|Release: 6/26/2018||Download: Enhanced | MP3|
|Run Time: 150 min||Subscribe: Enhanced | MP3 | RSS|
|The Coleson-Conway era of The Spiel comes to a close with a celebration of our shared passion and love of trick-taking card games.
Anansi is a role-selection trick taker where players gain the abilities of animals from West African myths. Score points based on the tricks you take and avoid becoming the Fool.
Take the A Chord is a jazz themed trick taker where the Key (and the game) can change with a single card. Watch out for improvisations and try to take just the right number of tricks to win.
Listen in for a full review and discussion.
Anansi & The Box of Stories
Designer: Ken Maher
Artist: Stephanie Johnson
Publisher: Level 99 Games
3-8 players 15 – 30 min ages 8+ MSRP $25
For info on Take the A Chord and the other segments featured on the show, check out the show notes at The Spiel!
Music credits include:
Designer: Alexandre Emerit
Artist: Timo Grubing
2-4 players 20 minutes ages 7+
Things have never been the same since they found gold in the old mine at the edge of this frontier town. Prospectors, hunters, even the undertaker and the cook at the hotel are trying to get in on the action by tossing sticks of dynamite down the mine shaft and sifting through the rubble. Be careful, though, there are critters – bats, rats, snakes, and ghosts – lurking around and looking to cause trouble. When the dust settles, can you avoid the sheriff and collect the most gold in a day?
Boom, Bang, Gold! has some outstanding and unique components. The box bottom is the gold mine. Inside the bottom of the box is a cardstock floor insert to make it springy.
There are 160 round tokens. Some have gold, some have fool’s gold, a few have critters, a few have tools, but MOST of the tokens are just rubble. Over half, in fact, (82) have rubble printed on both sides.
There are four characters in the game. Each character has a cool 3D treasure chest where you will bank your gold. Each character also has a flat shelf where you will place the gold and tools you collect during the game.
Hank the Hat, a Prospector,
Alma Anderson, hotel cook,
Tombstone Tony, the undertaker,
and Rattlesnake Ruby, a hunter.
There’s a pocket watch you’ll use to keep track of turns. And last but not least are four wooden sticks of dynamite, complete with string fuses! Each stick measures 3.5” long. They are hefty, bright, and just plain fun to hold and throw.
Setting up the game is really simple. Place all the tokens in the mine face down and shake them up a bit. Each player grabs a character with treasure chest, a shelf, and a stick of dynamite. Now you’re ready to play!
Boom, Bang Gold! is a dexterity game for players with sharp eyes, quick hands, and ears that are always on alert.
There are 12 rounds in the game. Each round begins with the group (or one player) saying “Boom, Bang, Gold!”
Then, immediately and all at once, everyone tosses their dynamite into the mine. The goal is to throw your stick hard enough that it causes the spring loaded floor to bounce and flip over lots of tokens in the mine. You don’t need to be gentle but you don’t want to throw too hard either – no dents in the mine-box (or another player’s noggin!).
Once all the dynamite lands with a clatter and the tokens flip, it’s an all out race to collect gold from the mine. Only a face up gold token, fool’s gold, or tool can be collected onto your shelf, BUT…. There are a few basic rules every prospector must pledge to obey before grabbing their first nugget
You can only use one hand to grab.
You can only grab one token at a time.
You have to place the token you grab onto your shelf before grabbing another one.
First player to touch a token, gets it.
You cannot turn over tokens in the mine.
Do NOT collect critter tokens!
(We’ll come back to the critters in a second)
When all face up gold and tool tokens have been collected, we check to see if anyone has collected a tool token. If there are no tool tokens in play, then everyone gets to stash their gold (EVEN the fool’s gold!) in their treasure chest. Each gold nugget in your chest will be worth 1 point at the end of the game.
The mad scramble for tokens as the dynamite bounces into the box is hilarious and frenetic fun. On its own without any other tweaks, this throw and grab routine provides a lot of enjoyment for all ages. But Boom, Bang, Gold! doesn’t stop there…
Tools and critters make Boom, Bang, Gold! more than just another knuckle-busting speed game.
There are four types of tool tokens: a pickaxe, a stick of dynamite, a sheriff’s badge and a revolver.
After everyone has caught their breath from a round of grabbing gold, if anyone has a tool, he or she will get a bonus based on which tool was found. If you’re really lucky, you might have found more than one tool, in which case you’d get more than one bonus.
