|Release Date: 2/1/2016||Download: Enhanced | MP3|
|Running Time: 39 min||Subscribe: Enhanced | MP3 | RSS|
|Space penguins guard The Golden Pineapple on a mysterious island.
You had me at space penguins…
Pingo Pingo is a wacky game driven by a 15 minute soundtrack. Using a deck of cards and your trusty rubber dart gun, you must face traps, cross rope bridges, avoid angry polar bears and hordes of pengiuns to collect the most treasure and escape before time runs out. Tune in to find out why Pingo Pingo is… Major Fun!
Designer: Roberto Fraga Publisher: Iello 2-5 pl 15 min ages 6+
Music credits include:
So, what, you ask, is a “Rolling Block Brainteaser”? It’s a puzzle in which you roll a block, obviously, from block-face to block-face, across and around a grid. The block and grid are designed with raised ridges and grooves so that each face of the block fits snugly within the grid. The object: to roll the block, vertically or horizontally and always landing flat on
There are two different blocks – one is shaped like a brick, the other like an arch. The arch-shaped block is chock full of more complex implications, and is used only with the second half of the puzzle deck. Its shape is different enough to make the more advanced puzzles feel almost like an entirely different set of challenges, even though the movement principles are the same.
Like many of the best of such puzzles, CoCoCross is a model for how to structure a good learning experience. Puzzle by puzzle you learn more about the kind of thinking you need to do to figure things out. When you graduate to the advanced level, you apply everything you learned in the first to a whole new set of challenges.
The design of the package is especially appealing. The transparent grid forms the lid of the container in which the cards and puzzle pieces are housed. Because there are only two pieces, aside from the cards, it is wonderfully easy to keep track of everything. And it’s small enough (less than 4×5 inches) to take with you everywhere – in the car, the plane, to the beach and beyond.
In sum, it’s a model of good design and good fun. It’s compact enough to be endearingly convenient, complex enough to stimulate curiosity and invite you to exercise your logical and mathematical skills, varied enough to offer surprise after surprise, and fun enough to make you want to play and play until you master every one of the 48 challenges.
In sum: major fun.
Of all the vast multitude of party games spawned by the success of Apples to Apples (not that this game is a variant or rip-off of any other game, but that it uses a similar, as we say in the game biz, “mechanic” – you got lots of cards , and the game is all about being creative and clever enough to convince the person acting in a judge-like position [only here it’s a Producer] that your way of interpreting the card(s) is the most reasonable, or laughable), Buy the Rights is the funniest and funnest. And, it’s definitely not Apples to Apples.
The idea here is to come up with a pitch for a new movie. You know those new movie pitches and how crazy pressured it can get when people try convince a movie producer to invest millions of dollars in a maybe two-minute plot-sketch. And you can imagine how hilarious it can get when you’re doing it all for the fun of it. But you can’t imagine just how majorly fun it can be when someone makes a really good, easy to learn party game out of it.
You get this big box of cards, as illustrated. There are four decks, each a different color (there’s a fifth that I’ll tell you about later), each separated by a divider. Each player takes three cards from each deck (so it’s not, like, totally random – I mean, like, you always have a choice, which is totally brilliant because otherwise it would be totally random and not so much fun – the very kind of insight that comes only with repeated and committed play testing). The reason I mention the divider is because it makes it feel like the box is like a drawer in a card file cabinet. And you know how your fingers kind of walk through the cards as you hunt for the right one? Well, that’s kind of what you can do. And it feels, well, near, you know, organized or something. And because of it, you don’t have to shuffle and deal out cards to the players – you just pass the box, and everyone picks their cards – one from each different color deck. I know, I know, that really isn’t what makes the game so fun, but it contributes to what makes it so good.
There are four main decks: Genre, Hero Descriptor, Hero, and Plot. And each player takes one of each. Here, let me completely randomly pick a hand:
Genre: Film Noir
Hero Discriptor: Evil
Plot: Discovering the existence of Bigfoot during a camping trip.
It’s night. Foggy. Cold. And the chill goes deep. This bunch of kids, see, bad kids, always smoking stuff and doing mean things to plants, just for fun, see, decide to go off into the woods spend the night tearing the heads off of baby flowers – know what I mean? Teens. All cool and just not nice, see. And all of a sudden the fog clears, and in front of them, looking most genuinely angry, none other than the legendary Bigfoot! It’s “The Revenge of Bigfoot!” or is it “Bigfoot Finds Love”?
