|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:
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+
So, here’s what you get when you open your box Zitternix. Take a minute. No more than two. See if you can figure out the rules.
If you’re still having trouble, read the following later:
If I wanted to my designer friends to know more about the kinds of games I really, truly admire (and am always a wee bit angry at myself for not having come up with the game myself), as so oft I do, I’d use Zitternex to show how close you can get to creating a completely self-explanatory games.
Still wondering what the rules are? OK, if you’re not, skip the following section and go on to the next:
- You take all the sticks and put them through the ring so that the whole bundle can stand freely, noting, as you must, that the different color sticks have different properties. There’s fat blue, average red and slim yellow. This observation might help you win the game, at some point, when points are being counted.
- You roll the die and remove a stick of the corresponding color. If you make the big wooden ring touch the table, your turn has ended, so you set everything up again and basically wait until the whole game starts again. Which isn’t that long.
- And, yes, Fat Blue is worth 3 points. And, yes, the other sticks are worth fewer, arithmetically descending with relative girth.
- And then there are the rules it would talk you maybe longer to figure out, like: if it looks like you don’t have a good choice, and you already own a stick of the color in question you can place it back into the game. Which you probably will find minorly upsetting, unless you make the bundle fall. In that event, you will be more upset. And you can quit the whole game if you manage to get the bundle down to three sticks. And did you know that the further off the table the ring is, the longer the bundle will keep from collapsing?
And now for those of you who figured out the game:
OK, so it’s not completely self-explanatory. In fact, one of the things that makes Zitternix (called Keep It Steady in English-speaking countries) such a good toy/game (which makes it already a happy coincidence – a game that is as much a toy as it is a game) that it is just as easy to find new rules, new things to make it do and keep it from doing, for finding ways to play the game so that everybody gets to play even though they “lost” – kind of like a group solitaire, or playing the game on a slanted surface just to see what happens…
What Major Major Fun!
Schatz-Rabatz is a game of luck and speed. There are two versions: one, for younger players, is all about luck, speed and a little about visual and spatial discrimination (if you want to look at it that way); the other is all about skill.
The main elements of the game are the treasure chests, the wooden pieces that you try to fit into the treasure chest, the cards that tell you what pieces are eliminated (younger version) or what pieces to look for, the score cards and a sand timer.
In the younger version, a card is selected and placed face down on the table. The pieces (treasures) are placed in the middle of the table, in easy reach of all the players. Each player gets a treasure chest. The sand timer is started, and players race to fill their treasure chests. Naturally, you can fit in fewer large pieces than small. When time is up, you must put the lid on your treasure chest, and, if you have to, remove any pieces until you can fit the lid on correctly. The card is turned over. Any pieces depicted on the card are eliminated. The rest are counted for your score. The player with the most pieces remaining wins that round. Like I said, it’s mostly luck, which, for the right children at the right age, is exactly what everything is about. Also, the more players there are, the more the game is about making sure the other players don’t get the piece you’re looking for.
In the older version, the cards are placed face up, so you can see what pieces you don’t want to collect. So there’s really no luck involved – only speed and skill (go for the smallest pieces first, try to fit in as many as you can, be sure none of the pieces you have selected are shown on the playing card, be sure everything fits). All this adds a certain amount of what one might call cognitive dissonance, and what another might call more fun – especially the older other.
All in all, a novel, and entertaining game, primarily for children and the adults who love them. Designed by Karin Hetling with art by Johann Rüttnger, Schatz-Rabatz is recommended for children ages 5 and up (small parts). It is produced by Noris, and is available in the US from Amazon.
Crash Cup Karambaloge is not a model war game, but it is in the same spirit. It’s a car-racing game, played with cardboard pieces, wooden supports, pucks, and score keepers. It’s really a starter set – even though it comes complete with everything you need to play, plus a rule book containing four different versions.
You play it on the floor, or on a table – any space wide and flat enough to build your race track. Much of the delight of the game comes from its simplicity, and the elegance of the little device you use to propel your vehicle (puck) through the race course – or whatever it is that you choose to build together.
Everything about it reflects the kind of fun we advocate – simple, but intriguing mechanics; inviting skill, imagination and creativity – all in all, a genuine invitation to family play.
