Fastrack – NHL Edition

Filed Under (Dexterity, Family Games, Kids Games) by Will Bain on 24-08-2014

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NHL FastrackFastrack by Blue Orange Games is Major Fun. It is a Keeper.

It now comes in an NHL edition.

The game remains the same: try to get all of the discs to the other side of the board. To do this you must fling them with an elastic band through a narrow slot in the board. Your opponent is trying to do the same thing. Through the same narrow slot.

Madness ensues!

01 AwardThe game is brilliant. Fast paced and nerve jangling. What has been added in this edition is NHL themed artwork. The board is designed like a hockey rink. The discs are hockey pucks. NHL logos adorn the edges. It’s a nice touch.

2 players. Ages 5+

Fastrack was designed by Jean-Marie Albert and is the NHL edition is © 2014 by Blue Orange Games.

Masters of the Gridiron

Filed Under (Family Games, Thinking Games) by Will Bain on 20-08-2014

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Masters of the gridiron 2Given my previous post about GenCon, it is only appropriate that the Major Fun Award goes to a game about football. Let me introduce you to Masters of the Gridiron: the card game that can unite casual gamers and football fans all across our fair land.

One of the things that I really love about games is the way the designers take events and activities in our physical world and translate those situations into cards and dice and tokens and the vast panoply of game mechanics. In many ways I think this is the most artistic aspect of game design (as opposed to the graphical art that decorates the box and cards and etc). There is a fascinating, understated beauty to this process of simulation and representation.

Masters of the gridironSports Mogul took on the daunting task of representing the game of American football and in the process, created the accessible and engaging card game. Each player has a deck of cards that represents a specific pro team from a specific year (we played with 8 teams from the 2013 season). The cards are divided into three categories: offense, defense, and playbook. Offense and defense cards depict actual players. The top half of the offense and defense cards contains numbers you will need for the card game while the bottom half contains vital statistics from the 2013 season (these are not vital to playing Masters of the Gridiron). The playbook cards represent different types of scoring drives and which players work best in those situations.

The game ends after each team attempts 9 scoring drives. Your scoring drive consists of one playbook card and one offense card. Your playbook card tells you which what to look for on your offense card and which players receive bonuses. In general you look for the player that has the highest rating for the play you have chosen (high numbers win). Once you reveal your offense, your opponent gets to choose one defense card. The play card says what kinds of defense work against the play so your opponent wants to choose a player with a ranking that is higher than your offense. If offense is higher, you score. If the defense is equal to or higher than offense, you fail.

Each player gets to be on offense and defense nine times. In between plays, the teams get to draw cards to replace the ones that were used. At the end of the game, scores are tallied.

There are some complications, but they are rare and are handled very well in the slim rule sheet. In the end, Masters of the Gridiron is very simple and yet offers a lot of interesting choices. You have to manage your resources (players cannot be used more than once) and you have to choose between going for touchdowns or kicking field goals.

01 AwardFor those who want more, there is a great deck building and drafting mechanic that allows the players to draft their own teams. Each deck comes with additional cards that can be swapped with others in the deck. It is also possible to combine different decks into a dream team. Each player comes with a salary. If you play one of the deck-building games you have a pool of money with which you can build your team. Now you have to decide between drafting a few top end players (and having many lower players) or having a more solid (if less exciting) team.

We had fun just playing with the teams out of their boxes. After the first series of plays, the game is very intuitive and does a great job of evoking excitement of football without requiring any detailed knowledge of the game. Casual gamers will appreciate the laid-back strategy of the card game and football fans will have a lot to discuss as the games unfold.

GO COLTS!

2 players. Ages 8+

Masters of the Gridiron was designed by Conor Milliken and Clay Drelough and is © 2014 by Sports Mogul, Inc.

Blurble

Filed Under (Family Games, Kids Games, Party Games) by Will Bain on 13-08-2014

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BlurbleDeluxeBlurble is a game like Anomia that gets a lot of laughs and game-play-mileage out of making you sound stupid.

You aren’t stupid. I know this because you are reading this web post. You also demonstrate great taste and a fine appreciation for the playful side of life. And in that last regard, Blurble is the game for you.

Just be warned: the longer you play the game, the dumber you will sound.

The game consists of a big deck of cards. How many cards, you ask? I’m not quite sure, but at a guess I would say more than 11. Yep, the box lid confirms there are more than 11 cards (489 more to be exact). The cards have pictures on them—illustrations of objects that are easy to identify (although one card had a plate of nachos that I was SURE was a pizza).