The bonuses are handed out in a particular order which is printed on each character’s treasure chest.
First is the pickaxe. The bonus for the pickaxe is you get to flip over 5 rubble tokens in the mine. If you find any gold, you get to keep it!
Second, is the dynamite. You get to pick up a stick of dynamite and throw it into the mine again, but only you get to pick up gold tokens that flip face up.
Third is the Sheriff’s badge. Other players will groan if you get this one. The Sheriff can tell the difference between real gold and fool’s gold. All other players must put any fool’s gold tokens on their shelves back into the mine. The Sheriff is also a bit corrupt as well. The player who collected the badge get’s to keep the fool’s gold he or she collects.
NOTE: any fool’s gold already in your chest is safe. Only the fool’s gold you just collected this round is at risk of being caught by the Sheriff!
Fourth is the Revolver. You get to challenge another player to a duel. That player selects two gold tokens from his or her shelf and hides either one in each hand or two in one hand and none in the other. Then the owner of the revolver chooses a hand and gets to keep any gold he or she finds.
Each tool adds a fun wrinkle and added level of excitement to the game. And after one round, you’ll have the bonuses memorized, most likely.
The critter tokens, though, really make the game shine.
When flipped over by the dynamite, critter tokens are not collected. Instead, you need to warn your fellow miners about the dangerous critter your character is good at spotting. Alma Anderson is good at finding rats. You’ll see she has rats on her treasure chest.
If you are playing Alma and you see a rat in the mine, call out, “Watch out, a rat!”
All other players must immediately stop collecting tokens, place both hands on their head and shout, “Help!” Since you issued the warning, you may continue to collect tokens while the others are shouting for help.
This adds an extra level of silliness to the game that gets even better when you add the variations listed at the end of the rules.
Instead of a generic “Help!” when a warning is issued, there’s a specific gesture and phrase for each type of critter.
If I shout, “Watch out a bat!” You wave your hands around your head and say, “Go away!”
If I shout, “Watch out, a rat!” You put your hands behind your back and you say, “Squeak!”
If I shout, “Watch out, a snake!” You clap your hands together and you “Hissssss!”
If I shout, “Watch out, a ghost!” You cover your eyes and say, “OoooOOOoooo!”
Suddenly you have to be on the lookout for your own critter, you have to be ready to gesture and say the right thing if someone warns you, AND you have to be focused on collecting gold each round.
It’s hard to overstate the laughs and level of silliness this game can climb to when you play with the critters and all their gestures.
Boom, Bang, Gold! is a game almost anyone can play and thorougly enjoy. You can start with just throwing dynamite and grabbing gold, add in the tools, then the critters with “Help!” and then critters with gestures and sounds. You can adjust it according to the age or experience of the crowd.
The game feels complete and full of the most laughs and silliness when you throw all these elements together. By the end, you’ll have players waving and clapping and squeaking and Ooooing… sometimes when they’re supposed to and many times when they’re not.
And winning? Yes, someone will end up with a lot of gold and other’s won’t. But no one will care.
That’s what makes Boom, Bang, Gold! both special and Major Fun.
|Release: 5/28/2018||Download: Enhanced | MP3|
|Run Time: 80 min||Subscribe: Enhanced | MP3 | RSS|
|Your team of spies intercepts a secret transmission… 3 words… a code tied to a sequence of numbers. There it is again! Another transmission, but this time with 3 new words.
Can you decipher these words into the proper sequence when the pressure is on? Remember, the other team is listening and trying to unravel your words and your seuqence at the same time!
Decrypto is a wonderful call-and-response party game where the challenge is to come up with clues that are just enough left of center to keep the other team from connecting the dots AND not so crazy that you fool your own team in the process.
The more clues you give, the harder this becomes and the more laughs you’ll have. And that’s a sequence that spells Major Fun!
Listen in for a full review and discussion.
Designer: Thomas Dagenais-Lespérance
Artist: Fabien Fulchiron, NILS, Manuel Sanchez
3-8 players 15-45 min ages 12+ MSRP $20
For info on the Game Sommelier segment featured on the show, check out the show notes at The Spiel!
|Release: 5/10//2018||Download: Enhanced | MP3|
|Run Time: 104 min||Subscribe: Enhanced | MP3 | RSS|
|High atop a mountain in his castle, Professor Evil uses his time machine to rob the world of priceless antiques: the Mona Lisa, the Rosetta Stone, even Excalibur. He revels in his private gallery, the most secure one-person museum in the universe… his very own Citadel of Time.
