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.

Machine of Death

Filed Under (Cooperation, Storytelling, Thinking Games) by Will Bain on 27-06-2014

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machine of death gameSo if you haven’t checked out the Major Fun book review for Machine of Death, I’ll give you a moment to read it here…

[whistles through teeth…]

Take your time. It’s really good. The book, I mean. Go read it too.

[pulls out iPad and plays… er… does some research…]

Oh hi!! So now imagine a story-telling game based on the premise of The Machine of Death. Wicked cool, right?

You didn’t read any of the previous stuff did you. [Sigh] OK, so in a nutshell, a machine has been invented that, with only a drop of your blood, will predict how you will die with 100% accuracy. You get a piece of paper with some words on it: “steamroller” or “autoerotic exsanguination” or “French press.” Doesn’t say when or where. Doesn’t give any more details. And the machine might be said to have a highly developed sense of ironic humor so “French press” might mean a coffee maker or a bunch of Parisian journalists or perhaps a riot at a particular World Cup soccer match. Try to avoid your death and you’ll just find out how devious the universe can be.

The answer is always the same. The answer is never wrong.

In the game, you play a company of assassins. The Machine has made your profession very tricky, especially when your target has consulted the Machine. You are given four targets and a handful of items that must be used in order to bring down your intended victim. As a group, you have to come up with a plan that would make Rube Goldberg proud and then change it on the fly if something goes wrong.

The base game is cooperative. Each target comes with a description that provides your troupe of killers with a location and some personality quirks that you can use to your advantage. You also get your target’s Machine of Death card as well as three Black Market Gift cards that you must use in order to “establish the truth” about your target (learned that particular euphemism from Tim Power’s excellent novel Declare). The gift cards are redeemable for things like “something that floats” or “fancy pants” or “a public domain character.” All players work together to come up with a plan that utilizes all of these items.

For each Black Market item involved, the group must assign a number to it that indicates how likely it is to succeed in the plan. 2 means virtually guaranteed and 6 is nearly impossible. Once the plan is set, the group starts the 90 second timer and starts rolling the included die for each element of the plan. If each element is successful, the target is killed. Huzzah! If any element fails (you roll lower than the assigned number) you must draw a new Black Market item, discuss how it will change the plan, assign it a difficulty, and then roll for it again.

Your original plan can take as long as you like but once the plan gets going you have only 90 seconds to make changes. This keeps the action moving and adds a level of urgency to the proceedings.

You win the game if you eliminate all four of your targets. You lose if you run out of Black Market cards (you start with 20) or if you fail to kill a target. Along the way you can pick up special cards to help you, but the basic mechanic stays the same: come up with a plan, assign difficulty, roll for results.

01 AwardThere are also several alternative games that can be played with the same cards. Some of the variations are competitive. Some are more like a traditional role-playing game. One is a party game like Apples to Apples. This party game was popular with our large group. The variations are quite distinct which demonstrates two things to me: the strength of the concept and the considered design-work of the creators. If your group has never played a story-telling game before, start with the party game. Ready for some more role-playing but without the pressure? Play without the timer for a while. We had fun coming up with elaborate plans in much the same way that we would have fun building a city out of boxes and toilet paper tubes.

The story-telling game takes a very specific mindset to make work. It is much more about telling a funny story than winning or losing. In some ways it reminds me of an activity like writing an exquisite corpse. It also reminds me of collaborative role-playing games like Fiasco in which the dice are there to shake up the story-telling rather than win or lose a fight.

The Machine of Death is morbid and often bizarre but also Major Fun.

2 – 4 players (many more with some variations). Ages 15+

Machine of Death was designed by David Malki ! and is © 2013. The game is produced by Bearstache.

Keva Brain Builders

Filed Under (Creative, Dexterity, Puzzles, Thinking Games, Toys) by Will Bain on 18-06-2014

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Keva Brain BuilderIf you missed my earlier post about Keva planks and the fun of destruction, you can check it out here.

