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Friday, September 04, 2009
Boggle renewed - introducing the Library Games category
 The classic word game Boggle (click to play online) has been repackaged. The game is the same, but it now comes in a sealed plastic case. You twist the case, expanding the cavity that holds the letter dice. You shake the case to make the letter dice change position. You twist the case the other way, the dice all snuggle into their new position, and the timer starts. All you need is paper and pencil. Everything else (even the battery) is included in one handy package (click on the demo tab to see how it works). So there's nothing to lose - except the game.
There's nothing new about the way the game is played, but the new package of this clearly Major FUN game is innovative enough to be worthy of our collective attention. Yes, it's convenient, and could easily be classified as a "travel" game. But because there are no loose parts at all, it's something more.
 Of late, I've been holding many of my Games Tastings at the Irvington Library in Indianapolis. In addition to the Tastings, I've been donating some of our award-winning games to the library so we can start a small collection. The challenge, as you can imagine, is dealing with all the small parts. It takes a lot of dedication to make sure that a game comes back completely in tact. Boggle's new packaging solves that problem beautifully. So exemplary is its design, that it has led me to create a new award category. For want of a better term (I was thinking of Ludotheque, which is French for public libraries devoted to games and play - why France, why don't we have them everyhere, you might ask?), I decided to use "library." It could mean school library, public library, club library, senior center library, even your own personal games library. But the point is, Hasbro has done something exemplary with its new rendition of Boggle - something that makes the game that much more accessible, especially to institutional environments, and hence, that much more worthy of appreciation and recognition. Labels: library, Word Games

Thursday, August 20, 2009
Clabbers and other Scrabble Variants
 Surfing my way, somehow, to a collection of Scrabble Variants, I learned about Clabbers which is a game of Scrabble, all right, but the letters can be in any order you want, as long as they are an anagram of a Scrabble-acceptable word. The author notes that "the board usually ends up tightly packed in places, and necessarily quite empty in others. Game scores will often be much higher than in standard Scrabble, due to the relative ease of making high-scoring overlap plays and easier access to premium squares." That's all I needed to know: higher game scores, each word a puzzle in its own right. My kind of Scrabble. Then there's, of course, Dense Escalating Clabbers for the serious Clabbers-player. The Wikkipedist explains: "Dense Escalating Clabbers add 1/3 more tiles. In addition, every bingo increases a player's rack size by one, and the play times are increased from 25 minutes to 33 minutes 33 seconds. There is also a 100 point bonus for playing a fifteen letter word. These modifications also make the game more challenging and interesting, and also increase the likelihood of triple-triple plays." "Bingo" I deduce, having something to do with using all one's tiles. Then, apparently, there's Volost. A "surreal game" says the Wikipedist, "where the only acceptable words are VOLOST and VOLOSTS." I wasn't really clear about what makes this variation worthy of our collective consideration until I read the last sentence in the article. "It is typically played late at night, and alcohol is usually involved." Ah. Alcohol. I should've known. See also this great collection of potential Scrabble variants on Half-Baked. Labels: Word Games

Wednesday, August 12, 2009
Word on the Street
 Take all your consonants except for the ridiculous ones like Q, X and Z. Put them on your satisfyingly hefty bakelite tiles. Now, make a long game board, like a 4-lane highway with a divider strip just wide enough and long enough to accommodate all of your happily hefty letter tiles. Next, get together a deck of 216, often surprisingly laugh-provoking, double-sided category cards, like: "The Brand of Clothing Worn by One of the Players," and "Something that is Wasted," and "Something Used by Scuba Divers," and "A Word that Describes a Car Crash," "A Title Used for Males but not for Females." Add a cardholder and sand timer. And those are all the ingredients needed for a new and notably Major FUN word game called " Word on the Street" from those frequently Major FUN game publishers, Out of the Box. Everything, of course, except for the rules. And there in lies the tickle.  Designed by Jack Degnan to give a couple or a couple of teams of word-lovers ample opportunity to demonstrate their brilliance and/or befudlement, the game is a contest to see who, in 30 seconds, can think of a word that 1) fits the category, and 2) has as many as possible of the letters still in play, many of which are doubled - as in MISSISSIPPI which would allow us to move the M one lane closer to us, the P two lanes closer, and the S clear off the board, which would put us one letter ahead. Only 7 more to go and we win! Though Mississippi would in deed be a coup, it would not be considered a valid response to the category "A Brand of Clothing Worn by One of the Players." To which the best I could do at this time is probably MAIDENFORM (getting to move M twice as well as a D, N, F and R once). Or would MASSIMO with its two M's and two S's be better? As the game progresses, different letters, and hence different words become more desirable, offensively or defensively, so the challenge keeps on changing. The best word might not have the most double letters in it if some letters only one space away from us, or more enticing yet, one space away from the opponent's goal. The 30-second timer keeps the game moving apace. The cards keep the game surprising and funny. The tiles are large enough for all to read. The board works perfectly in directing player's attention to the strategically most valuable letters. All this makes the game absorbing and delightfully tense, from the moment the first card is read until one team finally manages to capture the eighth letter. Recommended for 2 to 12 players old enough to appreciate each other's verbal mastery. Labels: Party Games, Tops for 2009, Word Games

Wednesday, July 01, 2009
Bananagrams - a crossword tile game you can play everywhere with anyone
Bananagrams is a word game that uses letter tiles - 144 unusally finger-friendly, bakelite letter tiles. It will remind you of other letter-tile word games, many other letter-tile word games, until you actually read the rules (which are simple enough to summarize on the 1x2-inch tag that is attached to the banana-like zippable package).  Basically, you draw a bunch of tiles and try to assemble all of them into a crossword array. If you succeed, you draw more. That's about it, basically-wise. The full rules are a bit more complex. Players all get the same number of letter tiles, the exact number depending on the how many are playing. They race to assemble all their letters into a crossword. As soon as one player succeeds, she calls "peel," at which time every player has to take a another letter tile. And so it goes, on and on, until almost all the letter tiles are used up. Naturally, the first player to have used all her tiles shouts "bananas" (if she still has the presence of mind to remember), and wins the game. Everything about Bananagrams is Major FUN, the quality of the tiles, the portability and storability, the adaptability and flexibility. Because the game is so simple to explain, it is also simple to change - to adapt to different skill levels, different environments and time constraints. Read, for example, Lance Hampton's exemplary story of how he plays Bananagrams with his kids. We're working on variations for teams, and maybe even cooperative versions. The Nathanson family, Bannanagram designers, comment: "Obsessed by all the word games that could be found, we all hankered after something a bit more fluid than the classics we all love and wanted a game that the family could play together – ALL ages at the same time. We sought something portable, that we could take with us on our various travels and simple enough (with no superfluous pieces or packaging) that we could play in restaurants while waiting for our food. We love that one hand can be played in as little as five minutes, but as it’s so addictive, it’s often hard to put away!" If you like playing with words, it's very likely that you'll be taking a banana-case full of Bananagrams with you everywhere. Labels: Family Games, Keeper, Tops for 2009, Word Games

