|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:
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!
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.
|Release Date: 4/17/2017||Download: Enhanced | MP3|
|Running Time: 43 min||Subscribe: Enhanced | MP3 | RSS|
|Being King is a tough job, especially when your subjects need more land. Some like the forest, others the desert, some even like the swamp. And it’s your job to make sure they all have a place in your realm. To do this, you’ll expand out from your castle, laying dominoes of different types of land, hoping to create the highest scoring tabletop kingdom.
Kingdomino mixes the time tested classic tile laying game with several simple, clever modern twists. Easy enough for kids and families to learn quickly but deep enough to provide a fun challenge every time you play.
That’s a surefire recipe for Major Fun!
Listen in to our full review of the game and discover why Kingdomino might deserve an honored place on your shelf, too.
Designer: Bruno Cathala
Publisher: Blue Orange
2-4 players 15-20 min. ages 8+ MSRP $20
Music credits include: