Space Cadets: Dice Duel

Filed Under (Gamers' Game, Thinking Games) by Will Bain on 27-02-2014

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space cadets boxGamers Games are Major Fun for the more experienced gamer. For one reason or another, these games are a bit more difficult or require a greater time investment than the games we generally award BUT we feel that they are well worth the effort.

A while back we gave an award to a cooperative and yet utterly chaotic app called Space Team. It is a fantastic example of how our phone and tablet technologies can be used to not only connect players, but have them physically act together. At the time I thought that this kind of game might be unique to technological devices. Phones and tablets after all are designed to record and respond to a wide range of motions.

Board games? Less tolerant of vigorous activity.

Well, I’m here to tell you that Stronghold has provided the world with a game that effectively splices the strategy of a board game with the frantic and physical activity of an obstacle course. That game, is Space Cadets: Dice Duel.

Space Cadets diceDice Duel is set in space. Two starships have found themselves locked in combat over a region of space that contains wormholes, asteroids, nebulae, and mysterious power crystals. Players divide into 2 teams with the unambiguous mission to destroy the other ship. Each ship comes with a Helm (for steering your majestic ship into glorious battle), Sensors (for locking on to the vile opponent and cloaking your presence), Weapons (for cleansing the galaxy of the alien filth), Shields (for deflecting the villainous armaments of your foe), Tractor Beams (for moving all manner of material and laying mines), and most importantly Engineering (from whence your ship distributes cleansing power to all your Stations).

This would be a lot to track for one person, but fortunately you have a crew. Each of the ship’s systems has its own Station and a set of dice that is color coded for that control panel. In order for any Station to operate, that Station first needs power from Engineering and then it needs the right combination of dice. One of the things that makes Dice Duel so intriguing is that it can engage up to 8 players at a time. It is actually better with more players.

Space Cadets weapon diceWhen the game starts, Engineering begins rolling its dice. It distributes these dice to the Stations (Weapons = 1, Sensors = 2, Helm = 5, etc…) so that those crew members can get their sub-systems up and running. A Station may roll one die for each Engineering die it receives. When a Station gets the result it wants it places the die on the control panel and returns the energy die (or dice) back to Engineering.

All of this rolling and equipping and moving happens at the same time. There are no turns. The team that rolls its dice and communicates its actions fastest has a distinct advantage.

Early in the game, the teams work to get their ships up and functioning. This is a relatively quiet process as the team members roll their dice to stock up. But as soon as one of the ships moves from its start point, the tension and chaos go supernova. There are lots of things that have to happen for a ship to successfully attack another ship and it is inevitable that in the heat of battle, things will go horribly horribly wrong. Your ship might face the wrong way. You might not have enough power in the sensors. You might not be close enough. You might not have the torpedoes facing the enemy. The enemy might move. Imagine trying to teach someone to drive a manual transmission by giving them instructions on the phone.

awardYour enjoyment of this game will hinge almost entirely on your ability to recover from disappointment. Well, and maybe your team’s ability to not turn on each other like a pack of rabid dogs.

The constant dice rolling provides a menacing sound-track to the proceedings and it is utterly gratifying to land a torpedo on your opponent. Gratifying and Major Fun.

The real-time mechanics are very clever and give the game its own frenetic glee. There is a fairly steep learning curve, but it’s not learning the rules that is hard but rather learning how to communicate with your team and time your attacks. The game comes with a lot of pieces, but once you have the control panels set up, the dice mechanics are really very simple. This game is a great example of rather simple rules complicated by human behavior and constantly evolving conditions. That the game is best played with a lot of people (4 on each team) makes it stand out in a field crowded by 3 – 4 player limits.

4 – 8 Players. Ages 12+

Space Cadets: Dice Duel was designed by Sydney and Geoffrey Engelstein and © 2013 by Stronghold Games.

Nothing to Hide

Filed Under (PC Game, Thinking Games) by Will Bain on 16-02-2014

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nothing to hideCame across this proto-game today. A clever puzzle game that combines stealth-style game play with a satirical, anti-stealth / surveillance-state story-line.