Sunday, June 07, 2009
Jumbulaya - a severely challenging strategic word game
 If I wanted to explain the concept of "excruciating fun" to a word game player, I would start with Jumbulaya. You get 100 letter tiles, which are played onto a 9x10 matrix. Some of the letter tiles contain two-letter combinations (QU, CH, ED, ER, LY, ST, TH). Each row in the matrix is for another word. To start the game, the three center columns are seeded with tiles randomly drawn from a conveniently included drawstring bag. Each of up to 4 players then draws 5 more tiles to put on their letter rack. And the game begins. On your turn, you make a new word by rearranging, adding to, trading letters with the letters on any single row. You (temporarily) claim that word by using one of your color-coordinated scoring cubes (matching your tile rack). Until someone else rearranges, adds to, or trades letters with your word, that particular word remains yours. The longer it is, the higher your potential score. And so the game continues, turn-by-turn, word-by-word, until someone builds a 10-letter word, claims all 9 rows, or calls a seven-or-more letter JUMBULAYA. A JUMBULAYA? A JUMBULAYA is a word that can be made by taking one letter from 7 or more of the words already on the board. You can skip word lines, but you can't rearrange the letters. Once all 9 rows contain words, JUMBULAYA can be called at any time during the game, whether or not it is your turn. As for the excruciating part: in the early phases of the game, when it's your turn, you have to consider each of the 9 possible word rows - even those you've already claimed. If you can make one of your words longer, you might be able to keep it from getting claimed by someone else. If you can change someone else's word, you can add to your scoring potential (you get points for every word that you've claimed by the end of the game, the longer the word, the more points). Even when it's not your turn, it pays to think ahead as many moves as you can possibly contemplate (albeit highly likely that the most exciting opportunity for you gets claimed by someone else before its your turn again). And then, any time after all 9 rows have been made into words, there's the JUMBULAYA possibility. There's also the possibility that someone might make a 10-letter word, or that someone might claim all 9 words (either event resulting in ending the game), but the JUMBULAYA possibility is more common and far more fun to contemplate. Since anyone can call JUMBULAYA at any time, you must always reckon with the possibility that if you don't claim enough words quickly enough, the game will be over.  As for the fun part, there are so many things for you to think about, so many opportunities for you to surprise even yourself with your uncanny brilliance, that you become totally absorbed in the challenge. At first, it's a little slow. You have to wait for your turn. Even though you can plan for various possibilities, the unforeseen has it's way of happening before it's your turn again. But once all nine words are claimed and the JUMBULAYA possibility is activated, you are thoroughly engaged, all the time, regardless of whose turn it is. Designed by Julie and Karl Archer of Platypus Games, and distributed by the Farkel Factory, Jumbulaya proves itself to be Major FUN, of the excruciating kind - for people who like word games, and like to think hard. The rules are long, but logical, well-written, and not overly complex. Newbies will probably start playing in less than 15 minutes. The tiles are wooden, rounded, and pleasant to touch. Though it can be played by anyone old enough to appreciate Scrabble®, it is such an intense game that we recommend it especially for groups that are roughly the same age and of similar maniacal tendencies. Want more? Watch this. Labels: Thinking Games, Word Games

Wednesday, May 27, 2009
Letter Roll® - a word game for just about everybody
 It's a word game. It's a party game. It's a family game. It's even a kid's game. It's Letter Roll® - easy to learn, short, intense rounds (lasting one or two minutes each); easily adapted to different skill levels and play preferences, taking some of the best elements from some of the best word games (a little bit of Boggle, a little bit of Major FUN Keeper-award-winning PDQ). Your Letter Roll® box contains seven, hefty, 20-sided (go ahead, count them) dice in three different colors. Two sand-timers (your orange one-minute and your blue two-minute timer), four commodious worksheet pads and four full-sized, sharpened pencils. The different colors of the dice identify the level of difficulty (letter frequency) each die introduces. The two white dice display frequently-used letters, the three blue dice less frequently-used letters, and the two orange dice the infrequently-used, and hence, the most challenging. When it's your turn to roll, you select any four of the dice. This gives you some control over the level of challenge. Choose only blue and orange dice, and you have an extremely challenging round. Choose only white and blue dice for a refreshingly less challenging round. Just to keep power where it most comfortably belongs, an other player gets to eliminate one of your chosen dice, so that ultimately it's not totally your fault if the round turns out to be too easy or too challenging. Once the final selection is revealed, the roller announces the letters rolled, and players race to write down as many unique words as they can think of that use all three letters. As long as each word uses all the letters, it doesn't matter what order the letters are in. (Having the roller announce the letters, by the way, is another welcome, controversy-avoiding touch - as determining which face of the 20-sided dice are actually showing can prove somewhat of a challenge.) Players race to write as many words as they can think of, knowing that at the end of the round they will only score for words that no other player has chosen. When the time is mercifully up, players take turns reading their lists while the rest of the players draw lines through any of the words on their list that get called out. This results in much, somewhat good-natured, but clearly mournful moaning as scoring potential gets graphically reduced. When all lists have been read, players announce and record their scores, getting one point for each unique word remaining on their lists. This encourages originality, cleverness and obscurity, all comfortably confused by a strong element of pure chance.  To further refine the intensity of the game, players can select either timer, the one- or two-minute sand timer, to be used during the duration of the game. The one-minute timer not only shortens the playing time, it also makes the search somewhat less excruciating. The less time you have to think, the easier it is for you to forgive your lexicographic lapses. Designed by Tushar Gheewala, the challenge presented by Letter Roll is so wonderfully flexible that it can be played by kids as young as 7 or 8 (just reduce the number of dice) or by adults in the prime of their linguistic abilities (increase the number of dice, increase the number of letters required for each word). By allowing each player to determine which dice to be used, players can further refine the challenge as each round of the game is played. It's a great 2-player game, and, with only slight modification of the rules, you can have as many as 20 players happily engaged (team play takes the game to an hilarity-inducing level of collaboration and chaos). As with just about every game published by Out of the Box, the components are designed for years of play, the box for easy storage, the rules for clarity and durability. Let those good times roll again. Letter Roll® is Major FUN. Labels: Family Games, Kids Games, Party Games, Word Games