Keva planks are precision cut wooden building blocks. They measure about a quarter of an inch thick and the proportion of their dimensions is 1:3:15 (1 unit thick, 3 units wide, and 15 units long). The uniformity and quality of the Keva plank construction makes them ideal for building very complex and very stable structures.

Turns out, they also make for an interesting brain-teaser.

In essence, Keva Brain Builders is an exercise in architectural design and perspective drawing. The game comes with 20 planks and 30 puzzle cards. The cards are double sided. On the puzzle side is shown a diagram of something the player needs to build. The diagram shows the figure in top view, side view, and front view. The planks are color coded to indicate which side you are looking at in each view.

Your challenge is to build the structure so that it matches the picture on the solution side of the card.

The cards come in three difficulty levels. The easy ones are very simple both in the structure’s complexity and in the amount of balance it takes to create the structure. As the puzzles get harder, the diagrams become somewhat more difficult to suss out, but the manual dexterity to build the solutions becomes much more challenging.

01 AwardKeva Brain Builders lends itself to free play. Although many of us at Major Fun liked playing with the challenge cards, just as many liked building our own structures. I imagine that there will be many kids who will be perfectly happy to take the planks and make their own designs. I had fun trying to come up with complicated designs that I would then draw in all three perspectives.

Ultimately, this is a great introduction into Keva planks, it’s a nice small building set, and the puzzle challenges are a clever way to improve spatial awareness. It comes in a compact, zippered pouch; although if your household is anything like mine, that will get stuffed with dolls and the Keva planks will be incorporated into some other Frankenstein structure of train tracks, Lego, and toilet paper rolls.

Solo play. Ages 7+

Keva Brain Builders is © 2014 by MindWare.

Pivit

Filed Under (Family Games, Thinking Games) by Will Bain on 14-06-2014

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PivitAs you might imagine, we play a lot of games here at Major Fun, and after a while those games start to fall into rather predictable categories. In turn this can lead to a certain predisposition toward the ones we see most frequently. Tiling games are common and although I enjoy many of the ones that we get (see recent Major Fun Award winners here here and here…) when I open up the box I’m already settling in to a comfortable, laid back mental slouch.

So when we dumped Pivit out on the table and started flipping the tiles over, I had slipped into leisurely chat mode. It’ll be like Qwirkle, I thought. Lots of down time as each person takes a turn. Good for catching up on gossip with my friends.

To be fair, Pivit is a lot like Qwirkle in basic mechanics. You have tiles of different shapes and patterns. You arrange the tiles in interconnected lines so that either all the colors or all the shapes are the same in the line (but NOT BOTH). There are even WILD tiles. How hard could it be if it has WILD tiles?

Well, Pivit is more like a marriage between Qwirkle and Banangrams. I did not appreciate this confluence of game mechanics until I got my butt handed to me three games in a row by my step-daughter. You turn over your tiles (24 of them) and then try to be the first to create a crossword-style matrix. Your opponents are your timer. There are score blocks that are laid out in the middle of the table—one fewer than the number of players. Once you complete your matrix, you grab the highest score block you can.

The pressure is intense. Not only from other players but from the01 Award concentration it takes to differentiate the patterns. The patterns aren’t subtle but they have enough similarities that it is easy to confuse them in the heat of the moment. Mistakes were common which means that you could go from having the highest point block to nothing very quickly.

This is not a leisurely paced tiling game. It is a great lesson for those of us who have gotten complacent in what we expect from familiar categories of games.

We’ve been playing a lot of great games from MindWare recently and this one is no exception. The design of the materials, the clarity of the rules, and the elegant game-play speak highly of the care that goes in to their games.

Limber up your fingers and your minds and check out Pivit. It’s Major Fun.

2-4 players. Ages 8+

Pivit was designed by David Peterson and is © 2013 by MindWare.