I’m sorry. My language centers were briefly hyphen-hacked.

Check out Nothing to Hide here. It is in a very early stage but there are seven playable levels and a place for comments. Play a bit and then give them some feedback. I think it looks very promising. You’ll need to run it on Chrome or Firefox. Internet Explorer evidently does have something to hide…

Cross Ways

Filed Under (Family Games, Thinking Games) by Will Bain on 22-12-2013

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The goal of Crossways is to complete a path across the 8X8 game board. Players place their pieces on the board by drawing and playing from a double deck of standard cards. In this respect, the game is a lot like Sequence, but saying that Crossways is like Sequence is akin to saying that a Harley is like a Schwinn.

I’ve had a lot of fun chewing the fat with friends over leisurely games like Sequence, but that doesn’t elevate them to Major Fun. Not so with Crossways. It’s Major Fun because, unlike those more casual games, you might find yourself putting the conversation on hold in order to think through your next move.

When playing as individuals, each player is dealt 5 cards. On your turn you can play one or more cards in order to either add your pieces to the board or remove your opponents’ pieces. If you play a single card you may play one piece on a square that matches the color and number of your card (for example a red 5 or a black queen).

Things get more interesting as you play cards in pairs. If you play matching pairs (pair of 8s or a pair of jacks) you can place two of your pieces ANYWHERE on the board. This allows you to cover more ground or stack the pieces. A stack of two pieces will block other players from that space. There are also some spaces that you can only take with a stack. If you play a run of two cards (for example a 2 and a 3 of hearts) then you may remove two pieces from the board. In this way you can slow your opponents or open up spaces that are blocked by a stack.

awardThe first player to cross from one side of the board to the opposite side is the winner. The board is only eight spaces across, but boy do things get complicated in that journey. Diagonals do not count toward your path, so blocked spaces can quickly frustrate those trying to take the obvious, shortest route. Then there is the added wrinkle that opposing pieces can share spaces. A single piece on a space does not block your opponent. It is easy to lose track of your opponent’s path when other colors are stacked up on the same space. Your color doesn’t have to be on top. It just has to be on the space.

Crossways is graphically clean and the plastic pieces stack in a satisfying, sturdy way. The rules are quick to learn and come with helpful illustrations as well as a raft of alternate rules. We played that you could make runs and sets out of more than two cards (for example three-of-a-kinds or runs of four) which made for some dramatic changes, but the standard game-play is tight and lively.

It was good to see that Major Fun can still be had with a basic grid and some standard cards.

2 – 4 players or teams. Ages: 8+

Crossways was designed and © 2013 by USAopoly.

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.

Quartex

Filed Under (Family Games, Thinking Games, Uncategorized) by Will Bain on 07-12-2013

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It’s been a good week for Tim W.K. Brown. http://www.timwkbrown.com

For those of you who read the fine print for our last game review, you will notice that Tim’s name showed up as the designer of Grid Stones.

And now, scant days later, here he is again, along with the good people at CSE Games.

Quartex is a tiling game that shares a lot of features with another Major Fun game: Cirplexed. Both games require players to draw tiles and play them on the grid that forms in the center of the table. Players score points for the patterns that they complete where the corners of the tiles come together. In Quartex there are four shapes that the tiles can make: yellow circles, purple crosses, red squares, and blue stars. Despite these similarities, there are a few significant differences that make Quartex Major Fun in its own regard.

awardFirst, each of the tiles is unique. No two tiles are alike. This means that you have to be careful as you place your tiles because you cannot count on getting pieces that will set up predictable patterns. It also helps to keep track of which corner-shapes have been showing up a lot. Those will dry up after a while and you don’t want to get stuck with tiles that can’t complete one of the four shapes.

Secondly, tiles can only be played if ALL the corners match up. In Cirplexed you could play even if some corners did not make a color match. Not so in Quartex. It’s a small but significant change in the way you play the game.

