Anomia: Party Edition

Filed Under (Family Games, Party Games) by Will Bain on 06-03-2014

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PictureAnomia was awarded Major Fun early in 2012. You can check out that review here or keep reading for a brief recap. Anomia’s new Party Edition is the same game but with the addition of more decks of cards so you can play multiple rounds without repeating the same cue cards. Same Major Fun simplicity. Same Major Fun turmoil. Same Major Fun yelling and grabbing and laughing.

The game consists of cards that contain a clue and a symbol. In turn, each player turns over a card from a personal pile. If there are no matching symbols then nothing happens, and the next player turns over a card. If two cards have the same symbol then those two players race to shout an example of the other person’s clue. Winner gets the other card.

The wonder and joy of this game comes from the dysfunction of the human brain under surprising, stressful conditions. Some of the most ridiculous things will tumble out of your mouth when you have to name a kind of chewing gum under pressure. Or your brain will freeze when asked to give but one example of a soup.

awardAlthough only one player turns a card at any one time, any of the other players might have to leap into action at any moment. Once one face-off is resolved, another might appear when the top card of a pile is moved. The players are always engaged. Even when there are no matches there is never any down-time.

The addition of more decks allows for greater replay. Otherwise, Anomia has wisely left a good thing to be a good thing. It’s Major Fun no matter how tongue tied and brain dead it makes you look.

3 – 6 Players. Ages 10+

Anomia: Party Edition was designed by Andrew Innes and © 2013 by Anomia Press LLC.

Stop ‘n Go

Filed Under (Dexterity, Family Games, Party Games) by Will Bain on 26-02-2014

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4250_StopNGo_023151042507We have a soft spot for speed games here at Major Fun. That soft spot is generally the tips of our fingers and we will gleefully bruise those soft spots if it means that we get a chance to slap a card down just before our neighbor does. Speed games are loud and frenetic and there is never any down time.

Granted, this kind of fun isn’t for everyone and speed games can often be unforgiving to those who are inexperienced. Or lack hand-eye coordination. Or are too old. Or are too young. Or have a heart condition. Or play nice…

…but they are fun!! And Talicor’s Stop ‘n Go does a great job of providing us with a slappy shouty speedy  game that pauses every so often to give you time to regroup.

Players are dealt 15 cards (the rest are placed to the side for later) and the object is to get rid of all cards in your hand. The cards are held face down. Each card has a combination of four basic colors: red, green, yellow, and blue. Each player turn one card face to the table in front of them. When the dealer yells “Stop and Go” each player flips over a card and tries to match it to one of the cards already face up on the table. When a player sees a match, he or she rushes to slap their card on top of that pile and flip over another.

It’s all very intuitive. Speed color matching.

There are also three special cards: Zap is yellow, Pass is blue, and Stop n Go is green and red. When one of these is successfully played to a pile, everything stops and the special card takes effect. Zap allows the player to give each opponent 2 more cards (from the ones set aside). Pass forces everyone to pass their hand to the right or to the left. Stop n Go allows the player to play 3 cards while everyone else has to wait.

This is not a highly strategic game. There is a good deal of luck involved. But the pace is fast and the interruptions due to special cards allow everyone to regroup and prepare for the next onslaught. The game rules awardsuggests that at the end of the round (when someone goes out) you count your cards and record that number. When someone reaches 30 the game is over and the lowest score wins.

We had a blast just playing to see who would go out each round. And betting on who would walk away with a broken finger.

The rules are short and largely intuitive. The cards are well designed. We were laughing and shouting and bruising our fingers like a rock n roll bassist. It’s Major Fun.

2 – 6 Players. Ages 4+

Stop ‘n Go was designed by James D. Muntz and © 2012 by James Games Design. Manufactured and distributed by Talicor.

Goblins Drool, Faeries Rule

Filed Under (Family Games, Kids Games, Party Games, Thinking Games) by Will Bain on 17-12-2013

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Such a beautiful, wee, fae game.

At first blush, it would be easy to dismiss Goblins Drool, Faeries Rule as a kids game. That kind of “kids game” like Go Fish and Old Maid that makes an adult look longingly at itemized taxes as a way of escape. But do not make that mistake. Like all things fae, the cuteness is but a glamour that belies a thing of great elegance and power.

And fun. It’s not all pomp and circumstance you know. It’s Major Fun.