Survive: Escape from Atlantis

Filed Under (Thinking Games) by Will Bain on 02-06-2014

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SurviveSurvive: Escape from Atlantis has been traveling a long time to make it to Major Fun.

Created in 1982, Survive: Escape from Atlantis is a board game with hexagonal tiles that change over the course of the game in a fashion similar to what you would find in more recent games like Forbidden Island and Settlers of Catan. As the story goes, you control a team of explorers who have discovered the island of Atlantis only for it to disappear beneath your feet. You must escape across hostile waters, either by boat or by swimming, to safe ground (the corners of the game board) before the volcano rumbling beneath the island goes all Pompeii on your…

As for tiles, you have three basic kinds: beach, forest, and mountain. These sink at different rates. The beach tiles disappear first, followed by the forests, until only the mountains remain, only to finally succumb to the inevitable collapse of the soon-to-be-lost continent. The tiles are cleverly constructed so that the beach tiles are thinner than the forests which are thinner than the mountain tiles. In this way players can instantly and intuitively tell what spots are most imperiled. Stronghold Games has done a fantastic job of designing all aspects of this edition.

Surrounding the island there is a wide expanse of ocean that teems with sharks, whales, and sea monsters. These entities slowly awaken as the island collapses and wreak havoc upon the explorers as the players try to make guide them to safety. Whales capsize ships. Sharks eat swimmers. Sea monsters destroy anything they catch.

Once the island is created in the center of the board, each player has 10 explorer pieces to place. The explorers have numbers 1 – 6 on the bottom of their bases which represents how many points each are worth. The goal is to have the most points at the end of the game, not necessarily the most survivors. When you place your pieces you decide where they go but once they have been placed you can’t look at their value. In the chaos of the game it is easy to forget which piece is which so there is a lot of tension as your explorers become threatened or are close to rescue.

On your turn you take four actions in this order: play a special tile (if you have one), move your explorers, remove a terrain tile, and roll the creature die. The terrain tiles are double-sided: one side shows terrain the other gives you a special action. Sometimes this allows you to summon a creature. Sometimes you can move your explorers. Sometimes you can prevent others from attacking you. Some tiles you can hold on to. Some must be played immediately.

awardOnce you move your explorers you must remove a terrain tile from the board. Beach tiles must go first. Mountains are last. If possible you try to dump your opponents into the drink. Because that’s where the creatures are and, as the blood-thirsty competitor you are, you get to command those creatures to smite your foes.

Your last action is to roll a die and move whatever creature comes up. This is how you prevent your opponents from reaching safety. Eat them with sharks. Capsize their boats with whales. Obliterate them en masse with monsters and whirlpools.

The removal of terrain tiles, in addition to the special actions they provide and the fun of dropping your opponents into a watery grave, also serve as the game’s timer. Under one of the eight mountain tiles there is a volcano. When it is turned over, Atlantis explodes killing any explorer who has not reached safety. Players tally up the score for each survivor.

The game has a lot of pieces but the art design and the instructions make the entire process very easy to follow. The most difficult aspect is probably the movement rules because there are different rules for swimmers, but once you have that down, the rest is very intuitive.

And very fun. Survive is a strategic game but one in which your plans often have to be scrapped and replaced as the island disappears and the ocean fills with flesh-hungry monsters. Of course, we control the flesh hungry monsters so maybe that says more about us as a species than we would like to admit. But revenge is so much fun!! And the sea creatures are so very very hungry…

2-4 players. Ages 8+

Survive: Escape from Atlantis was designed by Julian Courtland-Smith and is © 1982 by Stronghold Games.

Forbidden Desert

Filed Under (Cooperation, Thinking Games) by Will Bain on 21-05-2014

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http://i1.wp.com/www.gamewright.com/gamewright/Images/Games/GAMEWRIGHT-415.jpg?resize=345%2C288Matt Leacock has a knack for creating games about overwhelming odds. In Pandemic, players race against the advancing tide of infectious disease. In Forbidden Island, that race is against the literal tide as the mysterious island you are exploring sinks beneath the waves.