The game starts with a person called the “Blurbler.” Say it out loud. GO on. Now say it more than five times in a row. That kind of silly stupid tongue tied feeling is something you are going to have to get used to a lot. The Blurbler turns to the first person clockwise and flips up a card. The two players then races to say a word that begins with the same letter as the object in the picture.

Blurble cardsBUT (and notice it is a big but…) there are legal words and there are illegal words. Words cannot be proper nouns, numbers, contractions, or contain fewer than 3 letters (when we played we misread the rules and so disallowed anything with less than 4 letters—harder but still tons of fun). Words may never be used more than once in a game. Finally, the word cannot name the image. For instance, if a picture of a cat comes up you cannot say cat nor can you say catatonic nor can you say vacation (va CAT ion). That last one you might be able to slip by the other players (who act as judges) but they could call you out for illegal Blurbling.

01 AwardAs the game goes on you do tend to get faster but you also tend to run into words that have already been used. You will find yourself tripping over some of the most basic words because you just can’t remember if the word has been used before.

One thing we really liked about Blurble is that you are not penalized for saying an illegal word. If you say an illegal word you just have to keep trying. Players just keep shouting out words (and a lot of gibberish) until they say a legal one.

Major Fun for lots of ages and big groups of people.

2-12 players. Ages 8+

Blurble was designed by Grant Bernard and is © 2011 by Bernard Games.

Rumble in the House / Rumble in the Dungeon

Filed Under (Family Games, Kids Games, Party Games) by Will Bain on 11-08-2014

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Rumble in the houseA while back we awarded King of Tokyo with a Major Fun Award. Giant monsters rampaging their way through a major metropolitan city. What isn’t there to like?

Well, Flatlined Games has lowered the stakes a little (you are fighting over a house instead of a city) but kicked the rampaging into overdrive.

Rumble in the House (and it’s virtually identical twin Rumble in the Dungeon) distills the fighting game down to its most basic core: move monsters, remove monsters. Cram a bunch of hare-trigger psychopaths (like Cthulhu, a Chicken Man superhero, and a penguin packing dynamite) into a single flat and watch the furniture fly.

For all its parts, the game is beautifully simple. There are twelve room tiles that make up the board. Arrange these as you like. There are twelve monsters on little plastic stands. Place one in each room. There are 12 monster tokens. Each player chooses 2 at random. Keep yours hidden! These are the monsters you are trying to protect as long as you can.

Rumble ComponentsOn your turn you can do one of two things: move one monster (if it is alone) OR “pick a fight.” If there are two or more monsters in a room, you get to remove one from the game. Fights in the house are very fast and very decisive!

As monsters are eliminated from the house, you must place them in a line. Play until only one character remains. Points are determined by the place of your monsters in the line. The first two monsters score nothing. Zero. After that each monster scores points by their position in line starting with one point for the third monster and going up to ten points for the one who walked out of the house. You take the score of your last monster.

The game is played over three rounds. Each time, you build the house, draw new secret monsters, and then RUUUUMMMMMMBLE!!

01 AwardRumble in the Dungeon is the successor to Rumble in the House. The location and characters have changed and a treasure chest has been added to the basic mechanics. Moving and fighting are still the main actions, but if you can get one of your characters to carry the treasure chest to the dungeon’s entrance, that character can leave and earn 10 points. Moving and fighting continue even if someone succeeds in removing the treasure (instead of fighting for the treasure you are now fighting over who let someone else abscond with it).

Rumble in the dungeonYour first game is the longest and that’s only because you have to punch out the pieces and glance through the rules. The artwork on the pieces, the box, and the rules by Kwanchai Moriya is fun and colorful. We loved looking at the pieces and making up stories about how one character defeated the other. It’s a very light game but it lends itself to lots of replay. I also appreciated that even when your monsters have been eliminated you still get to influence the game.

Spite becomes a powerful force for Major Fun.

2-6 players. Ages 8+

Rumble in the House was designed by Olivier Saffre and is © 2011 by Flatlined Games. Rumble in the Dungeon is © 2012. Worldwide distribution is being handled by the good people at Iello.

Aztack

Filed Under (Family Games, Kids Games, Thinking Games) by Will Bain on 28-07-2014

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aztack_gamerNow that all those Mayan and Aztec apocalypses are over, we can get back to building pyramids for recreation instead of in an attempt to stave off the end of life as we know it.

Whew!

An early adopter of this new recreational approach to Mesoamerican architecture is Blue Orange Games and their fantastic stacking/tiling game Aztack.

The game consists of 60 rectangular tiles that resemble dominoes. Instead of pips on each side of the tile, there are Aztec glyphs—images that represent important symbols in Aztec culture. The four glyphs (flower, water, deer, and flint) are combined in many ways and in five different colors: green, orange, grey, blue, and burgundy.

To start play, 12 tiles are arranged in a 2×6 rectangle in the middle of the table. Each player draws 12 tiles. On your turn, you place one of your tiles on the base of the pyramid or pass if there is no space for a legal move. If you pass, you can jump in later. Play proceeds clockwise until everyone must pass. The winner is the one with the fewest remaining tiles.

The rules for placing the tiles are simple and well-illustrated by the rules. You must place your tile so that it bridges two tiles beneath it. The tile you place must also match both of the glyphs OR both of the colors. If it matches all colors and glyphs you get to discard an additional tile from your hand.

01 AwardThe simplicity of the rules belies a wonderfully complex and shifting matrix of choices. There is a great balance between making moves that will limit the choices of your opponents and those that will keep the board open for your future placements. Luck plays a sizable role but there is enough choice to develop strategies in order to manage the random elements.

Aztack is well made and beautifully illustrated. It is fascinating to watch as the pyramid rises from the base. Each one is unique and really very beautiful.

And Major Fun…

2-4 players. Ages 7+

Aztack was designed by Brad Ross & Jim Winslow and is © 2014 by Blue Orange Games.

Battle Sheep

Filed Under (Family Games, Kids Games, Thinking Games) by Will Bain on 26-07-2014

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battlesheep_gamerA bucolic scene. Technicolor sheep grazing in a green pasture. They look up every few moments, amble over to another patch of grass and clover. Quiet except for the sound of chewing and the occasional bleat as one of the sheep gets boxed in.

The horrors of war!

The pasture is a battleground. The sheep scan the field with steely eyes, looking for weakness in the enemy lines. A scream of defeat.

Welcome to the vicious world of Battle Sheep.

Blue Orange has brought us another great strategy game. Battle Sheep combines an area capture mechanic with a variable board that changes the contested pasture every time you play. As is the hallmark of most Blue Orange Games, the pieces are of the highest quality and the art is fun. The rules fit on a tiny slip of paper and once you have read them you will never need them again.

The game starts with the construction of the pasture. Players take turns placing the pasture tiles so that they connect. The combinations are practically infinite and you can construct some truly bizarre playing areas.

Once the pasture is set, the players take their 16 sheep tokens and place them in a single stack at the edge of the pasture. Each turn after the initial placement, each player must move at least one of their sheep tokens in a straight line until they have to stop—either by running into the edge of the pasture or by bumping into another sheep. A player can move a single sheep or a stack of sheep as long as at least one sheep is left behind. As the game progresses, there are generally several smaller stacks of sheep of each color. Players with multiple stacks may only move from one of the stacks.

The idea is to control as many hex spaces as you can and block your opponents so they can’t move. The game ends when only one player can make a legal move. At that point, players count how many pasture hexes they control.

01 AwardThere is a lot to think about here, starting with your initial placement. It is entirely possible to get shut down early in the game if you choose poorly. Each move involves a reassessment of the pasture and the possible moves of your opponents. And of course there is the great satisfaction that comes when you can box your opponent in to a small corner.

Baa Ram Ewe, buddy. Baa Ram Ewe.

YouTube Preview Image

2-4 players. Ages 7+

Battle Sheep was designed by Francesco Rotta and is © 2014 by Blue Orange Games.

Doodle Quest

Filed Under (Family Games, Kids Games, Puzzles) by Will Bain on 18-07-2014

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doodle_gamerDry erase markers are cool. Maybe it’s that I grew up in the waning age of chalkboards and became a teacher just as dry-erase boards were becoming ubiquitous. The vivid colors just seemed so vibrant compared to the tinted chalk I had to work with in secondary school. This is what it must have been like for my grandparents when the world got color just after the turn of the 20th Century…

Doodle Quest is a clever little drawing game that has more to do with spatial awareness than drawing skill. It’s also a clever little maze game that is quite a challenge to complete even when you can see exactly where you need to go.