The game, developed by Game-O-Gami and published by Game Salute,  consists of 20 double-sided cards. Each card is unique and depicts a faerie on one side and a goblin on the other. The faeries have names like Snowflake Shelley, Vanilla Scoop, and Morning Dew while the goblins have names like Full Moon Moo, Cuckoo Clock, and Vermin Vermicelli. Take a moment to notice that some of these names rhyme. That will be important later. Each card also has a pair of symbols. Cards with frogs on one side will have toadstools on the flip-side. Cards with suns on one side will have moons on the other.

One of the great strengths of this game is the artwork. The faeries are whimsical and the goblins are silly. We spent a lot of time just passing the cards around when we first opened the game.

The game starts with all cards arranged so that the goblin side is up. Players receive 4 cards that they keep on the table in front of them. When all players have their cards, 4 more cards are placed in the center of the table (this is called the faerie circle). Extra cards are set aside. Cards are never hidden in this game, but you can only see one side (no peeking at the side facing the table).

To win you must either collect 6 faeries or have no goblins.

awardOn your turn, you take one card in front of you and move it into the faerie circle. Any cards that rhyme with your card are flipped over (goblins become faeries and faeries become goblins). You then collect any cards that have the same symbol as your card (moon, sun, frog, toadstool), BUT your card stays in the circle.

Navigating these two simple aspects of the cards is wonderfully complex. It surprised me just how difficult it was to think about the rhyme AND the symbol. My guess is that the mental processes of keeping track of a rhyme (an auditory skill) and keeping track of a symbol (a visual skill) are different enough that my brain had to scramble to allocate resources.

To make matters even more complex, some sides of some of the cards have stars. These special cards flip over ALL cards in the faerie ring, regardless of the rhyme. All these features created an intriguingly strategic game. Knowing when to play a card because it would help your cause and when to play one so that it would harm your opponent was a big part of the decision process. All cards are visible so you can make plans for yourself as well as plans to thwart your rivals.

The game also comes with instructions to play solitaire. We had a blast with four people, and I can see how the mechanics would lend themselves to thoughtful solo play.

2 – 4 players. Ages: 7+

Goblins Drool, Faeries Rule was designed by David Luis Sanhueza. © 2012 by Game-O-Gami. Brought to us by the good people at Game Salute.

Flash!

Filed Under (Family Games, Party Games) by Will Bain on 02-12-2013

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Flash

 

Blue Orange Games has thoughtfully provided the world with a dice game that does away with all that tedious waiting around that occurs in games like Yahtzee. In Flash! There is no stately procession of the rolling cup. There are no leisurely conversations while Aunt Maddie hems and haws over which dice she should keep.

Instead we get

Roll! Roll! Roll! C’mon c’mon c’mon c’mon! FLASH!

awardIt’s high energy, noisy, and Major Fun.

The game comes with six sets of dice and six scoring chips (numbered 1 – 6) as well as the rules, a pad of score sheets, and a pencil. Each player gets their own set of dice and the score chips are placed face up in the middle of the table. Similar to Yahtzee, the score sheet has a list of dice combinations that the players try to complete: six-of-a-kind, all odds, all evens, etc. Unlike Yahtzee, with its mannered turns, Flash! has everybody roll at the same time.

For each round, the score keeper chooses one of the combinations and all the players start rolling their dice. When a player completes the combination he or she yells FLASH! and grabs the highest available score chip. the other players keep rolling until all chips have been snagged.

The score keeper records each player’s score and the winner of the round chooses one of the remaining combinations.

To keep things moving, the game has also replaced all of the ones on the dice with flash symbols. These symbols are wild. Once you have a few wilds, most combinations fall into place very quickly. The trick is recognizing the combinations when they happen. Concentration is difficult what with the noise of the dice and the constant yelling that accompanies them. Tension builds very quickly, especially when someone yells Flash!

It’s a simple game, but efficiently executed.

2 – 6 players. Ages: 7+

Flash! was designed by Thierry Denoul. © 2012 Blue Orange Games.

Telstrations Party Pack

Filed Under (Party Games) by Bernie DeKoven on 22-11-2013

Telestrations Party Pack

You know how to play Whisper Down the Lane? You may know it as Telephone or maybe Chinese Whispers or Operator or Grapevine or Gossip or Secret Message or The Messenger Game or Pass the Message. Yeah, that’s the one.