Tuesday, May 26, 2009
Wordquest - probably the most fun you can have with word search puzzles
 What would you call a word search game that is not just a puzzle, but a deeply engaging, and often laugh-provoking contest for 2-4 players? How about if it were not played with paper and pencil at all, but on a board - a very cleverly designed board that reveals the words you are searching for one at a time, and the first person who can find that word must be the first to squeeze a very silly noise maker, and only then can use her own contact-lens-like plastic chips to cover each letter in that word, every letter being connected in a straight line exactly as you would expect in a word search puzzle? And, to top it all off, what if, when the line in which that word was found crosses a word that another player had already created, that player's chips were removed from the board, and, should that result in another word that is already claimed to suddenly become incomplete, those chips as well were to be removed? So that you can never really tell who is winning, even though you might be 40 chips ahead of everyone else, until the very end of the game?  You'd call it two things. You'd call it Wordquest, because that's the name of the game. And the other thing you'd call it would be Major FUN, because it's exactly the kind of game the Major FUN award was designed for. Like almost every game published by Goliath, every aspect of the game is designed for ease of use and long-lasting fun. Each of the 20, differently-themed word search puzzles is printed on a large, laminated disc. The disc is mounted on a round base. A transparent grid provides concave receptacles for the transparent, concave, playing chips. Because the chips and the receptacles are both concave, it is extremely easy to use a finger tip to place and remove them during play. A mounting ring fits on top of the grid and covers all the target words. Rotating the ring reveals each word to be found. Zip-lock baggies are provided for the chips, and four pits surround the playing area so that the chips are easily accessible during play. At the end of the game, everything fits back in the box with ease. Being able to remove words that the opponents have already scored is probably one of the most compelling of all the clever mechanics that have gone into making Wordquest as fun as it is. Though there is no strategy involved in playing the game, when you successfully cross words with another player you get the same sense of smug superiority as you would if your victory were actually justified. And then there's that squeaky, exclamation-mark-like thing that you use to announce that you've been the first to find a word. It makes such a perfectly silly sound that it's almost hard to take it seriously, even if you're the one who didn't find the word. Younger children who are old enough to successfully solve word search puzzles might have difficulty with the small chips and the competitive aspect of the game. We'd recommend it to families with kids who are old enough to appreciate both. And, of course, to anyone who likes the visual and conceptual challenge of word search puzzles. Even if you don't like word search puzzles. Labels: Family Games, Word Games

Sunday, April 19, 2009
PDQ earns KEEPER award
Every now and a Major Fun game proves to be the kind of game we want to keep in our permanent collection - something exemplary. PDQ is one of those games. Originally reviewed here, PDQ has proven itself to be just that kind of game: fun, flexible, easy to learn and teach, one of those games you just wouldn't want to be without. Here is the review again: PDQ is a sweet little word game - easy to learn, quick (Pretty Darn Quick) as a matter of fact - a game you can play by yourself or with maybe one, or several or even many other people?  You get a deck of 78 letter cards - nice looking, good stock, big, easy-to-read letter cards. You deal out three at a time, face-up. And then you see who can make a word first, or, in case of a tie, who can come up with a longer word. TLP, for example. Tulip. Sure. Or perhaps Platitude. Platitude. Of course. Longer than Tulip. (Did I mention that you can use the letters backwards or forwards?) (Did I also mention that you can use any number of letters before, between or after the three letters that you draw?) (And, of course, the letters have to be in the same order?) Designed by Jay Thompson to be played by kids as well as adults (kids use just two cards at a time, word game experts can try playing with four), PDQ is pretty darn close to everything you would want in a word game - 5-30 minutes of engaging, challenging, and frequently laugh-producing fun. Labels: Family Games, Keeper, Kids Games, Party Games, Thinking Games, Top for 2007, Word Games

Sunday, April 05, 2009
Scrabble Slam
Scrabble Slam is an easy-to-learn, quick-to-play word game for 2 to maybe 6 players of equal word-game-playing skill, and, yes, it's Major FUN. OK, it's not Scrabble. It's more like a Word Ladder puzzle, only without the rungs. And played with cards, rather than paper and pencil. Two-sided cards, actually. 55 of them. Players decide on a four-letter word, then find the 4 cards with the letters needed to spell that word. These cards are laid face-up on the table to spell the word. The rest of the deck is then distributed as evenly as possible between the rest of the players (in case you're concerned: since there are 55 cards, and 4 are played out, you can only get an even distribution with 3 players). If you want to make the game feel more fair, the stronger player should get the extra card. If you're playing as a family, the youngest player should get the fewest cards. Once the target word is laid out, players race to change the word, one letter at a time, trying to be the first to use up all the cards in their hand. So, for example, if the chosen word were PLAY, and you had a card with an N on it, you could cover the Y and make PLAN. If you had an F you could make PLAN into FLAN. If you had a T you could make FLAN into FLAT. And so on, and so on, until someone has no more cards to play.  You don't take turns, so you are under significant pressure, especially if you're playing with equally-skilled players. This makes the game short, and very sweet - especially for the winner. Since the cards have two sides (the letters on the opposite side of a card are indicated by small letters in the corners), there's what one might consider a challenge to one's dexterity - not a big challenge, just big enough to add to the tension and provoke laughter. And yes. There are blank cards, that act just like the blanks in Scrabble. On the other hand, Scrabble it is not. On yet another hand, fun it most definitely is. Labels: Party Games, Word Games

Tuesday, November 18, 2008
A to Z Electronic
 Those of you astute enough to have read our review of the majorly Major FUN-award-winning A to Z might easily assume Fundex's new electronic version would prove as unabashedly praiseworthy. On the one hand, you would be entirely correct in your assumptions. A to Z Electronic is attractive, engaging, and far more convenient. No chips to lose. No boards to keep track of. You don't even need to keep the box. The category cards fit nicely into a compartment on the back of the game. And everything else is integrated into the device.  If you already own a pre-electronic copy of A to Z, and are reading this review online, you'll probably find that even though it is far more convenient and compelling. you should expect to spend some time figuring everything out, and, frankly, the original, non-electronic version plays just as well - some might say even better. Though it's all quite logical, and all the lighted buttons are lovely and alluring, and the accompanying sounds meaningfully amusing, there are certain things you just have to figure out. For example, the six buttons on the top of the device are used to indicate both who goes next, and what the category is. There are lights on the left and right to help you (which most ostensibly say "player" or "category"). But you have to remember to look for them. And when it's your turn to "Steal," you have to remember to hold your victim's number button down for several seconds. But it won't take long to learn, and it's clearly worth the effort. The game is so portable, so well-packaged, so attractive and, as you already know, so much fun, that you'll want to take it with you wherever there's the slightest possibility that there'll be people to play with. A to Z, in any form, is a wonderfully adaptable and fun game. Because there are so few components (the device and the cards) and so many lights, the electronic version most definitely adds the convenience, the attraction, and the sheer delight of it all. Labels: Funnest for 2008, Word Games