We at Major Fun are nothing if not suckers for colorful dexterity games. It’s not like we are particularly good at them, it’s just that they are so darn cute!! The best ones are silly and involve a lot of involuntary shouting.
There is nothing in the rules for Blue Orange’s dexterity game Thumbs Up! about shouting. It’s just something I felt strongly compelled to do when trying to arrange the colorful rings on my thumb in the right order. Each player is provided with 8 rings (2 blue, 2 red, 2 green, and 2 yellow). When everyone is ready, a challenge card is flipped over and players race to stack the correct number of rings in the right order. For example, the challenge card might show 5 dice: 2 red, a green, a yellow, and a blue. Each die shows one number from 1 to 5: green 1, red 2, red 3, blue 4, yellow 5. Player must stack 5 rings on their thumbs in this order.
The player who is fastest wins the round and earns the card. The player who first collects 5 cards wins the game.
It’s a simple and engaging formula. As you get better, there are several variations that change up the rules. We also found ways to handicap some of the fastest players in order to prevent one person from dominating. However you decide to play, the rounds are fast and frantic and excitement builds with each challenge card.
The rules are completely intuitive and fit on a small square sheet of paper. You can combine sets for larger groups or adapt the rules for team play.
Major Fun likes it and, given the opportunity, he’s gonna put a ring on it.
2 – 6 players. Ages 6+
Thumbs Up was designed by Alexandre Droit and is © 2015 by Blue Orange Games.
It always amazes me how much a game can change when you change its scale. Today’s example: Jumbo Bananagrams.
Yes, it’s Bananagrams – your basic, Major Fun, Keeper-award-winning crossword-making word game. Bananagrams jumbofied, however, becomes a team sport. Because the letters are so large, and the game can take up so much more space, it becomes that much more engaging for the fortunate many.
Say, for example, that you’re playing Jumbo Bananagrams with the equivalent of 4 players. Given the sheer hugeness of it all, you decide to play with four teams instead – let’s say teams of 4 players each. So, now you have 16 people playing. You know how much of the table a normal regulation Bananagrams game can take up? Well, with Jumbo Bananagrams you can easily use a whole lawn, or living room, or basketball court. And each time a new letter is added, everybody on your team has to be involved in figuring out where to put it, how to rearrange the letters to maximize the manifest cleverness of it all. O, the excitement! O, the teamwork! And if you happen to have a business of some kind, with a staff in need of exploring their abilities to work together, or just to have fun together, well, now you have a near perfect team-building activity.
And, of course there are many, many other games that all these large (3×3-inch), floppy letters inspire. Can you, for example, toss them so they spell a word? Can you make a relay race? A mixer for a conference of perhaps 144 people (take a letter, any letter – OK, that’s your letter; now run around and find other letter/people with whom you can make an impressively large word, or a word that rhymes with Google maybe, or a palindrome potentially.
And, yes, teachers can use these for thinly disguised educational purposes, engaging an entire class in a literacy exercise or vocabulary exercise or just plain exercise. Jumbo Bananagrams being not just a game (an excellent game, in fact) but a tool for genuinely fun, real-time, all-embracing personal, family and professional growth.
You know those pat-your-head-and-rub-your-tummy kind of games? Ring It! is kind of that kind, except it’s more like a see-the-match-and-clap-your-hands-and-ring-the-bell-first kind of game. And the fun, she is major in deed.
You get 90 round cards and a bell in a highly portable tin. These cards, as illustrated, have numbers on them that come in different colors. There are also some designs on the edges of the cards, also as illustrated. For the basic game, you get an equal amount of cards (10), put them in a face-down pile, and take turns turning over the top card in your pile and placing it another pile, face-up. If either the color or number match, or if two Ring It! cards show up, you try to be the first to clap and ring the bell. If correct, and first, you get all the cards that are in play. If not, all the cards in play are discarded as well as three of the mistake-maker’s cards.
Then there are “trick cards” that look just like Ring It! cards, except for the small skull of don’t-clapitude.
Speaking of clapitude, there are variations, O, yes. Maybe instead of the clapping thing you do the rubbing the belly thing, or the fake sneeze thing or the pig squeal. Or you do the thing and then Ring It whenever the borders of the cards match, or when two numbers can be added to make a third number on another card, or when two colors could be mixed to make a third (blue and yellow make green) or, well, you get it – basically, a game that you can make almost impossibly difficult or possibly even more fun than you thought possible.