Now, imagine that instead of just playing it with words, you also played with sketches. And further imagine that you don’t use your voice (except to giggle maybe). And each player has a booklet. And each booklet is made up of those thick, glossy, write-on, wipe-off pages that you can write on and wipe off. And everybody writes and passes their booklet to the next player while receiving a booklet from the previous player, and writes what they think was drawn or draw what they think was written. And when you finally get the booklet that you started with, you discover how what you originally wrote got changed into something hilariously different. And you laugh and show everybody. And everybody takes turns, showing what happened to theirs. And sure there’s score and stuff, but it doesn’t matter at all at all because the whole point is the laughing and the semi-profound re-revelation of how far from the truth gossip can take you.

The only problem with Whisper Down the Lane and its many namesakes is that when people are very careful and very good with words, and in this case, very good with drawing, you sometimes end up having exactly the same thing you started out with, which is no fun at all at all.

Which is why we feel so positive about the Party version and having all those players, because it almost never happens that anybody gets anything, so to speak, right.

The manufacturers recommend the game for people at least twelve years old. Just like we found that with twelve players the game gets fun enough to be Major, we discovered that with younger kids, you’re more assured to get the crazy misinterpretations that make the game even Majorer, fun-wise.

From USAopoly, for 6 to 12 players (the more the merrier), recommended for people 12 and older (though we’d take anyone old enough to read and write).

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Major Fun award

Cards Against Humanity

Filed Under (Party Games) by Will Bain on 15-11-2013

cards against humanity

There is no way I was going to be able to go one more year without giving a Major Fun Award to Cards Against Humanity. I would have written about it long before had it not been for one of our core principles that awards games that are (and I quote): “suitable for a wide audience.”

GOOD FAITH WARNING: There is nothing “suitable” about Cards Against Humanity. This is a game that derives its joy from making adults say incredibly perverse and transgressive things in mixed company. In many rating systems this would be rated “Mature” but that term often implies a level of restraint that you will not find in this game. “Adult” as in “Adult Novelty Store” is probably better suited for Cards Against Humanity but the game is not particularly pornographic. It can be. But it doesn’t have to be.

So we at Major Fun had to make a concession. This game is so much fun, it is so addictive, its execution and design so clean, and the underlying philosophy behind its publication is so compelling that we had to put aside this one criterion in order to serve the greater good.

This game will make you laugh.

In short, Cards Against Humanity plays like Apples to Apples. The judge draws a black card that has a question or an incomplete phrase. The other players have a hand of white cards that contain responses that could fit the black card. The judge reveals each of the white cards and chooses the one he or she thinks is funniest. Pop quiz: If you drew a black card that asked “What ended my last relationship” what response would you find most amusing (of these five I’m choosing at random)?

a) The big bang
b) Spectacular abs
c) Free samples
d) A middle-aged man on roller skates
e) Doin’ it in the butt

At least one of these responses is not something I’d particularly like to share with any of my children present. But forcing one of my friends to say these things? And it’s not just a matter of profanity. Relatively few of the cards contain profanity or explicitly sexual material. But it is most certainly not suited for the younger set. “Relatively little” profanity and graphic sexual material is not the same as “no” profanity or graphic material. Everything about the game is provocative so even if there are no explicitly lewd responses in a given round, most of the fun comes from the implicitly lewd responses.

You can buy the game online (which supports the creators) or you can download the PDF files they freely provide so that you can print your own. Under the Creative Commons licensing you can make as many as you want as long as you don’t sell it or make money from the distribution (such as from advertisements). There are lots of expansion packs and each one comes with lots of blank cards. The basic rules also come with a whole host of game variations.

For more about the development of the game and some of the philosophy behind it, check out this video by one of the creators, Max Temkin. Max gives a wonderful talk about the principles and foundations of games and creativity and fun.

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Major Fun award

Once you’ve had your fill of his erudition and earnest good humor, gather your best friends, ship the kids off to the grandparents, and slink your mind down into a convenient gutter. It’s Major Fun.

Cards Against Humanity is a party game for lots of horrible, horrible people. The more the better. Ages: adult (and yet still incredibly juvenile…)

Cards Against Humanity was designed by Josh Dillon, Daniel Dranove, Eli Halpern, Ben Hantoot, David Munk, David Pinsof, Max Temkin, and Eliot Weinstein. It was created in 2009 and published under a Creative Commons license. You can make your own Cards Against Humanity if you want but you can’t make any money from it.

