince. Most times, the Prince will have several Cinderellas from which to choose. In this case, he will select the Cinderella with the lowest value (printed in the upper left corner of the card). So your best hope of making a match for the Prince is to play the lowest value Cinderella card that fits the logic puzzle for the round!
You can play a single game round in about 5-6 minutes as a stand-alone game or you can earn a diamond each time the Prince selects your Cinderella. First to three wins.
The big moment in Too Many Cinderellas comes as the logic puzzle is finished each round. This moment is what sets the game apart.
Do you have a Cinderella card that fits with all the restrictions placed by the rumors?
If one of the true rumors says Cinderella is not an adult and both your remaining Cinderella cards are adults, then you might be out of luck this round. BUT, if you’ve planned wisely, you’ll have to resist the urge to cheer when you make it through the round with a lovely Cinderella card for the Prince to consider.
Your goal is to play rumor cards that do not eliminate your own Cinderella cards from contention AND restrict or eliminate Cinderella cards in other player’s hands. The fact that every card has both a rumor and a potential mate for the Prince makes this process challenging and a lot of fun!
You have one NO, so you can eliminate one horrible rumor that might eliminate many of your Cinderellas. But this NO will only get you so far. The game nudges you strongly to pay attention to what other people are playing and try to make educated guesses about what they might be holding and how they might vote on any given card.
It’s good to look at your cards and have a plan when the round starts but you may have to switch things up if an untimely rumor slips through. In other words, the game mixes long term strategy with strategy of the moment.
Each round you define Cinderella by omission. We learn what he or she is not, so anyone outside those restrictions is allowed. This is an important and powerful concept and the game manages to teach it in such a simple, fun way.
It’s a simple process to play Too Many Cinderellas but the game offers an engaging and ever-changing puzzle that each player can try to manipulate to his or her advantage. And if you make mistakes, the game is forgiving and short enough you will be eager to jump in again and do better in the next round.
There are a few cards with special actions that allow an extra no token or a no token to be removed and even one to reverse the tie breaker (high card wins instead of low). These special abilities keep the game fresh and allow for the rumors/rules for each game round to change a lot with the play of a single card.
Too Many Cinderellas proves that logic games do not have to be dry or boring. They can be whimsical and fun. I love the fact that the Prince’s perfect Cinderella could be an elderly gentleman who loves books, a cat with a wig, or a dude in a dress. In fact this sense of whimsy and fun can easily take over the game. I’ve seen groups of players abandon the need to win to make sure that the cat becomes the best Cinderella for the Prince. This might defy conventional logic for some, but it tracks perfectly with the higher logic of fun.
Side note: kudos to Grail Games (based in Sydney Australia) for bringing this game to a wider audience. The game was originally published in Japan by Taikikennai Games in a very limited form. Micro games are an increasingly well known genre outside of Japan, based on the wild success of Love Letter and its ilk. I’m glad to see more and more publishers interested in the creative possibilities in this genre, especially when they find gems like this one.
There are currently three Plexi Puzzles offered by Brainwright. They are beautifully made acrylic puzzles, all designed by Kate Jones (an exceptionally devoted designer and producer of truly elegant, and often profoundly puzzling puzzles). They are as much works of art as they are invitations to play.
Each of the three is as major in the fun it offers, each in a different way. They all include a tray (with transparent cover for storage and display), and a booklet of many different puzzles that can be explore with the pieces.
The Iamond Hex Plexi Puzzle (shown) is composed of 12 angled shapes made by combining equilateral triangles in various configurations – similar in conceptual and geometrical design to Pentominoes. The recommended minimal age is 10. I am almost 75. And let me tell you, both myself and my local ten-year-old found the puzzle to be more than sufficiently puzzling.
Then there’s the Roundominoes Plexi Puzzle – also acrylic, also beautifully made and presented with its own storage and assembly tray, offering an even greater variety of different puzzles to explore. This one is composed, as you might guess, of circles. There’s the 7 red singleround pieces (as you might imagine them to be) and the 7 orange doublerounds (two singlerounds connected), and then the 7 blue triplerounds, and an assortment of “bridges” (pairs of purple, orange and green circles with an extra thingy that fits around a round; and one light blue circle with thingy). Because there are so many more puzzles to explore, younger players (the recommended minimal age is 8) and even I found the puzzle more, well, friendly.
Finally, the Plexi XL, a set of 16 pieces built from hexagons. There’s one piece that’s a simple single hexagon, two pieces that are double hexagons, and the rest are “polyhexagons,” the shapes that result from joining sets of three, four or five hexagons in every possible combination. This puzzle is a larger format than the other two. It also has a recommended minimal age of 8. And the variety of puzzles described in the accompanying booklet is the most extensive of all.
These puzzles are, as I’ve tried to imply, not easy. But they are all enticingly beautiful, well-made, and opportunities to get deeply engaged in exploring the many the wonders of mathematical, geometrical and topological connections. For those of us who appreciate this kind of thing, these are about as Major, fun-wise, as you can get.