Finally, scoring is accomplished through the collection of tokens. Each time you complete a corner-shape, you collect a token of that color. There are 10 tokens of each color. At the end of the game, you multiply the number of tokens you have collected by the number of remaining tokens. This makes some tokens worth a lot more than others. For example, if you have 2 blue tokens and there are only 3 tokens left in the stack (your opponents have the rest) then you earn six points. If you have 2 red tokens and there are 6 left in the stack then you earn 12 points.

The game is easy to learn and quick to play and it all fits nicely in the included bag. The press-board tile pieces are well shaped, but they are much smaller and lighter than the wooden tiles of Cirplexed, so this game is less suitable for seniors or those who lack fine motor control.

All in all, Tim W.K. Brown has scored a few more Major Fun points with another well-crafted strategy game.

2 – 5 players. Ages: 8+

Quartex was designed by Tim W.K. Brown. © 2012 by CSE Games.

Grid Stones

Filed Under (Family Games, Thinking Games) by Will Bain on 04-12-2013

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After last week’s review of Flash! some of you might be looking to slow things down a bit. Speed and noise are not the only fun to be had. Contemplative strategy games allow for slower, less reactive thinking. They also lend themselves to conversations and the more measured paces of the chat.

Grid Stones gives those of us who enjoy the more deliberate pace of a strategy game a chance to limber up those slower but deeper neurons.

At its heart, Grid Stones is a pattern recognition game, similar to Tri-Spy or Set. Unlike those examples, speed is not an issue. Each player is given a hand of three cards on which are depicted a 3×3 grid and a certain pattern of glass beads. The game board is a 5×5 grid on which the players either place or take away glass beads.

On your turn you may place one bead on the game board OR take one bead off. You may not slide beads around. If, on your turn, you find a pattern that exactly matches one of your cards, you may reveal the card. The game ends, and the winner determined, by the first person who reveals all three of their cards.

awardIn my experience, players have a tendency to crowd together on the board. The thinking is that if a bunch of pieces are in one place then it is more likely that we will be able to complete a pattern; however, the more people who play in a tight area, the more likely they are to move the exact pieces we need.

Planning ahead in this game is not a precise science. Strategy revolves around creating good opportunities so that you can quickly recognize or create a pattern when it is your turn. There is a good deal of second-guessing that goes on as you watch what choices your opponents are making.

And finally, there is always the dark glee that bubbles up when you ruin your neighbor’s plans and hear that exasperated sigh. That’s definitely Major Fun.

The game rules are clear and short and virtually intuitive. The board is well designed and clearly shows how to play with 2, 3, 4, or 5+ players. You’ll be playing in moments and able to play through several games in one sitting.

2 – 7 players. Ages: 7+

Grid Stones was designed by Tim W.K. Brown. © 2008 by Grid Stones, the game is available through CSE Games.

Blindside

Filed Under (Thinking Games) by Will Bain on 13-11-2013

I’m a sucker for board games with what I will call morphic geographies. A game like Settlers of Catan or Kingdom Builder will always draw me in because small changes in the game’s geography (the board, the pieces, the initial set-up) lead to interesting changes in strategy. My favorite tiling games and resource management games often do a good job of balancing elegant rules with clever, variable geographies.

This is often difficult to achieve for games where you capture pieces, but Blindside succeeds spectacularly at creating a strategically deep capture game with components that can be manipulated in all kinds of interesting ways.

Before I get in to a description of the game, I need to emphasize just how easy the game is to learn despite the malleability of the components. The rules take up only a few short pages, each of which are clearly illustrated. You will be able to set up the board and the pieces in just a few minutes, and you’ll learn the movement rules in just a few more. It will probably take you longer to read this review than it would take to learn to play.

The playing board is a hexagonal grid that is constructed by linking together four smaller groups of hexagons. The instructions suggest that you start with a box-like configuration for your first game, but the four sections can be linked in many ways, some of which will create strange pathways and empty spots that players would have to navigate.