The Metagame

Filed Under (Party Games) by Bernie DeKoven on 22-10-2013

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The MetagameThere are two kinds of cards: the culture cards (e.g.: the iPhone and the Star Wars Franchise”), and the discussion cards (e.g.: Which is the best icon for the __ century?”). And there are two kinds of roles: the critic (the one who reads the discussion card) and the players (everyone else). The critic selects a discussion card. In this case, because there’s a blank, the critic also decides what to put in the blank, e.g.: 25th). Let’s say there are four players (we could also say there are 100 players if we were playing the “massively multiplayer metagame”), and let’s further say that each player, except the critic, has five cards. The critic asks: “which is the best icon for the 25th century.” The other three pick from one of their cards (for the sake of exemplification, let’s say: the iPhone, the Star Wars Franchise, and “Waiting for Godot”). The critic then calls on each of the players, in whatever order the critic deems critic-worthy, to reveal their culture cards and explain the rationale for its 25th century iconic-hood.

After all have testified to the superiority of their choice, the critic selects what she, in her considered opinion, has determined to be the best and worst answers. The winning player discards any card from his hand. The losing player loses all his cards and joins the critic for the next round – leaving two players and two critics. Players now draw an additional card, and the next round begins. The critics select the next discussion card. The remaining players select their response. And the critics meet to decide which of the remaining players submitted the better answer. The game is over when only one player is left.

This is one of many ways to play The Metagame. We played the Metagame just that way, and have found it fun. Major fun, that is. And when discussing the various mods and variations everso succinctly described in the rule booklet, we could clearly envision: 1) the majorness of the fun in each, and 2) the fun-furthering prospects of yet more mods and variations, and 3) the fun of attempting to create our own.

I quote from Eric Zimmerman (my friend the designer and NYU Game Center professor and writer and totally committed player): “In the Metagame, players use cards to make statements about culture, combining content cards and comparison statements. Like a deck of playing cards, the Metagame can be used to play many games, which range from parlor games for small numbers of players to larger games for parties, classrooms, or events. Some of the games are boisterously social. Other variants are much more deliberate and strategic. The Metagame comes with rules for several versions, but our players are inventing new rulesets on a regular basis and posting them on the Metagame website.”

OK, so, yes, the game is still in its pre-kickstarted version. But, being as scrupulous as possible with the random collection of loyal Game Tasters who happened to attend this particular Tasting, I am pleased to announce that even in its current state, the game is more than promising. And it is most definitely available – in one form or another (the “videogame edition,” for example, available from MOMA). It is like some other games we could think of, but different, unique, and a welcome addition to our party game repertoire. And, most importantly, it is ostensibly and significantly fun.

The Metagame is designed by Eric Zimmerman, Colleen Macklin and John Sharp of Local No. 12. We’ll be posting a follow-up once the latest version has been kickstarted into reality.

Major Fun award

JERK

Filed Under (Family Games, Kids Games, Party Games) by Bernie DeKoven on 08-10-2013

Jerk - family, party game

 

There’s an old folk game that many of us old folks played. It was called Cork ‘n Funnel by some of us. I played it with a coffee can, corks, yarn, dice and popcorn kernels for scoring. It’s a great game. It takes you by surprise (which is the point). It makes you laugh (which is also the point).

Talicor has introduced a game called JERK. You get a big, orange, plastic funnel; sturdy, orange, plastic cork-like things on a sturdy orange string; a round, orange, rubbery circle; a pair of orange dice, a and a collection of orange chips. Orange you excited already?

Well you should be. It’s an exciting, absorbing game, easy to learn, easy to modify for whatever purposes (make it more or less challenging, play with or without points, play a longer or shorter game), it gives you a clear, clever, concise set of rules; it invites you to make up your own.

Major Fun AwardOne person is the Cone-holder. That’s not the official name, but it lends clarity. The Cone-holder holds the cone. She also holds the pair of dice, which she will soon be tossing. Every other player holds one end of the plastic cork-like thing-on-a-string (it’s a good idea to wrap the surplus string around your hand for firm grip and backlash-avoidance) with a cork-like end resting clearly near the middle of the rubbery circle thing. The Cone-holder throws the dice. If the dice are doubles, or they add up to seven or eleven, the Cone-holder slams the cone down on the rubbery circle. The owner of any cork-like thing trapped under the cone loses a point (chip), the Cone-holder gains a chip.