Your small group of adventurers has been sent to sneak in to the Citadel and rescue at least four treasures before they are locked away. You must work your way past traps and locked doors and avoid Professor Evil himself as he wanders through the castle.
Whether you play Destiny Bradshaw, Mistress of Randomness, or Edward Wire, Lord of the Gears, the clock is ticking and time is not your friend. Get in and get the treasures before they are lost forever!
Professor Evil & The Citadel of Time feels like a game from a bygone era mixed with the care and thought of modern design. It’s charming, engaging, great for players young and old, and sure to provide many hours of Major Fun.
Designer: Matthew Dunstan, Brett J. Gilbert
Publisher: Fun Forge, Passport Game Studio
2-4 players 30-45 min ages 8+ MSRP $30
Crowdsourced playlists for board games!
For info on the Truckloads of Goober segment featured on the show, check out the show notes at The Spiel!
Music credits include:
Publisher: Dean Tempest, Tristan Hyatt-Williams, Ben Drummond
P: Big Potato, Bananagrams
2-200 players 30 min. ages 12+ MSRP $22.50
Let’s start with a couple questions.
1. Corn, flat and pita are types of… ?
2. The full name of this African country is the Democratic _____ of Congo?
What’s the link? Not sure? Ok, let’s keep going.
3. Complete the lyric “Row, row, row your ____, gently down the stream.”
4. In bowling, if only the 7 and 10 pins are left, this is called a….
Bread, republic, boat and split. Do you see the link now?
It’s bananas, of course!
Welcome to Linkee, a party game that asks each team to find an off-kilter link between four questions/clues. Each round, teams will hear four questions and the first to find the link between the four answers will win a letter card. The first team to spell Linkee wins the game!
As with so many party games, the main component in Linkee is a big box of question cards.
Each card has four questions leading to a link at the bottom. There are over 1400 questions in total!
The back of each card has a single letter, these letters spell out the work LINKEE.
There are also small notepads and pencils included for each team to take notes.
To play, split up all players into two or more teams. Pick a person to start as the Question Master and you’re ready to go!
You already know the basics, let’s dig deeper to learn the full game.
The Question Master will select a card and start by reading Question 1.
Teams will confer with each other to come up with an answer to this question. Even when your team thinks it knows the answer, don’t say it out loud! Write it on the notepad provided.
On to Question 2 and 3 and 4. Same thing. Pause after each question and kibbitz with your team until you settle on an answer. You’ll end up with four answers to four questions.
These answers are clues. Clues to the real question…. How are the answers connected? What’s the link?
At any point that your team thinks it knows the connection between the answers (even early on after 1 or 2 questions) you can stop the game by shouting LINKEE and declare the link out loud.
Let’s try one!
What is the name for a double bottle of Champagne?
Who did Tom Cruise profess his love to jumping on Oprah’s couch? Katie ____?
Beginning with a C, what is the capital of Sri Lanka?
What is the past tense of the verb to draw?
Scroll down a bit for the answers…
Here we go….
Now that you have the clues, what’s the link? Scroll down for the answer….
They’re all detectives!
If you’re incorrect, your team is out for this round and the other teams keep going until all four questions have been asked.
If you are correct, your team wins the card. Each card you collect puts you one step closer to winning. Remember each card has a letter on it’s back. The goal of the game is to collect cards that spell LINKEE. One letter down, five to go!
If teams get stuck even after the four questions, there’s a bonus hint the QM can read to give one last nudge toward the link. As before, the first team to say the link out loud wins the card.
At this point, it’s lather, rinse, and repeat until one team wins.
What I love most about Linkee is how each turn your team builds toward an answer. Knowing one tidbit of information isn’t enough. You have to connect the dots by finding two or three clues at least. The more clues you have, the clearer the link will become.
The temptation is there all along to jump the gun and blurt out a connection before hearing all four questions, but the cards are tricksy and what might seem like the obvious link between two clues can take a sudden turn into left field with the final questions.
Each turn is paved with little victories and defeats along the way – it’s a journey. And this trip you take, building toward your team’s answer, makes each turn it’s own little story. It’s own little game inside the game.