Forbidden Desert places the characters in a similar situation as desert sands threaten to engulf the party and bleach their bones dry.

Death by disease, death by drowning, and death by dehydration. Fun times.

Forbidden Desert is a cooperative game in which the players try to assemble a mysterious flying device so that they may escape the ravages of a desert storm. This goal is virtually identical to that of Forbidden Island. As a matter of fact, the game shares many features with Leacock’s previous cooperative games (Forbidden Island and Pandemic) but these similarities only benefit the game. If you have played one of the others before then your entry into Forbidden Desert will be that much easier. If you have not played the other games, the rules are easy enough and the instructions clear enough that you will still be playing in a matter of minutes.

The game consists primarily of tiles, cards, and pawns. The 24 tiles are shuffled and distributed in a 5×5 grid (there is no middle tile—this represents the sand storm). The cards are used to provide special equipment to the players and used to determine the strength and movement of the sand storm. Special sand markers are used to show where and how deep the sand is piling up around the board. The pawns represent the characters.

Each player controls a character. Each character can take four actions on their turn. Each character carries a certain amount of water and also has a special ability. For example: the Archaeologist can dig through more sand; the Meteorologist can help control the sand storm. In all there are six different adventurers.

The last major piece of the game is the storm meter. As the game progresses, the sand storm gets worse. The storm meter records the strength of the storm. If it gets too high, everyone loses.

If any of the characters runs out of water, the group loses.

If you run out of sand markers… yup, the group loses.

The only way to win is to gather the four pieces of the flying machine and make it back to its launch pad. Wherever that may be…

awardWe loved Forbidden Desert. We died a lot. A LOT. But everyone is always engaged and the tension of the game is exquisite. We liked it more than Forbidden Island which is one of our favorites.

As it stands, Forbidden Desert has several things going for it. The way you find the treasure pieces is ingenious and does not require gathering cards. This is one of the big differences with Forbidden Island. The characters also have a wider range of actions—there are more choices to make which means there are more ways to die but a much stronger sense of agency. Finally, the sharing of water and items really emphasizes cooperative play.

I can’t recommend this game highly enough. It is exciting and endlessly interesting. The artwork is fantastic (although I think Forbidden Island would win that contest) and the game design such that even novice players will be immersed in the adventure with only a minimal amount of prep time.

It’s probably as much fun as you can have with sand that is not part of a beach.

2-5 players. Ages 10+

Forbidden Desert was designed by Matt Leacock and is © 2013 by Gamewright.

Kerflip!

Filed Under (Family Games, Kids Games, Thinking Games, Word Games) by Will Bain on 03-05-2014

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Word games are often time consuming affairs—the kind of game where you either find an almost maniacal fascination with anagrams or where you must carry on an extended conversation with your fellow competitors as each player grinds through endless permutations of letters and point combinations. Don’t get me wrong. I love thoughtful word games but there are times when I want a full game to be over in the time it takes to finish one round of Scrabble.

Games like Boggle, Bananagrams, and Word on the Street are good examples of fast paced word games.

To this category of word game I wish to introduce the Major Fun Award winning game of Kerflip!

In many ways, Kerflip! is like a puckish and caffeinated child of Scrabble and Boggle. Players draw letter tiles from a bag and then simultaneously drop them on the game board. The players then look for words created by the letters. When you call out a word you can’t change your mind so you have to make sure it’s a good one. But you also have to be fast. The first players to call out words have a distinct advantage when it comes to scoring. If someone is taking too long, the game comes with a 15 second timer which may be deployed to speed things along.

It’s like a cattle prod in the shape of an hour-glass.