The Cone-holder can also “fake,” looking, for all appearances, that she is about to slam the cone down even though the dice aren’t doubles, seven or eleven. Anyone who falls for the fake and jerks their dice-like thing off the rubbery circle thing loses a chip.

That’s about it. Sure there are nuances, each of which lead to possible variations and much interested discussion. But the tension, the release, the jerking, oh, yes. Major fun!

20 Express

Filed Under (Family Games, Kids Games, Party Games) by Will Bain on 07-10-2013

We like simple. We’re not getting any younger, and those neurons we lost to our youth aren’t coming back any time soon.

On its surface, 20 Express seems almost too simple to be Major Fun. Draw numbers from a bag. Place them in ascending order. There are 39 numbered tiles and one Wild tile. The tiles are numbered 1 – 30 and numbers 11 – 19 have duplicate tiles. The main constraint is that you have a line of 20 boxes. Every number must be written in one box.

Draw a number, everyone writes it in a box. Low numbers to the left. High numbers to the right.

Simple.

Once you start drawing and placing numbers, you get hooked. Some numbers are obvious: a 1 should go in the first box; a 30 should go in the last. But there is no guarantee that these numbers will show up. So what do you do with a 29 or 28 if it shows up early in the game? Even trickier are the middle numbers. Because there are duplicates in the middle range it is not safe to make a run of consecutive numbers like 12-13-14-15. What if you draw another 14?

Major Fun AwardYour score is determined after twenty tiles have been drawn. Each series of numbers in ascending order scores points for you. There is a handy chart for scoring. For example a series of 2 numbers (the smallest) is worth 1 point; a series of 3 is worth 3 points; a series of 8 is worth 15 points, and a series of 20 is worth 300 points. In general, a single long series is worth much more than a few mid-length series. I lost my first game when I had two sets of 8 and one set of 4 (35 points total) and my opponent had a set of 14 and two sets of 3 (56 points total).

Because everyone plays with the same set of drawn numbers I can’t even complain that my luck was bad. Everyone has the same luck. It’s just that some make better use of the luck than others.

There is no limit to the number of people who can play. It is also an engaging solitaire game. To have a game that is a great party game and a great solitaire game at the same time is something special.

Jump aboard the 20 Express. You’ll have a blast, and you’ll have Major Fun for company.

For 1+ players, ages 8+

20 Express was designed by Yoshihisa Itsubaki and is © 2013 by Blue Orange Games.

Flash & Furious

Filed Under (Party Games) by Bernie DeKoven on 09-09-2013

Flash & Furious

Like all good party games, Flash & Furious is not the kind of game you want people to take seriously. It’s for fun. It’s to make you laugh. And that’s just what it does.

It’s a trivia game, is what it is, with 588 questions on 98 cards, and a noisy, increasingly irritating Flasher which turns out to be what makes the game as fun as it is.

You can play it with as few as two, but more is funner. Playing in teams is probably the most fun – especially if you enjoy collaborative chaos.

Major Fun awardOne player (unless there are only two) is the moderator. She selects the question (there are three on each card) and helps decide if the answers are acceptable. Much of the fun of the game comes from the questions. The rest, from the Flash thing.

Some of the questions are very specific and require familiarity with things that some players might find obscure (Facebook games, rides at Disney World), others are personal (things you do while no one is looking), and still others almost guaranteed to lead to insane laughter “things you name”).

The Flash thing has three modes: off, annoying, and on. The annoying, or “try me” mode is, apparently, the default – you have to take the thing out of the box to turn it off. A voice calls out to you saying: “hey, hi, you, yeah you, I’m over here, in the box, help, let me out, take me home.” OK, it’s funny. Especially the first time. I’m just saying.

Then there’s the actual “on” mode. There are four lights in the central dome, each with a different color, corresponding to the color of the button in one of the arms. Press the dome and something music-like starts playing, faster and faster and faster. Lights go on and off. If it’s your light you have to give an answer. If it’s your light again, you have to give another answer. And on and on until someone presses their button, affirming the belief that someone else said something wrong. The person playing referee makes the final arbitration.

It gets crazy, you bet. And it makes you laugh, oh yes.

3 AAA batteries included. From Patch Products.