And then there are the money cards (in denominations of $5, $10 and $20 million) that the producer uses to fund the winning pitches – dividing the prize so she can acknowledge the comparative brilliance of each pitch. Which gives her just the discretion she needs to keep everyone on the conceptual edge. And a list of variations, just to get you started with the craziness.
I can tell you’re just itching to start playing (maybe it was the poison ivy), and I can guarantee that you’ll be coming up with even wackier ideas every time you play. It’s in the cards.
Buy the Rights was designed by Tommy and Riley Day, and Chad and Michelle Yadon. It’s designed for 4-10 movie-watching, party-going, fun-loving players who can devote an hour or a half to plain, crazy laughter.
At Major Fun, we love games that can accommodate everyone. Big groups, tiny families, and everything in between. Games that can be played solo as well. Rolling America fits that bill, and when we find a game that we love and it can be enjoyed by any number of players, that’s something special.
To be clear, Rolling America probably can’t accommodate the entire set of positive whole numbers (citation needed). It’s mainly a problem of seating arrangements when you get above 8 or 10. Definitely when you get into numbers that are best expressed in powers of 10.
What it CAN do is keep your brain buzzing along at a healthy clip while place numbers on an abstract rendition of the United States.
To play the game you will need the 7 dice (in a bag) and the maps provided by the good people at Gamewright. The map of the United States is divided into blocky representations of the 50 states. These are then colored by region, roughly: northeast (purple), Atlantic (red), south (yellow), north (blue), southwest (green), and west (orange). Each player gets a map and the dice are shared.
Rotating around the table, players draw two dice from the bag and roll them. They must write the number on one of the states that match the color of the dice. For example, if you roll a red 2 and a blue 5 then everyone must write the number 2 in one of the red states and the number 5 in one of the blue states. Which state, is up to each player as long as they follow the game’s basic rules, the most important being that neighboring states must have consecutive numbers. So if Ohio is number 3, Pennsylvania can be 2 or 4 but not anything else.
After the first two dice are rolled and recorded, two more are drawn from the bag. When six of the seven dice have been rolled, all the dice go back in the bag and the players record that one round is over. At the end of 8 rounds you will tally up your score.
“But wait!!” you cry before I can reveal how you win. “You said there are 6 colored regions but there are 7 dice!! What’s up with that?”
I’m glad you asked. The seventh dice is clear and is a wild die, meaning you can put that number in any color you want. I should also say that as you fill in the map you are going to run in to problems: chiefly that it is impossible to follow the consecutive rule all the time. In order to deal with this, the game has included a clever “cheating” mechanic—a way to break the rules (for a limited number of times). You get three Color Changes which let you make a colored dice wild. You get three Guards which let you put a number down illegally (not consecutive). Finally you get three Dupes that allow you to use a number on one of the dice twice. On the map are boxes that you use to mark off these special occasions.
If you are ever stuck with a number that you cannot legally place, you have to cross out one of the states in that color. The winner is the player at the end of 8 rounds who has the fewest number of Xs on the map.
And getting stuck is a big part of the game. Early in the game, when the map is wide open, it seems like you will breeze right through, but in only a few rounds you notice that your regions are filling up and you have blank Indiana but it is sandwiched between an Illinois 2 and an Ohio 6.
We loved the building tension and complexity. We also loved how everyone took their turn together. It was fascinating to see what other people came up with using the same numbers that I had. It’s strategically deep and very challenging. And Major Fun.
1+ players. Ages 8+
There are spies in our midst! Clever, tricky, and oh so subversive, they burrow in like parasites and eat away at the very fabric of our society. Your job is to uncover these cowardly, degenerate traitors and eliminate them with extreme prejudice.
But not OUR spies. Those patriots are totally cool.
And watch out for the Assassin. If you tap on the Assassin’s shoulder you’re going to pull back a stump. And then get shot in the eye. Whatever you do, don’t uncover the Assassin!
Codenames is a wickedly clever clue game in which each team is trying to find the opposing spies without uncovering their own. Or the Assassin. You lose if you find the Assassin.