Friday, April 18, 2008
Attribute
Attribute, another minor wonder of strategic silliness from Z-Man Games, is a word game inviting more than a bit of psycho-strategico contemplation. There are two decks of cards: one deck of 60 sheep cards and another of 164 attribute cards. There are only two kinds of sheep in your cutely-illustrated sheep card deck - the green sheep card of topic matching and the red, out-of-topic sheep card. There are 164 kinds of attribute cards, indicated by words like: "spooky," "bleak," "wild," and "furry." Each person gets 4 attribute cards and one sheep card. Let's say you have a red sheep card. You put that card face down, in front of you. One player, anyone, actually, makes up a topic. Really, literally, any topic. For example: crime. You are more or less in luck. At least one of your 4 cards clearly and obviously is unrelated to "crime." For example, "Furry." But perhaps less in luck than you might first have thought. Because if you put down your Furry card it will be fairly obvious to everyone that you are a red sheep. It might have been better to use your "spooky" card, or even the card called "wild." At least you might make someone hesitate.  Because, you see, when all is said and done, and everyone has put their sheep face down and an attribute face up, players then select (e.g. grab) any face down pair, the object being to have grabbed a green sheep, and not a red, don't you see. So when all the pairs are on the table, you have to think very, very quickly - is the attribute that's revealed enough like the category to be covering a green sheep? Or is it perhaps a ruse, or a rouge, by any other name? Since Attribute can be played by as many as 8 people, it is definitely a party game. It might also succeed as a family game, depending on age of the youngest players. We'd recommend 10 and above for a mixed age group, and 8-10 for a kids' game. Designed by Marcel-Andre Casasola Merkle, Attribute is a unique and engaging word game. Major FUN. Labels: Funnest for 2008, Keeper, Party Games, Word Games

Tuesday, October 23, 2007
Amuse Amaze
Amuse Amaze is a word game that is not quite like any word game you've ever played. It'll remind you maybe of Boggle, maybe of Scrabble, but it's something else, entirely. There's a board. Actually, there are 18 boards which you assemble in different number and configuration, depending on how many people want to play (2-6). There are 88 plastic letter tiles in their own zip-lock, black baggie. Most of these tiles go onto the board in the empty blue squares. A few of these tiles go to each player, to be placed, oddly enough, face-up in front of the player. And there's a cute little question-mark-shaped playing piece for each player. Wait - I'm still explaining. One board is called the "Start" board. You can tell which board this is because in the center of it, writ large, is the word "Start." Taking a closer look at this board, you'll also notice that there are blue squares (the squares that get seeded with letter tiles), there are squares with letters printed on them. One square is dark brown, with a white letter K in the center. And, here and there, are squares with hedges on them. There are also gardener cards. You get one of them. And cards of different color that correspond to each of the Target boards, about which you currently know nothing. That about sums it up. Now to the fun part.  Your goal is to move your piece from the Start square on the Start card to the Target Square on each of the Target boards. You can tell they're Target boards because they include one or several letters in a different color - a color that matches those "cards of a different color" I told you about. You move your piece by making a word, letter-by-letter, from vertically, horizontally or diagonally adjacent squares (hence the Boggle-likeness). Now, as long as it is a real word, you really don't care about what word you make - because you don't get any points for making it. What you do get is a little closer to a Target square. O, sure, making a longer word is good, as is using one of the white letters, because this gives you an extra turn. But your verbal abilities don't count nearly as much as getting to each of the Target squares. I have to say this a couple times, see, because that's one of the things that makes this word game so very different. As to all those letter tiles... If you use a letter tile in making a word, you get to pick it up. This is a good thing to do, because you can also lay letter tiles down as you go, placing them on top of whatever letter is printed on the board, hence making words where no words were there to be made. Assembled, the whole board looks like a maze. There are even uncrossable maze-like hedges here and there, mostly where'd you least want them to be. You have a Gardener Card. Only one. And you can use that, only once, to cut through a hedge. And, to further complicate things, other players are always getting in each other's way, which can be strategically astute and significantly frustrating. Yet, despite all these strange new things, the game is surprisingly easy to understand, and even more surprisingly challenging. It is strategically deep, and significantly fun. Major, one might say, FUN. Labels: Thinking Games, Word Games

Go Mental
 Which of these doesn't belong? guessing challenge knowledge steal
Actually, if you're playing Go Mental from HL Games, they all belong. So that was a trick question, is what it was. Go Mental is a trivia game. Not to trivialize it in any way. Because, despite what you think you know about trivia games, this one's unique. And it comes with 1000 questions. That's one thousand. On 500 cards. And that's a lot of cards. But it's what's on the cards, of course, that really counts. Let me give you a better example. Not a trick question. A real one. From the actual game its veritable self. I begin: ? Octopus Squid Scorpion Spider
So, which of those things, as they frequently ask on Sesame Street, is not like the others? Did you say Octopus? Nope. Squid is the answer. Why? Because the other three have eight legs or tentacles. And the squid has, how many? That's right - ten. Harder than you thought. And maybe you learned something, even. The game is a race, like so many games of the trivia-type. And there's a race-track-like board. With 30 spaces. So you definitely get that race-like feeling - that sense of getting ahead and falling behind.  Then there are the Challenge Cards. Suppose you get a question, and you're not sure what the answer is. Or better yet, you get a question and you're pretty sure that a certain someone does not know the answer. So, you play a Challenge Card. If you're right about the other person, and he doesn't know the answer, he has to move backwards. Four spaces! O, the humanity! On the other hand, if he does in fact know the answer, he gets to move forward four spaces. Ha ha on you! O, and the Steal Cards. Similar to the Challenge Cards in their card-likeness. But markedly different in drama and overall glee-potential. See, when it's someone else's turn, and you think you know the answer, and this someone else has not yet said anything answer-like, you may slap down one of your Steal cards, shout "Steal," and get to answer the question yourself. Now, when you Steal, you have to get both parts of the question right. That is, you have to not only identify which of the four items doesn't belong, but you also have to explain why. If you are correct on both counts, you get to move four spaces closer to the goal. Wrong? About either part? Guess what? The Steal and Challenge cards are brilliant innovations in themselves, adding significantly to the excitement of the game, keeping everyone involved regardless of whose turn it is. In theory, a game should last about a half-hour. The manufacturers even include a one-minute sand timer to use when people need the hint. There are enough pieces (little plastic brains, no less), to keep 6 players going, mentally speaking. You can also play in teams, which makes everything so much more party-like. Best thing about playing in teams, you don't have to take your own ignorance so personally. Should you be so motivated and wish to include those of the younger persuasion (as young as 8), HL Games offers a supplemental deck of "Fundamental" questions, making it possible for the kids to Go Mental, so to speak, with or without you. O, the fun of it all! Labels: Party Games, Thinking Games, Word Games