The game comes with 18 quest cards, 4 transparent sheets of plastic, 4 dry-erase pens, and 4 fish stencils. The quest cards are double sided with one side being for beginners and the other for more advanced players. Each quest tells players how they can solve the puzzle by drawing a few lines. The players then have to draw the lines on their transparent sheet without measuring or touching the quest card. The transparent sheet is then placed over the quest card to see how well each player did.

For example: one quest asks you to add 4 spots to a clown fish. Some parts of the picture are worth 0 points. Some parts are worth 3 points. Some parts are worth 4 points. If your dot falls ENTIRELY within one of the 3 or 4 point areas you get those points. If it even touches one of the zero point areas you get nothing. Needless to say, the areas are interspersed so that a small variation in the wrong direction will earn you a nice fat goose egg.

01 AwardDoodle Quest was a huge hit when we played this with our kids. It is one of those activities that adults will have very little advantage over the kids and there are lots of ways to even the playing field. A great family game that is engaging and challenging for a wide range of ages.

The illustrations are silly and colorful. The materials are durable and make great use of the dry-erase medium. This is one of those games that can only exist because of the dry-erase technology. I applaud the designers for seeing the unique and Major Fun possibilities held within these mildly intoxicating markers.

1-4 players. Ages 6+

Doodle Quest was designed by Laurent Escoffier and David Franck and is © 2014 by Blue Orange Games.

Niya

Filed Under (Family Games, Thinking Games) by Will Bain on 15-07-2014

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niya_gamerNiya is a quick little strategy game that draws its inspiration from Japanese garden prints. Each player represents one of two clans who are trying to quietly take possession of the emperor’s beautiful garden. Violence in such an exquisite location is out of the question but there are rules for entering the garden and if you can align your clan just right the space can be yours.

The garden is made up of tiles that are shuffled and placed in a 4 by 4 grid. Each grid square contains two of the following images: rising sun, poem flag, bird, rain cloud, maple leaves, cherry tree, pine tree, and iris. Each player also has eight clan member tokens. The game starts when one player places a token on the grid. Opponents alternate placing tokens until one gets 4 in a row, a box of 4, or prevents the other from making a legal move.

After the each token is placed, the next player must put a token on a tile that has an image in common with the previous tile. For instance, if I play on the tile with the Sun and the Iris, my opponent could only play on those tiles that have either a Sun or an Iris on them. Capturing tiles becomes a strategic battle to achieve an advantageous position while impeding the options of your opponent.

01 AwardIn many ways this is a variation on tic-tac-toe. I imagine there are optimal strategies for first placement and response moves, but nowhere near as simplistic as tic-tac-toe. Because there are two elements to keep track of and the board changes with each and every play, the exact same strategy will not work each time. Figuring out good approaches will probably happen over the course of several games. Fortunately, the games are quick and Major Fun.

The game is beautifully illustrated and thoughtfully designed. The tiles are double sided, heavy-duty cardboard, and the tokens are a high-density plastic. Rules, tiles, and tokens fit in a compact tin. It’s an elegant strategy game with great art and intuitive rules. Great for quiet evenings and rainy days.

2 players. Ages 8+

Niya was designed by Bruno Cathala and is © 2014 by Blue Orange Games.

Robot Turtles: Adventure Quests

Filed Under (Cooperation, Family Games, Kids Games, Puzzles, Thinking Games) by Will Bain on 05-07-2014

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robot turtle AQRobot Turtles: Adventure Quests is a separate adventure pack that can be added to ThinkFun’s Robot Turtles (it is not a stand alone game) or you can by and Adventure Bundle that combines the basic Robot Turtels and Adventure Quests. You can check out our review of Robot Turtles here.

Because Robot Turtles is a programming game, it makes sense that the game will evolve over time. The basic game is already designed with a leveling system in mind and the Adventure Quests  pack builds seamlessly with the original.

Adventure Quests adds a few things to the mix. The game comes with a booklet that contains several board configurations (quests) that the turtles must navigate. There are more gems and there are “Frog Favorite” cards which are sequences of moves that can be “programmed” to the function card. In many ways these are pre-set functions. They can be especially useful if you have children who are having trouble creating their own functions.

There are many ways to play with these functions. You can have a single function that all players use. You can have players choose a function for each adventure. You can have multiple functions available that players can use only once.

What is important is that the young programmers see how commands can be strung together to work efficiently, effectively, and creatively so they will get better at creating their own.

01 AwardI imagine this game will continue to expand for a long time. There are many obstacles and types of actions yet to be incorporated into the game. Some of this will be created by the individual players, but if the Adventure Quests pack is any indication, I imagine there is a great deal more to come from the developers.