The game starts with a 5 by 5 grid of nouns on the table. These are the codenames of various people in your target area. Players are divided into two teams with (Red and Blue) each with one Spymaster and any number of Field Operatives (I suppose you can have more than one Spymaster but that is a harder role to coordinate). The Spymasters from each team sit together on one side of the grid. The Field Operatives are on the opposite side.
The Spymasters then draw one Key card that they both look at. The Key card tells them which color starts and which codenames in the grid are Blue spies and which are Red spies. It also tells them where the Assassin is. There is always one Assassin and 17 spies (the color that starts has one more spy than the other color). The remaining 7 codenames are for Innocent Bystanders.
On your turn, The Spymaster is allowed to say one word (and only one word) and a number. The one word is a clue that can be used to identify any of the codenames on the grid. The number is how many codenames will match that clue. For example, if the Spymaster says “Sports 2” that means there are 2 words in the grid that are closely related to sports and are the color they want the Field Operatives to find. The Field Operatives must guess at least once. With each guess, the Spymaster reveals of they found a Read spy, a Blue spy, an Innocent Bystander, or the Assassin. Field Operatives can keep guessing until they get one wrong or they reach one more than the number provided by the Spymaster.
Codenames is not a fast game. There is a lot of thinking, especially for the Spymasters who are trying to link as many words as they can with only a single-word clue. Analysis paralysis is a common malady. The game comes with a timer if you feel that you just need that much more tension in your life, but we found that no one minded the slower pace.
We also appreciated the thought that went into the three-person and two-person variations. The two-person version can be adapted for a cooperative game where everyone works together with the Spymaster to get one color as the other color is revealed one at a time.
The age range for Codenames is on the high end (14+) which reflects the kind of vocabulary you need to excel at the game. It’s not so much the size of your vocabulary as your ability to understand the clue words in many contexts.
No matter how large your intelligence agency, Codenames is a Major Fun way to practice your spycraft and wordcraft.
2-8+ players. Ages 14+
Mad City is one of those rare tiling games where you can’t take your sweet time about placing your tiles. The game assigns you the role of a city planner who must arrange a 3×3 grid of tiles in order to make the most money—but you have less than a minute to do so. Needless to say, things can get messy.
Before I go on I need to recognize that there are A LOT of pieces in this game. When you open it up you have a lot of die-cut tokens to punch out. These will make quite a pile on your game table. Keep in mind that there are several ways to play the game. The first time you play you should play the Base Game (which is what we did) in which case you won’t need most of the tiles. You will only need your score board, the bag, the timer, and the 54 city tiles. And the park tree.
Everyone starts by drawing 9 city tiles from the bag and placing them in a face-down pile. When everyone has a pile of nine city tiles, they pass them to the player on the left. Someone says go and flips the timer. Players now have ONE MINUTE to arrange their city tiles into a 3×3 grid that will earn them maximum points.
The city tiles can have a variety of colored zones: residential (yellow), industrial (red), urban (blue), lakes (teal), and parks (green). Yellow, red, and blue zones will usually have buildings in them. There are also roads that can divide up tiles. In your one minute of frantic planning, you are trying to arrange your tiles to match up (as best you can) the roads and colored zones. Scoring is based on how many buildings of the same color you can bunch up or how many road segments you can connect.
At the end of the minute, everyone stops work. If a player has not created a 3×3 grid, that player shuffles any tiles not in the grid and fills in the grid at random. Then everyone looks at their city and scores each colored zone based on a chart provided on each score board. I won’t go into each colored zone in detail, but suffice it to say that the more buildings you have connected in a colored district the higher will be your score. There are points for the longest road.
There are also points for parks and lakes but those only go to one player. During the minute of play, anyone can grab the Park Tree. That player gets to score any parks and lakes BUT once that person grabs the tree he or she cannot do any more work on their city. Once you grab the tree, you can’t touch your city tiles until it’s time to score. In general, you want to make a decent city and then grab the tree. Think of parks and lakes as bonus points.
There is a lot going on in that one minute. It is hard to focus when everyone is busy trying to fit their pieces into a grid, and everyone would like to grab the tree but not too soon! The first person to 150 points wins.
Once you get some play time in with the base game, you can check out the Standard Game. This introduces a much different way to score and it uses most of the tokens that you punched out when you first unwrapped the game. There are also more things to grab (like the Park Tree). In this game, the first to 100 points wins. You also have to pay much closer attention to the colors you are arranging.
Mad City can also be played as a solitaire activity. The game comes with three ways to play solo.