There’s more satisfaction and fun each round because you build it – one clue at a time.
Your final answer to the big puzzle is only right because you’ve solved smaller puzzles along the way. This incremental payoff also means even the teams that don’t win the card in a round get to experience the fun from these little victories for each question.
Linkee takes a playful attitude toward the typical party game by wrapping a game within a game. This format also encourages people to come up with their own cards and questions (submit yours at playlinkee.com). In fact, over a third of the question cards in early editions of the game were crowdsourced in this manner! Start with a link and work backward to questions and clues OR come up with four crazy clues and find a devilish connection. I don’t ordinarily play trivia based party games and feel motivated to write my own cards. With Linkee, once you get your mind in synch with the format, it’s honestly hard not to go down that path.
You might think collecting the exact right set of letters would make this game drag on since you might get stuck in a cycle where your team can only win Ks or Ls for some odd reason. Not to worry, there’s a simple trading system that allows a team to swap three extra letters for one the team needs. There are also rules for teams forcing another team to discard a letter, but in my experience this rule just makes the game longer, not better. My advice is to ignore this rule unless you’re playing with a group that really likes messing with each other. Better to play a rematch than make the game outstay its welcome.
Linkee is simple, addictive, collaborative fun that builds and builds as you play. It’s a game that will bring lots of laughs to any party – a game where it’s easy to lose yourself in the fun of playing, no matter who wins or loses. And that’s the measuring stick of any great party game that calls itself Major Fun.
|Release: 4/16//2018||Download: Enhanced | MP3|
|Run Time: 74 min||Subscribe: Enhanced | MP3 | RSS|
|Each year, a different group of nobles comes to court, hoping to curry favor with the royals. From Spring to Winter, you and your fellow players watch from the shadows and try to predict who will appear, hoping to increase your fortune and power in the realm.
Cursed Court is a clever and wonderfully accessible auction game that draws its inspiration from an unlikely source: stud poker.
Each season, you will place a bid on a noble or grouping of nobles based on hidden and public information.
You share two face down noble cards, one with each neighboring player. The rest of the nobles are revealed one at a time, face up to all.
The problem is, your knowledge is always incomplete. You must place a bid after each card is revealed.
Do you bid on a sure thing, bluff to keep others from claiming the best nobles on the board, or take a risk hoping for a big payout?
Bid wisely and you’ll gain power and influence at court. Bid poorly and you might be scrubbing pots!
Nearly anyone can enjoy this inventive and beautiful mashup. It’s quick, simple, engaging, and full of tense moments with each new noble revealed.
Listen in to explore the game. You don’t have to have a royal pedigree to discover why Cursed Court is Major Fun!
Designer: Andrew Hanson Artist: Lee Moyer
Publisher: Atlas Games
2-6 players 30 min ages 10+ MSRP $50
For info on the Back Shelf Spotlight segment featured on the show, check out the show notes at The Spiel!
Music credits include:
Bernie DeKoven has been a great friend and mentor to me over the past 7 almost 8 years. He sought me out after moving to Indianapolis to be closer to his daughter and grandkids. He was, to my great surprise, aware of The Spiel and wanted to encourage me to keep spreading my love of games and trying to get more people to see the freedom and power that can come from play.
This encouragement wasnt just an email pep talk though. He wanted to meet. He wanted to PLAY. So I drove down to Bernie’s house in Irvington with a big blue Ikea bag full of games that seemed like they might fit with Major Fun’s taste. And wow did they! We played for several hours without coming up for air.
It’s hard to describe our first play date other than to say it felt like we had met already. It felt like coming home. It felt like a reunion.
On one hand, our age gap was wide enough it was easy to think of this like a reunion of father and son. It’s certainly true I came to see Bernie as a true mentor and looked to him for guidance in so many aspects of life. An endlessly supportive champion of my creative and playful endeavors and a gut-check, a moral compass as I faced any number of challenges in life. And I did my level best to be the same for him in return. He joked that we basically adopted each other – and maybe the paperwork just didn’t go through until much later.
Not parents and children exactly. Not teachers and students.
Brothers. My brother, separated by time.
I feel that kinship and connection even now when Bernie has left us for the great unknown.
