Mmm!

Mmm!   Pegasus Spiele  |  BGG

Designer: Reiner Knizia   Artist: Andreas Resch

Publisher: Pegasus Spiele  1-6 players  15-20 min.  ages 5+  MSRP $24

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Charlie and Carlotta are mice who live in the walls of the Smith family’s house. They are preparing for a big dinner party for all their friends and they need your help to gather groceries. The Smith’s pantry is full of delicious food: bread, carrots, cucumbers, fish and, of course, CHEESE! By rolling dice everyone will collect these tasty morsels but your team must be quick! The Smiths have a mean black cat who prowls through the house. If you take too long, the cat will catch you red-handed and the meal will be ruined.

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Mmm comes with a nicely illustrated, double sided game board. One side is for younger or less experienced players. The other provides a greater challenge once you are more familiar with the game.

The board is has two basic areas: a grid with illustrations of the food found in the pantry and a hallway showing the location of the cat. The five different types of food are depicted in the grid, some items of food take up as few as two grid squares while others may take up 3 or 4 squares. The hallway has ten spaces that lead to the pantry door.

The mean black cat has a wooden token which will go on the board and will move up the hall as the game winds forward.

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There are three wooden dice. Each die has 6 different faces: One face for each type of food and one face with a big X.

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Last but not least there are 56 round mouse tokens. These tokens will be placed on the grid as you play.

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Mmm! is a cooperative game where players work together to cover every food item displayed in the pantry with a mouse token before the mean black cat reaches the door.

Each player gets a turn and on that turn you begin by rolling the three wooden dice.

As mentioned earlier, the dice have faces that correspond to the five different types of food, plus an X.

After this roll, you look at the results and must place at least one die on the board on a space that matches the food symbol you rolled. (For example, I rolled a carrot, so I can place that die on a carrot space on the board). The X side is bad luck. It cannot be placed on the board.

Now, you have a choice to make. You can reroll any remaining dice OR you can stop and gather food.

Rerolling has its risks and rewards. After each reroll, you must be able to place at least one die on the board. If you cannot, then the mean black cat moves forward one space in the hallway on the board! If the cat reaches the pantry space on the board, everyone loses.

Gathering food happens once you decide to stop rolling. Replace each die on the board with a mouse token, the tokens cover up grid spaces and parts of different food items in the pantry.

After placing your mouse tokens, look at the board and check to see if you were able to cover up the last space of a food item in the pantry. If you did, great! Your team will celebrate. If you did not cover the last space of a food item, then the mean black cat will move forward one space toward the pantry door.

After that, pass the dice to the next player and continue until one of two things happens:

  1. Your team covers the entire board with mouse tokens. Huzzah! You’ve gathered all the food for the dinner party and your team wins the game!

OR

2.  The mean black cat reaches the pantry door and catches you stealing food. The dinner party is ruined and you’ll have to try again.

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For a cooperative game that can easily accommodate very young players, there’s a surprising puzzle element that is engaging and fun for players of all ages. The press your luck element encourages players to try and cover more spaces each turn, since each player is under pressure to cover a food item on his or her turn to prevent the cat from moving. Covering up the small 2 space food items may seem like an easy way to avoid the cat penalty BUT if your team covers up all the small food items early, the cat may rocket forward later in the game since it will take longer to cover up food items that take up 3 and 4 spaces. Weighing all the options with the team before placing dice or deciding to reroll is a really fun, important and necessary part of the game.

The other element that really makes Mmm stand out is its variable difficulty levels. These variations come in two different forms. An additional rule twist and a more difficult board layout.

In the basic version of the game, you may place dice on matching spaces anywhere on the board. In the advanced version, all dice placed must be in the same row or column as the first die placed on the board. This one twist changes the strategy and decisions you make on every turn and makes for even more interesting discussions. It adds another layer to the puzzle that makes the game more fun by making it more challenging.

The back side of the board also offers more challenges by having a single 2 space food items of each type and adding a 5 space food item for each type. This means it will take a team effort to cover the 5 space food items without making the mean black cat rocket forward on the board.

There are very few games I can think of that scale up or down so well according to the age or experience level of the players at the table.