All said, Mad City is a fast-paced but strategically engaging game. Each player essentially plays alone except for the times when you are rushing to grab the Park Tree (or one of the other tokens from the more advanced game). Major Fun but definitely not for the weak of heart.
1 – 6 players. Ages 8+
Note how each player’s hand is under the playing table. That’s because it’s holding on to a pretty strong magnet which, in turn, is holding on to its chosen striker. This is one of your intrinsically fun things – moving things with magnets, trying to knock something into the other guy’s something else.
We’ve seen games kind of like this before. Heavier ones. More, shall we say, aggressively competitive ones. That’s what makes this one different – because it’s none of the above. Sturdy, you bet. Wood. Fully assembled. It’s, like they say in the video, kind of like foosball, kind of like Air Hockey. But sweeter.Each player controls a “striker” that looks like what a pawn might become if it knew about giraffes. The players move their strikers around the board by use of a magnetic piece below the board. There’s a marble, and a goal pit at each end. A sometimes unfortunately shallow pit which is deep enough to hold a marble as well as temporarily incapacitate your playing piece.
The magnet-connection, so to speak, works brilliantly. It’s “attractive” enough to keep your striker in place as you engage in speedy, yet strategically relevant scurrying from place-to-place. In addition, there are three small white magnets, plastic covered cylinders about as large as a nose-plug for infant swimmers (keep them little ones away from these highly swallowable innovations). These three magnets are positioned along the center line of the playing table. They easily, yay, eagerly adhere to any close-passing playing striker. Should two little magnets find themselves thus attracted, you are, as they say, Klasked.
So, it’s like this: should you get the marble into your opponent’s goal, your opponent is Klasked and you gain a point (which you demonstrate by rolling the checker-like wooden disc (the one you put in that long groove on top of one of the long walls of the game) into to the next available dip. If your opponent’s striker winds up in your opponent’s goal pit, your opponent is Klasked. You get the point. Your opponent restores the magnets, marbles and strikers to their assigned starting positions. And then there’s the consequence for too much enthusiasm which results in striker-loss. Lose your striker, and you are Klasked again.
Simple rules. Fun for many ages. Easy to learn. Deeply absorbing. Based on a Danish pub game. No wonder.
A party game with foam guns? Intimidation? Steely eyed-resolve?[must… not… maniacally giggle…]
A Godfather?[bite… knuckle… suppress… glee…]
ME! ME! PICK ME! MEMEMEMEMEMEMEMEME!!
Major Fun has a particular weakness for party games, and if a party game comes along that encourages players to turn on each other like a pack of laughing hyenas—so much the better. It’s not that we condone violence, it’s that we love games that generate surprise without using random elements like dice. We love conflict (in the literary sense) that arises out of the choices the players make. And we especially love it when the mechanics of a game clearly fit a story.
As it goes, when you play Cash’n Guns, you are a gang of thieves who carry out 8 heists. The actual robberies go off without a hitch, but when you return to your lair in order to divvy up the loot, that’s when the fun begins.
To start, each player has a character (with a stand), a foam gun, 5 CLICK cards, and 3 BANG cards. In the center of the table there are 8 LOOT cards and the Godfather’s Desk. These are the things that the players will fight and scheme to get.
One player starts as the Godfather. The Godfather is responsible for going through the steps of each heist and making any judgment calls. The Godfather also has a special privilege that I will talk about in a bit. Here are the steps for each heist:
Each player secretly chooses a CLICK or a BANG card and puts it face down in front of them. You don’t get these cards back so you must choose carefully!
When all “bullets” are loaded, the Godfather counts down from 3 and everyone IMMEDIATELY points their gun at another player. If someone is too slow or if they try to change their target, they can be kicked out of the round (no loot for you!) by the Godfather. The Godfather may tell one player to change targets—it doesn’t matter if that player is pointing at the Godfather or not.
The Godfather then counts down from 3 again. This time, players either knock their own characters down and drop their guns OR they yell “Banzai!!” and keep their guns up. Anyone who drops out cannot be shot, but that person also cannot get any loot. If you stay in and are pointing your gun at someone else who stays in, you then reveal your bullet card. A CLICK means your target stays standing and can share in the loot. A BANG means your target is wounded and knocked down. If your character gets three wounds during the game, you are out. ALL bullet cards (whether you used them or not) are discarded.