Tuesday, September 25, 2007
In a Pickle
In a Pickle is something you can get easily into, in Gamewright's party-like, family-worthy card game from for 4-6 players, especially. Especially players who like to play with words, and, amongst those, the ones who care more about fun than about winning. You get cards, many cards, 320 many. Every card has a word on it. Every word is a noun. So you give each player a handful of nouns, and you take 4 nouns, place them in the middle of the table, head to head, in a plus sign, arrows out. Arrows. Arrows help you remember the direction of the "fit-into" - for that is the key criteria by which one evaluates one's options - something that fits into something else. In the direction of the arrows. So like, if you had CHICKEN on one of the cards and someone overlaps BALLOON upon CHICKEN, one might be reasonably implying that a CHICKEN can fit into a BALLOON. Similar things could be said about underlapping WHISTLE with CHICKEN because a WHISTLE can fit into a CHICKEN, much to the chagrin of the aforementioned.  The fun makes itself especially apparent during "Pickle Rounds" which are initiated as soon as one of the arms of the plus (the array of cards, face up, on the table) reaches 4. After that, players may ONLY play cards on that arm, the last player to successfully add a card winning all the cards in that arm. O, both goodie and glee! All the cards in an arm!! The success of this game depends a lot on the light-heartedness of the players, in the first place. But if you're a small group of friends, or an actually healthy family, and you enjoy arguing (who doesn't?) you'll probably find it Major FUNLabels: Family Games, Party Games, Word Games

Friday, July 20, 2007
Keesdrow
 If you like word games, especially those of the word-seek, Boggle-type, you should most seriously and assuredly consider immediately purchasing Pywacket's surprisingly well-made, designed, and documented Keesdrow. (Keesdrow, as in word-seek, only spelled sdrawkcab). Surprisingly well. First, of course, the game. Because even though the quality of the pieces and the cleverness of the design and the thoroughness of the documentation are all exemplary, if the game itself weren't fun and challenging and unique, the rest wouldn't matter. The board (made by a random arrangement of 64 tiles, double-sided tiles, each of which has 4 letters on it) presents an array of 16x16 letters. Not to, shall we say, "boggle" your mind, but, do you recall how many letters there are in the original, Parker Brothers version of Boggle? Did you say 16? And did we say that Keesdrow has 16 times 16 letters? Why, yes, we did. So, one might easily conclude that Keesdrow is Boggle overkill. Words are created by connecting letters that are horizontally, vertically or diagonally adjacent - as would be familiar to any Boggle player. Each time a letter is used, it is marked with a peg. When a pegged letter is used (a letter is used for the second time) to make a word, that peg is replaced with a different peg of a different color (yellow), and the letter's score-value is doubled. When that letter is used a third (and last) time, a red peg us used, and the letter's score is tripled. This makes every letter of increasing strategic value - so the temptation is to build from other people's words, focusing on one small area of the board. And thus, quite brilliantly, keeping the players from being totally overwhelmed by all the possibilities.  There's also a unique double letter rule, where you can use the same letter twice in a row or in the word, doubling back, as it were, if you need, and of course adding to your score as you make your green pegs yellow, and your yellow, red. And, to encourage players to widen their use of the board as the game continues, letters marked with a red peg are "dead" and can't be used again. All of this just about guarantees that you will be taken completely by surprise by each other's brilliance - all of you looking at the same cluster of letters and suddenly someone finding a word that was everso blatantly there and yet completely invisible to you. Hence, the Majorness of the FUN. Finally, there's a two-minute timer, just to keep things in perspective. In the deluxe version, the letter tiles are made of wood. For five dollars less, you can get them made out of plastic. Which maybe less appealing aesthetically-speaking, but perhaps even more durable. Everything else, deluxe or regular version, is the same. A plastic box, divided into three compartments, stocked with three different colored pegs. A folding board that acts as a frame, and a set of carefully illustrated, full-color instructions completes the package. Recommended for 2 to 6 players, 8 to adult. Though if you have more than 4 players, more than childlike patience will be required. It's also helpful if players are relatively equally skilled, or as much imbued with compassion as with the love of wordly challenge. Labels: Thinking Games, Word Games

Thursday, July 19, 2007
Snatch
Snatch, based on the Victorian word game of anagrams, is a very portable and nicely executed word game from US Games Systems, Inc.. Anagrams, under any name, is a word game you should know about. It is elegantly simple, with very few rules, and yet can become remarkably absorbing, intense, and challenging for even the best of word game players. The look and feel of the tiles is an important contribution to an overall excellent game, hence, our most wholehearted endorsement of Snatch.  You begin with a pool of letter tiles, all turned face down. On your turn, you turn over any tile. Then it's the next player's turn. As soon as any player sees a word that can be made from the exposed tiles, that player calls the word out and wins the tiles for herself. She places the tiles in front of her, face-up, so that all players can see her word. The game continues, tiles turned over one per turn, so to speak. Now here is the excruciating part - if any player can add some exposed tiles to one of your words so as to change it into a different word, that player can claim your tiles. So: 1) you never really own anything until the very end of the game, and, 2) as the game progresses, there are more and more snatch-worthy words to contemplate. Especially those long words. So Snatch, even though it is not in itself a new game, is clearly Major FUN. It is reasonably priced, attractive, well-executed, the plastic tiles are smooth to the touch and slide easily on tablecloth or tabletop as you rearrange them (which you do often) - all the things you want in a good game. Though it can be played by as many players as are interested, we've found that it's best in a smallish group (2-4) of people who are equally adept, word-wise, and equally competitive, reaction-time-wise. Labels: Party Games, Thinking Games, Word Games

Thursday, April 05, 2007
Poppo
Poppo is what you might call "educational" and what you might even consider a "reading" game, and what you more than likely would classify as a "competitive" game for "little kids." In all cases, you'd be absolutely correct, and, simultaneously, wrong. Remember a game called " Trouble?" My guess is that what you remember best about it is the "Pop-o-matic" thingy in the middle of the board - a transparent capsule housing a die, that you'd press down, let go, and watch it pop the die to a new number. And that's what you remember so well because popping the pop-o-matic was probably the most fun part of playing the game. Well, that's what at the heart of Poppo. Only the die is 8-sided instead of 6. It has letters on it instead of numbers. And there are two sets of 4 different die-poppers, each with a different combination of letters. In addition to the die-poppers of endless delight, you also get a a box of cards with 100 different 3- or 4-letter words (illustrated), and a one-minute sand timer. A card is drawn, the timer turned, and two players (or teams) race to be the first to get their Poppo-poppers to spell the word on the card. And that's just about it. You can play it as a solitaire, you can play it cooperatively, you can play it with kids from 4 on up. You read me right, 4-years-old and up.  I first "tasted" it with a group of junior high school kids in a special education class. We evolved the "cooperative" approach together, because it was more fun. Some of the kids just wanted to keep popping - even after they managed to pop their Poppo-poppers to one of the letters in the word we were trying to spell. Others were frustrated by the time pressure. Others had trouble figuring out what letters were available in which Popper. (Each Popper has a different selection of letters, but here's also a wild card on every Popper- so, even if you have the wrong Popper, you'll eventually be able to spell the word anyway.) So we played it together, using all the Poppers, trying to see how many words we could spell before the timer ran out. Aside from the multitude of instructional benefits that so clearly qualify this game for parental purchase, the important thing is that it's something kids will want to play again and again. There may be faster ways to teach reading or spelling or word recognition, but I don't think there's a way that is more fun than playing Poppo. Labels: Family Games, Kids Games, Word Games