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It should come as no surprise the good Doctor, renowned designer Reiner Knizia, has found a way to strike such a fun balance between randomness and strategy.  I really enjoy the cooperative puzzle solving aspects of Mmm and how they are balanced by elements of chance.

Each turn the dice rolls can help or hinder your team’s chances of success.

But the discussions and decisions you make as a team – when to reroll, when to gather food and where to place your dice – are equally important. Too much luck and players would feel like they have little real control over the outcome. Too little and the game becomes a dry intellectual exercise with less room for teamwork or discussion.

Mmm offers a fun to players from 5 to 95. Better still, the game allows you to dial in the kind of fun you want to have with the game. The basic game offers more randomness, the advanced more challenge and forethought. This allows the game to speak to a wide audience.

Flexibility and teamwork combined with a dice based puzzle suitable for almost any age. That is most definitely a recipe for Major Fun!

Chronicler

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.

Chronicler

Deinko  |  BGG  |  Funagain

Designer: GB Kim  Publisher: Deinko

2-4 players  20 min.  ages 10+  MSRP $25

Music credits include:

Bidin’ My Time   by Sarah Vaughn   |  the song

***

Ice Cool

Ice Cool   Brain Games  |  BGG

Designer: Brian Gomez

Publisher: Brain Games  2-4 players  20 min.  ages 6+  MSRP $39.99

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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. 

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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.

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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!

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Each player in Ice Cool will get to play in two different ways: as the runner and as the catcher.

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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.

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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….

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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!

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Happy Salmon

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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.

Karuba

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!

Karuba

HABA  |  BGG

Designer: Rudiger Dorn  Publisher: HABA 

2-4 players  20 min.  ages 8+  MSRP $35

Music credits include:

Der Lowe schlaft heut nacht   by Henri Salvador |  the song

Jungle Rock   by Hank Mizell  |  the song

***

Deep Sea Adventure

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

Oink Games  |  BGG  | Amazon

Designer: Jun Sasaki  Publisher: Oink Games  

2-6 players  30 min.  ages 8+  MSRP $22

Music credits include:

Deep Sea Diving Suit by The Lucksmiths  |  the song

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Nitro Glyxerol

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!

Nitro Glyxerol

Official Site  |  BGG  |  Amazon.de 

Designer: Luca Borsa, Andrea Mainini  Publisher: Zoch Verlag

2-4 players  20 min.  ages 7+  MSRP 30 EUR 

Music credits include:

Womabass by Oliver Heldens and Tiësto  |  the song

***

Other links:

Wombat square poop:  video  |  wiki

Too Many Cinderellas

Too Many Cinderellas   Grail Games  |  BGG  |  Amazon  

Designer: Nobutake Dogen, Nao Shimamura 

Publisher: Grail Games, Taikikennai Games  2-4 players 10 min  ages 10+   $12.95

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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.

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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.

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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. 

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A Cinderella doesn’t even have to be a woman. Cinderella could be a man… or even a cat!

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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.

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If even one person votes NO, then the rumor is false and will not be considered when the Prince chooses his Cinderella.

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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!

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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.

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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?

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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.

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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.

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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.

Favor of the Pharaoh

Release Date: 5/2/2016 Download:  Enhanced  | MP3
Running Time:   48 min Subscribe:  Enhanced  | MP3 | RSS

Roll like an Egyptian!

Favor of the Pharaoh is a recipe filling roll-and-keep dice game based on an earlier title: To Court the King. Starting as a lowly peasant, you rise through the ranks of ancient Egyptian society by rolling increasingly difficult combinations to gain abilities, bonuses, and special dice. When the final round begins, the player who rolls the most dice with the highest matching number will gain the Favor of the Pharaoh!

This is the first game to merit BOTH the Major Fun and Spiel of Approval awards! The basic game is easy to learn and adaptable for younger or less experienced players. Double sided level bars allow for more strategic and thoughtful play. Put simply, you can tailor the game to fit almost any group at your table. Familiar yet fresh, Favor of the Pharaoh is a worthy recipient of both honors and, perhaps, a spot on your game shelf, too.