The playing pieces are hexagonal pawns which are grooved on top. The grooves are cut to hold up to six arrows. Each player starts with seven of these pawns and 23 arrows. If you are playing the most basic game then the rules show you how to arrange the arrows on the pawns. The direction the arrows point show you which directions your pawn can move while the number of arrows tells you how many spaces you are allowed to move (in a straight line). Once you have mastered the basic game, the rules encourage you to set up the pawns as you see fit.

Finally there are 12 action spaces. These spaces allow you to change the direction of your pawn OR change the facing of the arrows. Blindside suggests where the action spaces should go for your first game, but this can change too.

Major Fun awardTo sum up: you can change the board, the pawns, and the action spaces. You don’t have to. The starting game is fun, surprising, and strategically deep. But if you need more, if you are one of those adventurous sorts who wonders what it would be like to wage strategic warfare on a long, thin isthmus rather than a blocky island, then you can knock yourself out.

The game ends when one player captures 17 of the opponent’s arrows. You capture an arrow by either jumping over a piece or landing on top of it. This means that simply jumping over a pawn is not enough to eliminate it from the game. A pawn with 4 or 5 arrows might lose an arrow and still be a dangerous piece. As the game progresses and pawns lose their arrows, the pawns become increasingly limited in how they can move and what spaces they can defend. You are constantly looking to see where your opponent has a “blindside” so that you can sneak up and steal more of their arrows.

There are a lot of decisions to make and a lot of angles to cover. Watching them all and ten swooping in to exploit them is Major Fun.

For 2 players, ages 10+

Blindside was designed by James D. Muntz and is © 2011 by Talicor.

Terzetto

Filed Under (Thinking Games) by Will Bain on 07-11-2013

Terzetto

Gamewright’s Terzetto wins the Major Fun Award for the “clever randomizer” category. There’s a great strategy game and an engaging solitaire game in there too, but the shaker that determines how you place your pieces is a neat little piece of game design.

Terzetto can be played by two players or played as a solitaire puzzle. Each player has a 5×5 game grid and 24 marbles (eight colors, three marbles per color). The goal is to place all of your marbles on your grid by playing them in groups of three.

But you can’t place the three marbles in any old way. That’s where the diabolical shaker comes in.

The shaker consists of a three-by-three grid and three yellow balls enclosed in a clear box. When you shake the box, the three balls fall into the nine grid spots. The way the three balls are situated in the shaker is how you have to play your three marbles on your game grid.

In a head-to-head game the players take turns shaking and placing marbles. If you cannot play after you shake then you pass and your opponent gets to go again. Play continues until both players pass OR one player successfully places all 24 of their marbles.

The rules are incredibly simple and Gamewright includes a few  variations—one of which makes the game much more difficult. Games are quick and even though the strategy aspect is pretty light, there are enough choices in the early stages of the game that you always feel that victory is just one…  more…  game…  away.

Although the shaker usually betrays you on your last set of three marbles, it’s hard to stay mad at a game that lets you get so close to success. And on those moments when the shaker balls line up in just the right way, you feel as if the universe smiles on you.

If only for that brief moment.

Major Fun award

For 1-2 players, ages 8+

Terzetto was designed by Theora Design and is © 2013 by Gamewright.

Bugs in the Kitchen

Filed Under (Dexterity, Family Games, Kids Games, Thinking Games) by Bernie DeKoven on 16-10-2013

Bugs in the Kitchen

 

The bug in Bugs in the Kitchen is a HEXBUG Nano. It moves randomly on twelve, rubbery, battery-powered legs – randomly enough to turn (maybe left, maybe right) when it meets an obstacle.

There are two dozen plastic utensils – knives, forks and spoons. They each have a post in the center which fits snugly (and pretty much permanently) into the sturdy cardboard playing board. Once installed, they form something that looks very much like a maze. And, since they pivot so beautifully on their pegs, they form a maze whose paths can be continuously changed. Which, as you might surmise, is what the game is basically about.