Monday, January 29, 2007
PDQ - a game for all reasons
PDQ is a sweet little word game - easy to learn, quick (Pretty Darn Quick) as a matter of fact - a game you can play by yourself or with maybe one, or several or even many other people? You get a deck of 78 letter cards - nice looking, good stock, big, easy-to-read letter cards. You deal out three at a time, face-up. And then you see who can make a word first, or, in case of a tie, who can come up with a longer word. TLP, for example. Tulip. Sure. Or perhaps Platitude. Platitude. Of course. Longer than Tulip.  (Did I mention that you can use the letters backwards or forwards?) (Did I also mention that you can use any number of letters before, between or after the three letters that you draw?) (And, of course, the letters have to be in the same order?) Designed by Jay Thompson to be played by kids as well as adults (kids use just two cards at a time, word game experts can try playing with four), PDQ is pretty darn close to everything you would want in a word game - 5-30 minutes of engaging, challenging, and frequently laugh-producing fun. Labels: Family Games, Kids Games, Party Games, Thinking Games, Top for 2007, Word Games

Monday, January 22, 2007
Acronymble
Acronymble is most definitely a party game, and most assuredly a game that will make you laugh. Hence, most probably, Major Fun. MAJOR. As in More Active Jollies Organized Ridiculously, or, perhaps Mighty Attractive Jauntiness Of Ribaldry, or even Mellifluent Acronym Judging Oscillates Randomly. Players compete (more or less) to create phrases or sentences (you get an additional point of your acronym is a sentence) from a collection of randomly drawn tiles. The number of tiles is determined by the draw of a card from the Length Deck. And what you have to do with them is determined by the draw of a card from the Composition deck. There are four different kinds of cards in the Composition deck: one tells you to also use a nonsense word, another to use only words that start with the same letter, and another to select any word starting with the chosen letter, and make an acronym from it. And the fourth kind of card tells you to do what you would have done anyway without the card.  Everyone but one player (the master of ceremonies for that round, a.k.a. the "NYMWIT") votes for a favorite. Votes are tallied. Players move the corresponding number of spaces on the board, et, obviously, cetera. How long you have to think is determined by the throw of a die, which tells you how much time to set on a tension-inducingly noisesome kitchen-type timer. The rules are written with enough humor and playfulness to keep people from taking the rules too seriously - there are constant invitations to make up your own rules, suggestions like "If a player doesn't finish in time, don't disqualify them (maybe drum your fingers or whistle a bit)." Whistle and drum we did. Laugh a lot we also did. Major FUN was most definitely had. Labels: Party Games, Word Games

Monday, May 22, 2006
Bonkers
"Bonkers," you ask? Yes, say I, Bonkers, the game. A word game, actually. Not, as you might think from all that trivia-sized box of little cards, a trivia game. But a word game, in deed. And a funny one, too. First, let's look at a card. Any card will do. This one has the word "HOUSE" on the top. Below that are four answers, marked "A", "B", "C", etc. The answers here are, no, wait. I'll tell you in a minute. First you tell me. Four words. Each beginning with HOUSE. I'll get back to explaining the card in a minute. Then there's a racetrack board. There are also 4 spots on the board, marked A, B, C, and so forth. Now, somebody, or some team, gets together and decides how likely it is that the otherbody or team will guess which. And then distribute playing chips on the 4 spots, appropriately - most chips on the word that the person/team thinks the other/s will least likely say. Oh. The words on the HOUSE card? Housefly, for example. There are different kinds of question cards. Some ask you to list 4 things, like countries, beginning with a letter, like H, or maybe two letters, like ME. Some ask you for words that rhymewith something. Some for words that end or start with other words (as in the above example of the HOUSE card.)  Did you figure out the HOUSE word? Housewarming? Which one did you think was the hardest to guess? Housebroken? I dunno. Housewife, maybe. When you're the person or team reading the question, you've got to listen very, very hard. Because answers come as fast as the other person/team can think of them, and if you say that they didn't say what they said they said, well, things can border on the less-light-hearted. This requires the maturity, minimally, of a 12-year old. But a party game it is. And it's not trivia. And it's Major FUN. Labels: Party Games, Senior-Worthy, Word Games

Monday, May 01, 2006
Nerdy Wordy
Nerdy Wordy is a challenging word game for two players, based on the traditional children's paper-and-pencil game of " Word Square." Based, but better. Each player has a tray and a collection of letter cubes. The letter cubes cover the whole alphabet, and are designed in alphabetic order. Thus, there are cubes with letters A-F, J-L, M-R, S-W, X and Y. There are also two blank (wild) cubes. Players take turns selecting letters. A selected letter can be dropped anywhere within the 5x5 matrix. Thus, though each player is using the same letter, what they end up with on their boards will be different. Though the two trays make you think of Battleship, Nerdy Wordy is a completely different game. Players get points for each word they make (from 2-5 letters long) and get extra points if they are able to make five-letter words on all 4 sides of the grid. Though the cubes store nicely in their respective trays, it's not really a car game - as you need a surface on which to hold and sort your cubes.  The game can get very challenging. Especially if you count 2- and 3-letter words. And even more especially if you happen to be playing against a Scrabble player. The game can be made easier (scoring only 5- and/or 4-letter words), without disturbing the strategic interest. The letter cubes, because they limit the letters that can be used, and because of the addition of two blank cubes, add great depth and interest to the game. For two word-loving players of equal skill, age 8 and up, the game will undoubtedly prove to be Major FUN. Labels: Kids Games, Senior-Worthy, Word Games