This is a great addition to a great game.

Expansion for the basic Robot Turtles games. 2 – 5 players. Ages 4+

Robot Turtles was designed by Dan Shapiro © 2014 by ThinkFun.

Robot Turtles

Filed Under (Cooperation, Family Games, Kids Games, Puzzles, Thinking Games) by Will Bain on 04-07-2014

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robot-turtlesProgramming is one of those skills that many of my generation and older consider to be about as esoteric as alchemy. Hours of waving your hands over a table. Repeatedly typing thousands of lines of incomprehensible gibberish surrounded by symbols that we just assumed were there to create emoticons. And then… the glorious Technicolor splendor of the electronic universe opens up on our screens.

It’s MAGIC!!

I for one am thrilled that there are people out there who take the time to program our machines to perform any number of tasks. I don’t think I have much of that kind of creativity, but I recognize it as such. I also recognize that the reasoning and imagination that underlie coding are key components that we all need to develop in order to navigate our digital and analogue worlds. The logic of programming applies to business and creative writing and all the games we play.

In an effort to bring the kind of thinking that programming requires to younger audiences, ThinkFun has provided the world with the fantastic little board game Robot Turtles. The game, designed by Dan Shapiro, was successfully funded on Kickstarter. And when I say successfully I mean funded about 25 times Dan’s initial goal. Seriously. Check it out here.

And deservedly so. Robot Turtles is a great game that does a wonderful job of introducing young players in to the game mechanics. These game mechanics are also the basics of programming. It needs to be said that the game does not involve actually programming a computer. Instead, the game mechanics mimic the skills and reasoning that good programming requires.

The goal of the game is to move your turtle to your target gem. You have cards that you play in sequential order that tell your turtle to turn, move ahead, fire a laser, or repeat a series of actions. Each of these actions is introduced over a set of games that gradually increase the complexity of the tasks. This approach to teaching the game might be a little frustrating to older players but it makes the game accessible to very young children. The youngest players will appreciate just moving the turtle around the board. Once they have mastered basic sequential commands, they can progress on to more complex games. In the parlance of most computer games and role-playing games, they can level-up.

Adults could probably jump in to higher levels without playing the “tutorial” levels but this is designed to teach very young children. The pedagogy is solid and each level is fun.

01 AwardAnother aspect that I only appreciated after playing with my kids was the cooperative nature of the game. It can be competitive but it is not written that way. The game encourages you to play with pairs on each team—a young “Turtle Master” and an older “Turtle Mover.” The younger player chooses the cards and makes the decisions but does not actually move the turtle. That is the job of the “Turtle Mover.” In this way, the younger players get to order around the adults who are supposed to follow the instructions chosen by the kids (and provide entertaining sound effects). I’ve been a teacher for 18 years and it still took me by surprise just how exciting it was for the kids to boss around the adults. My daughter chose the cards and I did just what they told me to do. This was a great simulation of digital programming in which the programmer provides instructions that something else (the computer) has to follow.

The most interesting and complex cards were the function cards. These served as markers representing a set of action cards. The actions would always be carried out in the same way whenever a function card was played. For example, in order to turn around the turtle on the most basic level, a “programmer” would have to play two cards (right turn, right turn). At higher levels, the programmer could place two right turn cards and a function card off to the side. If the turtle ever needed to turn around in the game, the programmer would now only need to play one function card.

The game comes with three kinds of barriers which can impede the turtles. Ice blocks can be melted by a laser. Boxes can be pushed. Stone blocks are permanent. The instructions come with some suggested “maps” but you are encouraged to come up with your own challenges and then figure out how you can overcome them with the fewest moves.

Creativity is highly prized but so is efficiency.

The art and instruction are fantastic. The pacing is great for a very wide range of players, and the game play becomes remarkably robust after only a few instructional levels. This is Major Fun for kids and parents and teachers and anyone (like me) who sees that programming should be taught to everyone—neither for economic reasons nor for purely pragmatic reasons but rather because the skills are intrinsic to our development as a species.

And playing with them is fun.

And our new robot overlords are probably going to feed the programmers who brought them to life before they feed the humanities majors who keep churning out post-singularity dystopian fiction.

So maybe there are some pragmatic reasons…

2 – 5 players. Ages 4+

Robot Turtles was designed by Dan Shapiro © 2014 by ThinkFun.