There are two, large, pocket-like receptacles on each side of the board. Each player claims one of these receptacles as her own (there are cardboard walls you can install to block off one or two of these receptacles should you be playing with 2 or 3 players).

There’s a die involved. Three of its sides are question marks. The other three depict different utensils.

You turn the utensils so they form one of the four suggested starting mazes. Then one player turns the HEXBUG on and puts it in the middle of the game board. The next player throws the die, determining which utensil can be turned. The posts are designed so that they tend to turn 9o-degrees – which is exactly how they should be turned. The goal is to get the HEXBUG into your trap. Of course, you can’t touch the bug itself. It’s all in how you configure the maze.

There are cardboard “bug tokens.” As soon as the HEXBUG is trapped, the round ends, the winning player receives one bug token, and the maze is reset.  The goal is to be the first to collect five tokens.

Major Fun AwardOr you can make it the rule that if the HEXBUG falls into your trap, you lose. Or you can see what happens if you play without the die. Or you can play by yourself, trying out different mazes and seeing if you can guess which trap the HEXBUG will fall into.

Bugs in the Kitchen was designed by Peter-Paul Joopen. And I just have to say, Mr. Peter-Paul Joopen, you are a genius. Your game is fascinating, engaging, worthy of many hours of joyful contemplation, and makes a toy that already has proven play value, even more fun. Major fun, that is. And you, too, Ravensburger. It’s a game that is made to withstand many hours of intense delight. The HEXBUG comes with a battery already installed. And a spare, even.

Bugs in the Kitchen (a.k.a. Kakerlakak) can be played by 2-4 early elementary school-age children, though it seems to be most fun with just two players, and parents will probably insist on getting to play as well. With art by Janos Jantner and Maximilian Jasionowski, Bugs in the Kitchen is ©2013 Ravensburger Spieleverlag GmbH and widely available at toy stores near you.

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Cube Quest

Filed Under (Dexterity, Thinking Games) by Bernie DeKoven on 09-09-2013

Cube Quest

OK, before we get into particulars: this is the kind of game that if you’re a grown-up will remind you of something you almost invented that long, rainy day, when you were, say, 8-years-old – the kind of game you would have played with toy soldiers if it didn’t hurt so much to flick them at each other with your fingers. Skillful? Easily as profound as marbles. Strategic? Just as strategic as you can or want to make it. Demanding deep thinking – not so much. But enough. O, yes.

You get 50 dice (OK, cubes), 25 of each color. They’re light enough to flick without impairing your flicker and small enough to be considered a choking hazard (sorry, little brother). There are seven different kinds: Grunts, Strikers, Helms, Skulks, Freezes, Healers, and one King. Each of these has different attributes. The Grunts, for example. You see Grunts on only two sides of the die. The other four sides indicate a state “captured”-hood. You get a lot of them (12), but if they end up on your opponent’s field captured-side up, they are lost. On the other hand, there are your Healers (2), with no captured sides at all. Healers and Freezes are, as you might assume, never flicked. They are used so that you can, instead of flicking, choose to help revive your pieces or immobilize your opponent, respectively. A hard call, considering that you have to forego flickery.

Major Fun AwardAnd, no, you really don’t have to know what all the different cubes do to enjoy the game. And yes, eventually you’ll probably learn what each one does, and the strategic subtleties of each, and even go so far as to ascribe yet further powers as you play the game again and again.

There are two felt game boards that are set up adjacent to each other. On each, there is a fort. Your king regally resides within the boundaries of your fort.

The object: be the first to flick your opponent’s king off the board.

You spend the first part of the game preparing – deciding where to put each of your cubes to maximize their offensive and defensive potentials. And then there’s the flicking.

Our first round lasted one flick each. And then we learned. O, yes, we learned. It’s all about protecting the King (wouldn’t you know it), cunningly surrounding him with walls of loyal subjects. But not to forget that this is war.

Great fun. Not deep fun. But great. Major, even.

For two players, ages 8 and older, designed by Oliver and Gary Sibthorpe, with art by Jonathan Kirtz, from Gamewright .