Major Fun for 2-9 children as young as five-years old and as old as you, at least. Designed by Thierry Denoual from Blue Orange Games.
Super Genius First Words is one of a series of (gasp) educational games from Blue Orange Games. Why, you ask, do I gasp thus? Because it has been my experience, repeatedly, that when people put those two words together, the game part is sacrificed for the sake of making the so-called educational part educational enough. (Here is a little article I wrote about education and games, which should explain my bias, probably in more depth than you want.)
This is what Blue Orange has to say about Super Genius First Words:
This reading matching game focuses on closed syllable and short vowel words and helps prepare early readers for more complicated language skills to come. There is always a match between any two cards. Find the pair between a word and its image, two images or two words.
Developed hand-in-hand with learning professionals, this Super Genius game was specifically created with early learners in mind.
And here’s what I have to say:
First of all: I had to add a new category to this site so I could give this game, and all the games in this series, the kind of award it deserves.
Second: This game is fun – fun enough to play even if you already know everything you thought there was to know about closed syllables and short vowel words. So much fun that you can play it with your early-reading children with all your adult knowledge and reading proficiencies, and still lose. Because they’re better and faster. And that’s the truth.
Based on the same mechanic that makes Spot-It, in all it’s manifestations, as Major Fun a it has proven to be (there’s always a match between any two cards), makes the each of the Super Genius games we’ve played (Super Genius Reading 1, Super Genius Reading 2, Super Genius Addition, Super Genius Multiplication) genuinely, significantly, major fun.
And, yes, OK, learning happens. And, for the people who buy these games for their kids, that’s precisely the point, and the value. But for all of us, champions of fun that we are, the real point is that these games are a genuine invitation to fun, for all of us.
It’s to be amazed by. It’s to be inspired by. It’s to make you want to play.
The Super Genius games are designed by Frédérique Constantini. Lowest recommended age depends on the complexity of the subject matter, from five-year-olds to eight. The games can be played by 1 to 6 players (there are solitaire and cooperative versions). The cards are large, rectangular, clearly and attractively illustrated. The games are packaged in a sturdy box that close with a magnetic flap (which proves necessary, because these games are going to get played a lot). And, as already mentioned, come to us from those gifted lads and lasses of Blue Orange Games.
We had to endure several hurdles before we got to the game itself. The first was the package. It was the first time in all our our deep and extensive examination of new games that we encountered such a cleverly and uniquely designed package – the shape perfectly conforming to the game, elegantly inviting us to a unique experience. And if you let it balance on the curved part, it works just like the game works!
The next hurdle: opening the box to discover that the game was, in fact, as beautiful, as different, as inviting as the box intimated. A long wooden board covered with a pattern of cleanly carved pits and channels, resting on an equally beautiful semi-cylindrical base within which fits a removable wooden tray holding two sets of marbles and a large wooden die. And the rules – clearly written, cleverly presented on a sheet of heavy paper exactly as long and wide as the board, easy to understand in a few minutes reading, and inviting the players to explore variations and invent their own.
And then, the final hurdle, playing the game and discovering how genuinely challenging and truly fun it was.
It’s a balance board. Placing marbles on the board changes the balance. One player tries to get four of her marbles to one end of the board, the other to the other – without letting either end of the board touch, even everso briefly, the surface the board is resting on. You can place or move your marbles towards either end of the board – yours or your opponent’s. Why you’re opponent’s? So you can prevent her from having enough spaces open to win the game. But if you focus too much on that strategy, you won’t get your marbles to your end of the board.
And then there are the variations.
And then you realize, because the basic physics of the game are so interesting, so inviting, you can play with almost anyone. Maybe not the game that is described, but fun nevertheless. So, yes, you can play with a five-year-old. And yes, you can even play cooperatively, or in teams. And yes, by all means, put it on your coffee table. In the box, maybe, for the sake of the surprise.
Designed by Matt Buchanan in collaboration with the Marbles Brain Workshop, Rock Me Archimedes is a two-player game recommended for children ages 8 and up, takes about 20 minutes to play, and is available from Marbles the Brain Store.