Monday, January 16, 2006
Heximania
Heximania is a game that invites the whole family to a fun half-hour of strategic word play. Strategic word play. Family. These are ideas normally don't go together, but Heximania is simple enough for a first-grader to enjoy playing, and interesting enough to produce parental glee. The game includes a collection of haxagonal letter tiles (thick, smooth, colorful) in a drawstring bag (well-made, with a locking closure), a hexagonal board (raised, 4x4x4x4x4x4 haxagonal grid, integrated turning base) 4 tile holders (plastic, ample), and a sand timer. The letter "A" is placed in the center of the board. Players each take 5 tiles from the tile bag and then take turns, adding one more letter to the board. The new letter must be adjacent to the last letter played. And it must make a word. When a letter is played, that player writes down all the words she can think of that begin with her letter, and can be formed from adjacent tiles. As the game progresses, a single tile placement can result in a surprising number of words. So surprising is the number of possible words that the player can easily miss one or several - especially with the pressure of having to complete the turn before the sand timer runs out. This adds significantly to the fun of it all, because the rest of the players can add to their score if they can find any words that were missed. It reminds you of several good word games. Boggle®, Scrabble®, especially. But it's different. It's hexagonal, for one thing. For another, you build one letter at a time. For another, it's especially fun for kids, and just long enough to grab the collective attention span of the entire family. Labels: Thinking Games, Word Games

Monday, October 31, 2005
Plext
Plext is a Boggle-ish word game that is unique and, consequently, uniquely fun. Designed by Chris Handy, who also designed the Major FUN Award-winning game " Handy," Plext features a set of 14 letter dice. The dice are rolled and then placed in a tray so they line up end-to-end. Players then compete to list the FEWEST ("fewest" is definitely a new idea for word games) words that contain ALL 14 letters, in the order in which those letters appear. We had a little trouble initially understanding the full implication of FEWEST and "in order." So, here's the deal. It doesn't matter how many letters you add. All you have to do is use up all of the existing letters, in the order that they're, um, in, and in as few words as possible. Let's say that your letter array is: PFGBWOSMYHPCVD. A first word like "preferring" would use the P, F and G. For the next word, you try "worship" to get rid of the W, O, and S. That's two words and six letters. For your third word, you reach the veritable apogee of verbal verisimilitude and write "mythopoetic." Mythopoetic? Yes, indeed. In the dictionary and everything. Swallowing M, Y, H, P, and C! All that's left is a mere V and D. "Void" will work perfectly. As would "Valid" or even "Envisioned." So in four words, you use up all 14 letters.  We were surprised at how absorbing and fun, and unique, this little game proved to be. We were not, however, in the least bit surprised by the quality of the components and packaging. Like almost all the games manufactured by SimplyFun, Plext is lovingly packaged and presented, and the pieces well-finished and durable. The game is recommended for 2-6 word-game players, ages 10 and up, with about 45 minutes to play. Labels: Party Games, Word Games

Friday, September 30, 2005
Wildwords cont'd
 As I'm sure you remember, the word tile game Wildwords received a Major FUN award back in March, 2004. The designer/manufacturer emailed me recently, in the hopes that we could figure out some mutually rewarding connection that would result in getting this wonderfully brain-tickling game to more people. Given my financial acumen and keen marketing sense, I had no idea at all how we could mutualize anything, reward-wise. The only thing that came to mind was writing a semi-altruistic story about the game. That way, he'd have a few more sales, and, well, I'd get the gratification of knowing that I had contributed to the success of something I believed in. And so it goes. And so do I. So I went back to his website and found a blow-by-blow description of a game of Wildwords as played between Bush and Kerry. OK, so maybe it wasn't really played by Bush and Kerry. But it gives you a great feel for the game, and the wonderfulness therefrom awaiting you. Another welcome surprise was this free online version for PC-users, and, for those who seek immediate gratification, this " very tough Java WildWords puzzle." There's a lot more on the website. And a whole lot more if you buy the game. There's even a Special Offer - free shipping and a dollar off (until Oct. 16) just for you and yours. And no, I don't make a dime off of it (not enough dimes to share). But I do get the satisfaction of knowing that I played a role in making this significantly fun game a little more affordable. Labels: Word Games

Tuesday, August 23, 2005
Linkity
Linkity is a fast-action word / card game from Simply Fun that is most definitely FUN in a Major kind of way.  The deck consists of 81 cards. Each card has a single letter on it, along with a cartoon of a letter-shaped bugs. Why bugs? According to the manufacturer, there is "no particular reason - we just liked the bugs." Players are dealt hands of 7 cards. After the first card is played, players compete to put the next card down - while saying a word that starts with the letter on the card, and is related to whatever word the previous player used. Let's say Tamara starts with the letter "A" and say "Apple." Let's say Rick throws down his "S" card and says "Slice." And then Celia, throwing down her "G" card says, naturally, "Golf." See, the word "Golf," though having nothing to do with the original word "Apple," can be demonstrably linked to the word "Slice." Hence the name of the game: Linkity. Each player (3-8) begins a round with seven cards. Players don't take turns, they simply go as soon as they can think of a contextually appropriate word that starts with a letter that appears on one of their cards (though you can only put one card down per turn) and has something to do with the word just said. And yes, of course, players can challenge each other (greatly adding to the intrigue and potential silliness of play). The first player to use all her cards wins the round. The rest are penalized one point for each card remaining in their hands. A full game requires three rounds and takes maybe a half-hour. Since there are no turns, you really have to think fast, and often creatively in order to win. It's this creativity-under-pressure that adds both to the hilarity and intensity of the game, and adds to the temptation to try words that aren't quite exactly, well, linked. Which adds correspondingly to the party-like spirit of the whole game. When playing for the first time, disregard the first round. This gives everyone a chance to get a good understanding of the slightly subtle concept that a word needs only to relate to the immediately preceding word. The game works best when players are of roughly equal ability. So, if there are kids around, let them play their own game. They deserve it. Labels: Party Games, Word Games

Tuesday, June 28, 2005
Palabra
Palabra is a word game that is easily as deep as Scrabble®, more competitive, more challenging, and yet requires only a deck of cards. 120 cards, actually. Cards with letters on them. And colors. And some even with special symbols. And some more special than that. It's not just a word game. It's also rummy-like. So, if you really can't find a word, but if it just so happens that you can make a "straight" with, say, the letters J, K, and L, well, go for it. Since a J is worth 9 points and a K 6 and an L 2, you got 17 points right there. And if they are all the same color, you'd double your score. And if some of the cards have stars on them, you might double or triple the score again! The competitive part, and I mean, really competitive, comes with the "shaving" rule. On your turn, if you have cards that match those the person before you just played, you can use them to take points off his score and add them to yours. Kind of a delicious moment in the annals of legally mean things to do in the name of fun. I know. It sounds just too complex to be fun. So many other things to think about that it could take away the joys of word-making. And yet, it turns out at least as interesting for the word game lover as Scrabble, with all the fun of a really good card game. The deck has been recently refreshed - the cards are a bit thicker and the color key on the side of the cards has a different shape for each color - a great help for people who have difficulty telling colors apart. If you have the old set, it's still worth getting a newer version, because with 2 decks (yes, 240 cards!) you can play with up to 12 people. Major FUN? You bet! Hmmm. Betting. As one might do in poker. Hmmmmm. And hmmmm again. Given the 28 variations currently described on the remarkably thorough and generous Palabra website (which includes resources like the inestimably valuable 2- and 3-letter word list, vowelless words, and Q-words not followed by a U), given, in particular, variations 13 (called "All Poker") and 24 ("Texas Hold 'em), poker, most definitely. And there's, for further example, a more Scrabble-like crosswords (variation 12), of course. And, should you enjoy playing with yourself, so to speak, a significantly amusing solitaire (variation 21), even. Labels: Party Games, Thinking Games, Word Games