Bernie’s life was cut short by cancer mere weeks ago. I miss him fiercely
I cannot begin to count the ways Bernie’s joy and energy for life and all things playful has helped shape mine. He’s the wisest goofball I will ever know. He gave voice to so many things I knew in my gut about games and playfulness – to the point that we could finish each other’s sentences when we got going on the subject.
He would waggle his finger at me and say, “You get it. You get me.” And I felt the same about him.
The simple beautiful idea we both found like a shiny rock on the beach was this:
Playfulness is a posture, not a pose, a stance that you can take throughout the journey of your life. It’s a choice we can make – to be playful, to find joy in the everyday, in each other, in the community, in art and science, in the world in all its vast possibilities.
It can start at the game table for many – for any of us. Giving ourselves permission to play, to find that sense of freedom and joy – the feeling of challenge and risk and reward that can only come from a well played game.
That playful spirit is what brings us back to games as adults. Rediscovering something, unlocking something that was always there.
The leap that Bernie made and that I am still making is that you can take that spirit with you beyond the game. That any path you walk in life can be a playful path, your playful path.
You can choose to play – to have fun – to find joy and that choice is one that comes from a place of profound imagination, courage, and freedom.
It’s profound but it’s silly, too. Take a beat, find the fun when and where you can in life. Take life just serious enough that you figure out how to play with it. Choosing to play bucks so much of what we are taught to believe is important or vital to being successful. And yet, we think choosing to play brings us closer to contentment. Choosing to play makes us lighter, freer, brings us closer to knowing ourselves and others. Choosing to play allows us to savor those moments and memories with those we love.
I was honored to take up the mantle as Major Fun and add it to the The Spiel’s family. Two twin banners of fun and playfulness that I hope will make Bernie proud for years to come.
And I am humbled beyond measure to be the chronicler of Bernie’s life and the positive message he leaves for us to learn from. After his diagnosis, I dropped all non essential projects in order to spend as much time as possible filming a documentary with Bernie. I built a set in the basement of his house over the month of April and we spent from May to September filming every chance time and his health allowed. We recorded the story of his life and the story of him discovering his playful path all entwined together. I have 700 minutes edited and 500 to go. There will be a 2 hour film shaped from this footage and the additional conversations will (eventually) be posted as well. There are three clips available to watch below for anyone who wants to see what’s coming and hear Bernie in his own words.
From writing an index of childhood playground games showing how they could be used as teaching tools, to running the Game Preserve a commune dedicated to play, to working with major toy and game companies as a lead designer to planning large scale game events for the New Games Foundation to designing video games and computer games to writing books on play and playfulness, leading seminars around the world, and becoming one of the first professional game reviewers, Bernie’s life has been filled with looking at the serious side of fun and the fun side of serious.
My goal, my hope is for many people, thousands of people around the world to get a chance to meet Bernie and hear his message through the film. A fitting legacy for an amazing person whose life in play can be a guidepost for us all.
Bernie is ahead of us now. On a new path.
He leaves us a world more joyful & fun for him being in it. Would that we all could say the same.
It’s up to us now to walk our own playful paths.
And maybe some day I’ll catch up with him. I sure hope I do.
Not just so I can say thanks for being such a fantastic friend and brother, but because I hope we get another chance to play.
Publisher: Johnny Landers P: Candygrams LLC
2-4 players 15-20 min. ages 7+ MSRP $25
Candygrams is a colorful crossword game that offers some fun and challenging twists to a traditional word game. Use letter tiles to create (and recreate) your own grid of words to win the game.
Candygrams comes with 111 really nice letter tiles. Each tile has a nice thickness and heft and is screen printed in one of three bright colors: pink, yellow and blue.
The game also comes with two large six sided dice. These dice have colored faces that match the colors of the tiles: 2 yellow, 2 pink and a 2 blue sides.
To play, mix up the tiles face down and each player draws 25 tiles to his or her hand (called the candy shop). Set 10 extra tiles face up in the middle. This is the Candy Jar. Now we’re ready to begin!
Well, almost ready! The first thing each player will do is create a starting word for his or her own personal crossword layout. Over the course of the game, you’ll build from the base word up and down and across to form new words with new tiles. You will create your own personal free-form board.
The only rule with this starting word? It has to contain at least one of each different color tile.
Once everyone has a base word, the first round begins with someone rolling the dice.
Once the dice are rolled everyone plays together using the result of the dice. The colors rolled on the dice tell you which dice can be used to make words this round. If I roll pink and blue, this means those are the only color letters I can use. Yellow has to sit this one out.
This color rule applies to the letters you build off of on your crossword board. Using the example above, you have to build your new word off a blue or pink letter. You can add onto an existing word, branch off in a new direction, even create multiple words as long as all the tiles are played in a single line horizontally or vertically. But in each case this pesky color rule still applies.
The goal of the game is to play all 25 tiles first, so the longer the word you build each turn, the closer you are to victory. No scoring, no points. Just get all the tiles from your candy shop to your board.
The color restrictions provided by the dice deserve some real love here. Instead of one rack of letter tiles, you really have Six different racks of tiles depending on how the dice come up. Blue – Pink, Blue- Yellow, Yellow – Pink involved two colors BUT it is also possible to roll doubles! So you may have a turn where you can only play just blue, pink or yellow!
On one hand, this may severely limit your options, depending on the mix of tiles in your candy shop. BUT whenever doubles are rolled, you can swap one tile from your hand with a tile in the Candy Jar. This means, as the dice come up with doubles you can slowly shift your hand away from troublesome letters
As the game moves on, you may find a great word (or words) that use a ton of tiles but if the color dice dont cooperate, you may have to bide your time and hold onto those letters, hoping the right roll will come next round. A different kind of randomness. Not the randomness of drawing a bad rack of tiles. But randomness that requires patience and planning. You dont know how the dice will come up, so there’s an element of hand management in play throughout the game.If you do not try to keep a bit of balance in your candy shop, you may find yourself with a a mix of tiles you know wont blend together. If you dont take this into account, you’ll find yourself with a mix of tiles that wont blend together nicely into words and have to pass, waiting for doubles so you can swap out a tile.
It’s not just what tiles you play but when you play them that matters!
Even where you play them matters! And this is what really sets Candygrams apart.
When you go to form your word each round, you have access to any tiles already on the board and played to your layout provided that removing them from the layout doesnt split the board and that all the words in your crossword are, well, still words! You cant take a tile and leave a string of gibberish!
This means that if you are clever about WHERE you play your tiles to the board, you still have access to them on later rounds. Using prefixes or suffixes that can be peeled off and have a word remain valid may give you many more options. And the number of options you keep open comes down to how cleverly you can build your words and your board.
Here, I used the S from tonics (above) later in the game to make the word suds (below). Since tonic (singular) is still a valid word, I can peel off the S and use it again.
Using dice to create a new challenge each round and allowing players to use tiles already in play make decisions in Candygrams fun and different than most other word games.
Whenever we begin a discussion about word games, we have to address the 800 pound gorilla in the room: Scrabble. Since 1937, it has dominated and continues to dominate the market. And for good reason. It’s an excellent game! That said, it has so thoroughly dominated the landscape and for such a long time, it is almost impossible to imagine a word game that isn’t built from a foundation that starts with Scrabble. Can you think of many words games today that you wouldnt start by saying “It’s like Scrabble, but….?” It’s not impossible, but it’s not easy! I’m no Scrabble hater at all but its success has has a collective effect on how we imagine word games. Scrabble has provided the boundaries and that means we end up with a LOT of games that are just way too similar to the original.
Enter Candygrams. Yes, you can definitely see it has a Scrabblicious foundation. BUT let’s try the exercise I suggested above.
It’s like Scrabble…
but you have dice
and the dice tell you what tiles you can use
and the dice tell you when you can swap tiles
and you build words on your own board
and you can use tiles already played to the board
and you ‘re not playing for points
So, it’s not one difference. It’s many! This is no tweak. It may have started in the Scrabble chorus, but Candygrams has a clear voice – a voice that stands out from the crowd.
The last thing I want is for my praise of these subtleties to make Candygrams seem too complex. It’s truest strength lies in its simplicity.
The game really is roll dice, build words from the colors rolled. Use all your tiles to win and reuse tiles already played, if you’re clever.
Young players can play on one level and word nerds can appreciate it on another. But the magic is both groups could enjoy playing together
That makes Candygrams a delight and most surely a delicious helping of Major Fun!
|Release: 4/1//2018||Download: Enhanced | MP3|
|Run Time: 82 min||Subscribe: Enhanced | MP3 | RSS|
|Westward ho! Immigrants from around the world have flocked to the United States to start a new life. As the country expands its territory to the Pacific, more and more pioneers set out, using stagecoaches and wagon trains, to reach new cities and towns along the way.