There are many quirky elements to scoring but a large part of it boils down to the tiles. The letter tiles are double-sided: one side is whit and the other side is orange. After players drop their tiles onto the game board they must flip any orange tiles to the white side. Once all players have called out their words, scoring starts with the fastest player. That speller scores 10 points per white tile and flips any tiles from his or her word to the orange side. The next player scores 5 points per orange tile and 10 per any white tile, flipping the white to orange as they are used.

This mechanic rewards speed AND word length. It also is a great way to apply pressure to the combatants. For the most part the players race each other. The timer is only needed for that last poor sucker who thinks he can calmly sift through all the letters for that killer word (er… he or she… it’s not like it ever happened to me…)

awardOrange tiles are removed from the game and any unused white tiles are returned to the bag. The game is over when the bag does not contain enough tiles for each player to draw.

Like I mentioned before there are other scoring rules that I won’t go into here. They are designed to keep the game fast paced and the score always in doubt because some points are kept concealed until the end of the game.

The game is beautifully designed, and the box is a lesson in game utility. The game board fits inside the box to easily contain the tiles. Clean-up is especially ingenious. Used orange tiles are pushed into two openings in the box. At the end of the game, you simply tilt the box up and the tiles slide into a waiting cup so you can simply pour them back into the bag.

It’s fast. It’s addictive. It’s elegant.

It’s Major Fun.

2-4 players. Ages 8+

Kerflip! was designed by Damon Tabb and is © 2012 by Creative Foundry Games. Provided by the good people at Game Salute.

Duco

Filed Under (Family Games, Kids Games, Thinking Games) by Will Bain on 23-04-2014

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We’re back!! After a spring hiatus we have a ton of games lined up. So let’s kick it off with a great card game from our friends at Game Salute

There are many many ways to play Duco. This is not to say that the game doesn’t come with rules. It also doesn’t mean that the game is like an empty box that your kids will play with more than the toy that came in it. No, I mean that the game literally comes with many sets of rules all based off of a simple set of mechanics. Once you learn the basic mechanics there is lots of fun to be had.

But don’t be in a hurry. The basic rules are fun on their own.

At its heart, Duco is a tiling game. Players take turns placing cards in a grid so that the sides of the cards match up with the cards already in play. The better your cards match, the better your score.

So how to make (or lose in the case of the Bard) a winning match? The trick is in the cards.

There are 75 cards in the game. Each card is divided into nine squares. The center square contains the Duco logo and a color (this is used in some of the variations but not the basic game). The outer eight squares contain a variety of shapes (circles, crescents, stars, triangles, squares, and wild) in a variety of colors (red, blue, green, yellow, black, and rainbow). The wild shapes can be any of the other shapes while the rainbow can be used for any color. A match is determined by placing a card next to a card on the table. If the three boxes have the same shape OR color as the boxes in the other card, the player has a match and scores points: same shape OR same color = 1 point; same shape AND same color = 2 points.

The game ends when one player reaches 50 points.

awardThis is a great social game as well as an engaging solitaire. A restaurant game for when you are waiting for your entrees to arrive. You can always score and sometimes you find a place where your card scores on two or more sides. Those moments when you discover a multi-sided match are very satisfying. Almost embarrassingly so. It’s fun but after a while you will want more.

And here’s where the game just keeps on giving. Duco suggests seven distinct variations that each have their own unique strategies and styles. I won’t go into them all here, but my favorite was the one they called Stress. This is a speed variation in which play occurs simultaneously. Each player has 10 cards. The first one to finish counts down from 30 and then everyone must stop. Scoring occurs at the end and unplaced cards are unscored. In this variation, the middle color is important because it identifies each player when it comes time to score.

The speed and the matching and the messing with other people. Definitely Major Fun.

This is like a Swiss army knife of tiling games. Handy in so many situations. It does require a decent amount of space to play, but there are so many ways to play that you will want to keep this around for those down moments when it’s important to keep your friends or kids occupied.

I would actually forget the thing I was waiting for and keep playing.

1-5 players. Ages 6+

Duco was designed by Henrik Larrson and is © 2014 by Game Salute.