Starting with the Godfather, the standing characters choose loot cards. Each player takes one, moving clockwise, until there are no more. The Godfather’s desk is also available for someone to take instead of a loot card. Players can also take the Godfather’s desk instead of a loot card. If no one takes the desk, the Godfather stays the same.
The goal of the game is be alive and to have the most money at the end of 8 rounds. There are lots of ways to earn money (I won’t go into the details of final scoring) so there are interesting strategies that occur depending on what loot is revealed for the next heist.
As with all the best Major Fun games, once you get the mechanics down, they are incredibly intuitive. The game comes with special powers for each of the characters but these are entirely optional make things a bit more unpredictable. Cash’n Guns does a great job of capturing those moments in crime films when the carefully crafted plans of the brilliant thieves unravel in the face of their greed and duplicity.
4-8 players. Ages 10+
Cash’n Guns was designed by Ludovic Maublanc with art by John Kovalic and is © 2014 by Sombreros Productions.
“Play it forward!” Oh, how long I’ve longed to find a good excuse to use that wonderful pun “Play it Forward.” Sheer brilliance.
Which is a foretaste of what you fall heir to once you open your box of Sneaky Cards.
The box. Ah, yes. Black and sneaky looking, but in a cute kind of way. With a magnetic lid. Oh, how love magnetic lids. But wait, there’s more, there’s in fact, not even having started.
There are 54 cards, color-coded. At the bottom of each card, there’s a rectangle onto which is printed a unique code for that unique card that you’d be holding in your hand at the time. Beneath that there’s a URL: SNEAKYCARDS.COM. Remember that.
On the cards themselves are instructions that not only you, but also whoever receives the card must follow. Yes, I said “receive.” For in this game, if there were such a thing as winning, you would have given ALL your cards away, playing it, as it were, forward in deed.
Let me further instantiate:
Mission Objective: Grow
Find a new favorite song
Discover a catchy tune you’ve never hard before and write the artist and title below. Then pass this card along to someone else.
Mission Objective: Create
Hiaku, once written
Fill the world with endless joy
Create one yourself.
Write a hiaku on a piece of paper, and then give it to someone along with this card.
Mission Objectives: Engage
Start the wave in a food court or cafeteria
When you do: Give this card to a stranger who joined you.
You may want or need to direct the person to go to the SNEAKYCARDS.COM website, click on “track this card” and enter the code on the card. Because that is the gateway to a great deal of fun, including the frequently-updated Sneaky Cards global tracking map.
Warning: just sorting through the cards to determine which ones you’d most likely be willing to use is a bit like riffling through your psyche, if you know what I mean. You learn a lot about yourself when you discover that you are simply not ready to “Lie down in a public place until someone checks on you.”
Yes, yes, this is a brilliant, innovative, fun and often surprisingly instructive little game, that we can’t, for the time being, recommend highly enough.
Sneaky Cards is based on an original concept by Harry Lee. From Gamewright, for one or more players, age 12 and up.
So here, for example, are all nine dice, in a row, ready for players to create their story. Hmmm. The first three icons are familiar enough: a timer, Penguin, and money. And then there’s a house. No, a mansion. Must be the Waynes’. So, we begin:
“In the shadows of Gotham City, time, once again, seems to be running out. The notorious Penguin has been spotted preparing to hatch one of his nefarious plots to defame our hero and his family. He has just learned that a great deal of money is being held at Wayne Manor. His plan, not only to steal the money, but to replace it with counterfeit money laced with a powerful hallucinogen that makes Batman and his cohort talk like penguins…”
The challenge is to use as many of the dice as you can in a story. You can make the story by yourself, with a partner, with everyone playing. If you don’t know what a particular icon stands for (like the next to the last icon – could be popcorn, you know, or, more probably, an explosion), you can make up your own relatively reasonable interpretation, look at the thoughtfully included guide that shows all 54 sides and their meanings, or, well, roll the die again.
The use of such a well-established theme provides a fantasy framework that helps new players get into the game, and players who are familiar with Rory’s cubes find a whole new way to think of the game, and all the other sets of cubes they may be fortunate enough to already own.
The set comes with 9 cubes, instructions, and a Batman-Belt-worthy carrying box, and is recommended for 1 or more creative players, ages 8 and up. Major, as you already probably concluded, fun.