Each town has its own needs – a barkeep here, a farmer there, bankers, merchants, soldiers, innkeepers, and even a gold digger or two. Your job in Pioneers is to help these folks find a place that suits them by building roads and using your stagecoach. The player who does the best job settling this new generation of Americans will win the game
Pioneers is a gateway game to a new generation of players just discovering the hobby. It’s easy to learn, easy to teach and each time you play, you’ll discover new layers of depth and fun by charting a different path, literally.
Each pioneer you settle will give you a new way to see the game. And best of all how everyone else plays will change your decisions. Their choices will let you see the game in a new light every time.
Listen in for a full review and discover why Pioneers deserves BOTH the Major Fun and Spiel of Approval Awards!
Designer: Emanuelle Ornella Artist: Markus Erdt
Publisher: Queen Games
2-4 players 60 min ages 8+ MSRP $50
For info on the Game Sommelier segment featured on the show, check out the show notes at The Spiel!
Music credits include:
Publisher: Frost & Frost
2-4 players 15 min. ages 6+ MSRP $28.95
Squaremino is a clever and strategic twist on the tile laying classic. The goal remains the same, however: be the first to play all of your tiles to win.
There are 64 square domino tiles in the game. Each one measure s1 1/8” on each side is 3/8” thick. They are made from a nicely weighted material which gives each tile just the right heft. It’s a pleasure just to hold and fiddle with your tiles as you’re setting up and playing.
The 64 tiles are divided into 4 colored suits: red, blue, yellow, and green. Each suit has 16 tiles numbered 1 through 4. So there are four of each number within a suit. Keep in mind, unlike a conventional domino, each tile only has a single number instead of two.
To play, you spread out all the tiles face down and each player draws 12 tiles as a starting hand. The tiles are thick enough to stand on their own, so it’s easy set your hand up in a line.
Like most domino games, you’ll need room for several lines of tiles as the game goes on, so make sure to leave plenty of room in the middle of the table to play. Push the unused dominoes to the side as a draw pile and you’re ready to go!
Each player will take turns playing 2,3 or 4 tiles to create a shared board – lines of tiles extending vertically and horizontally, crossword style.
There are two simple rules for playing tiles.
The set of tiles you play must be consecutive numbers in the same color
The set of tiles you play must be the same number but different colors.
So, a 1-2-3 in blue would be legal. So 4-4-4 provided that each 4 was a different color.
There are a few no-no’s in the game.
You can never play a single tile. And you can never play more than four tiles at once or extend a line of tiles past four.
The tiles played must be in a straight line. And the tiles played cannot create a square of tiles on the board.
If you cannot or do not want to play, you draw an extra tile from the face down pile and add it to your hand.
The first player to get rid of all his or her tiles wins the game.
Many times a Major Fun game will be a champion of innovation. It will offer up an experience that is totally new and very different from other games.
In the case of Squaremino, what makes it noteworthy is its decision to not stray too far from the comfort zone of the classic on which it is based.
There are certainly new strategies that are very different from the classic. This is not a game of matching numbers. You’re playing either a sequence or a set to build the board.
And the game does offer a bonus for completing a row of four tiles. Each time you do this you have the option to turn in a tile and draw a replacement. Setting yourself up for these bonuses and also keeping your opponents from them is key.
What makes Squaremino special and noteworthy, though, is that it resists the urge to reinvent the wheel. It would have been very easy to add several additional layers of complexity to the game, bonuses for longer runs or making certain shapes within the layout of the board. But I’m certain this would not make the game better.
Sometimes the key to fun is knowing when to stop. Knowing what not to ad,. Perhaps it’s like negative space in painting. The things that are not there help give art shape as much as the things that are.
The structure of the game is one any domino player will recognize. And though it borrows some of its inspiration from games like Qwirkle (another Major Fun winner), Squaremino feels familia and comfortable. Like a favorite sweater or perfectly broken in old pair of shoes.
Its so familiar, in fact, many may even think they have played before because it stays true to the soul of the classic. It celebrates its heritage but finds a way to stand on its own.
That’s a fine line and a fun line for any Major Fun game to walk.
Whether you’re learning for the first time or the pips on your set of double twelves have worn off, Squaremino is a game almost anyone will find hours of fun playing.