Favor of the Pharaoh

Official Site  |  BGG  |  Amazon 

Designer: Tom Lehmann  Publisher: Bezier Games

2-4 players  45 min.  ages 12+  MSRP $59.99 

Special edition also available with 64 additional dice: $79.95

Music credits include:

Walk Like an Egyptian  by The Cleverlys  |  the song

***

Other Links:

Capital Gaming Expo

The Loft

Snakes & Lattes on College

Ottawa Redblacks

Dr. Eureka

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Dr. Eureka   Blue Orange  |  BGG  |  Amazon  

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Designer: Roberto Fraga   Publisher: Blue Orange  2-4 players 10 min  ages 6+   $20

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The lab is a hectic place and Doctor Eureka needs the help of his trusty assistants to complete his experiments. One by one new recipes for amazing formulas come from Doctor Eureka and its up to you to mix the right molecules in three different test tubes as fast as you can. The first player to mix five formulas will earn a seat along side the good doctor as one of the best and brightest scientists.

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If you’re mixing molecules, you have to have the right equipment. Each player has 3 clear plastic test tubes. Placed in the tubes are two colored plastic balls, the molecules: two purple, two orange, and two green. The balls are made so they *just* barely fit inside the test tubes.

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In addition to your lab equipment there are 54 formula cards which have different recipes on each one. There’s also a sand timer.

TO begin, each player will arrange their molecules in their tubes so that each one has two balls of the same color: so 2 purple, 2 orange, and 2 green.  Shuffle the formula cards and you’re ready to play Dr Eureka!

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Dr. Eureka is a simultaneous pattern matching game. To begin a round, flip over the top card from the formula deck and place it on the table where everyone can see it easily. Flip the timer and start mixing!  The card will show three test tubes with a specific pattern of molecules. 

One tube might have an orange in the bottom, then a purple and then a green. The next tube is orange purple and the last tube has a single green molecule.

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Your job is to match this pattern on the card by pouring the molecules from tube to tube. First player to make the match declares Eureka and wins the card.

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There are some devilishly fun restrictions and rules that govern how you can mix your molecules.

First and most obvious is that you are not allowed to touch the balls directly. This means your main mixing method will be to pick up the tubes and pour the molecules from tube to tube.

Second, no spilling is allowed. If you pour any balls out onto the table, you’ve ruined this batch and are out for the round.

Third, each tube must match the pattern on the card BUT that’s not all.  The tubes must be placed on the table so they match the pattern as well. So the balls have to be in the right order and the tubes have to be in the right sequence.

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Last of all (and this one is tricky!) you are allowed to flip any of your tubes upside down to make them match the pattern. Remember, no spilling is allowed! So if you try to flip your tube and the balls drop out, you’re done.

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So the art and science of Dr Eureka comes down to a clever mix of speed and caution. You have to finish first but only the player who can match the pattern without dropping any balls will win the card.

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Dr Eureka straddles the line between puzzle and game. You can play the game simply as a mental challenge; and it is a wonderful little brain teaser. It reminds me of the slide puzzles I used to play with at my grandparent’s house.

But the real fun begins when you add time pressure and other players. You can help but laugh and lose yourself in the game as you watch or hear your fellow players struggling to match the pattern right along side you. Go too fast and you’re sure to pour balls all over the place. Mix too deliberately and someone else will match the card and snatch the card before you.

The game is a great value as well.It’s rare these days to find a game with this many unique components at such an affordable price. The full retail price is $20. The 12 large test tubes and 24 colored balls are very sturdy and will last a lifetime.

It is truly a game for all ages. I’ve played with 6 year olds and 69 year olds and the joy of shouting Eureka ahead of everyone else is universal. You can easily add more or less time to each round to adjust to the skill level of players at the table. And if you want even more challenge you can try the advanced mode where players bid to solve each formula in a certain number of moves.

Simple joys are often the best. Dr Eureka champions this concept in so many ways. The game is engaging, fast and fun. The rules are so intuitive, you almost know how to play simply by setting the game up. And yet the challenge and enjoyment you’ll get after dozens of games won’t diminish. Playing well requires creativity and quick thinking – there’s an art and a science to it – making the most efficient moves while refining your pouring techniques.  You don’t have to hold a higher degree to understand why Dr Eureka is Major Fun.

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