Tuesday, June 07, 2005
Last Word and Faces - two more significantly playworthy party games
Buffalo Games, makers of the Major Fun Award-winning IMAgiNiff have come out with two new, note- and playworthy party games: Last Word and Faces.  Last Word might remind you of the kind of fun you get playing A to Z, but the game play is different enough to be worthy of any good party game collection. There's a deck of "Subject Cards" (e.g.: "Things Used by an Artist," "U. S. Cities," "All About Love"), and a deck of letter cards. When the letter and subject are revealed, an electronic timer is started (it's a random timer, so you never really know when it's going to go off, and when it does, it sounds like an air horn). Players say any word they think of that starts with the chosen letter and fits the selected category. The winning player is not, however, the one who is necessarily the cleverest or most informed, but the player who calls out the correct answer just before the timer sounds. Me, I happen to love games that ask me to be noisy, and I found having to balance my genius at trivia with my luck in timing added significnantly to my involvement and delight.  Faces is an Apples to Apples-type game, which is good and bad. The bad part of it is that it suffers from the comparison, the good part is that that is what makes it so party-appropriate. The main play element of the game is a deck of cards with vintage (turn of the 20th-century) images of men and women, and animals. Another deck provides characteristics, such as "the one who makes Christmas extra special" or "the one about to break some bad news." To play, six character cards are drawn from one of the decks, one of four pre-selected characteristic card is chosen and read, and players vote to guess which one the current player (the judge) might choose. A race track board is used to keep score. Every turn is followed by much discussion about who picked what why, which is what makes the game so party-worthy. Labels: Party Games, Word Games

Monday, May 09, 2005
Catch Phrase, Refreshed
Hasbro's Electronic Catch Phrase is probably one of the best electronic party games ever. A cross between password and hot potato, this exciting, engaging team word game can engage as many people as you want to play with in a good hour of competition and laughter. And now it's getting a second Major Fun award. The first was presented two-and-a-half years ago. Today, we have an improved Electronic Catch Phrase, just released, with new categories and words, making something like 10,000 in total. This award goes primarily to Hasbro for having the intelligence and integrity that led to improving an already excellent game. This is all too rare an occurrence in the game industry. A successful game tends to get repackaged, and perhaps even rethemed, but rarely if ever fundamentally improved. The new version is simply easier to use. A back-lit LED screen is much easier to read. The digital score readout (replacing the cumbersome electronic voice), and the button size and placement all make for a friendlier, easier-to-control, more pleasant to play with device. Most of the people at our Tasting who tried the game weren't familiar with Catch Phrase in any of its earlier incarnations - even the original mechanical and paper version released in the 90s. The main obstacle to their understanding the joys that awaited them was their other experiences of password-like games. See, that part, the guess-what-word-I'm-trying-to-make-you-say part, is so easy to understand that the other part, the hot potato part, completely escaped most people. Until we finally got to play the game. People kept on thinking that they should get a point when their team guessed the word. But that's not it at all. When your team guesses your word, you get to pass the device to a player on the other team. And points are kind of negative - awarded to your team when the timer goes off (hot potato-like) in the other team's hands. Despite the brevity and succinctness of the rules, this was the one real source of confusion that nothing short of a reworking of the rules (perhaps as a comic book) could have avoided. On the other hand, as it were, once this rather inconsequential hurdle was cleared, delight was immediate and continuous. It really is one of the best electronic party games out there. And Catch Phrase, refreshed, is even better than its predecessor. At less than $25 retail, it's well-worth the purchase, even if you have the older version. Labels: Party Games, Word Games

Saturday, March 27, 2004
Wordigo
Wordigo really took us by surprise. We see a word-board game and we think: "maybe fun for the guy playing, but agony for the people who are waiting their turns." So we conclude "Word-board game = not really Major FUN material." Then we notice the different boards and four complete sets of tiles. This leads us to conclude that maybe all four of us can play simultaneously. No turn-waiting. Immediate gratification, verbally-playfully speaking. Except that there are six of us. So we play in three teams. And the game just takes off. Sure, we are confused a little by the different boards in the set, and the funny arrows on the tiles, but we start anyway, racing against each other and the timer, using and drawing tiles and discarding, trying to fill our boards up with words. And then, when the time is reluctantly up, we figure out the scoring, which really gets interesting, strategic-implication-wise. The next round (we hardly ever play more than one round during a "game tasting," but this game was just too darn delicious), we are much more score-conscious so we get strategic and discover we really don't have enough time anyway. We also decide to start with the second board, only to discover that it is actually more challenging than the first.  The game comes with four sets of letter tiles with pouches, four sets of four different game boards (two boards with a different design on each side), the first and probably only seven-minute sand timer in the world, and a score pad. The tiles look remarkably similar to those letter-with-number tiles you see in scoring letter games, but they have arrows on the vowels. The boards are similar to kids' crossword puzzles, but without the clues. The game can be played simultaneously with up to four players or with teams, which we think is even more fun. And you can even invite the kids to play or compensate for those with different verbal skills. The boards are of varying levels of difficulty. Those who want to can use the easier boards or start with more tiles or maybe recycle their discarded tiles. Wordigo is the only word game I know of that allows you to use a dictionary while you're playing. Of course, looking something up in a dictionary while the sand is inexorably streaming your time away is perhaps not such a useful option. Unless you're playing in pairs. Which we just happened to be. And even then, we were all too wrapped in the rapture of it all to use anything other than our rapidly muddling minds. For those of us who enjoyextended moments of time-free deliberation, the game is still entertaining without timers. Players just continue until all the boards have been filled. Labels: Family Games, Keeper, Party Games, Thinking Games, Word Games

Friday, March 26, 2004
Wildwords
 On first glance, it could be easily mistaken for that highly popular word/board game, SCRA*LE. And, in truth, the similarities are close enough to make any SCRA*LE player to feel right at home. Of course, it's the differences that make it interesting - differences that are different enough to make it a completely new, and disturbingly compelling game. Here is one play, illustrating the various possibilities inherent in a single turn of WildWords. You will note the SCRA*LE-like board. On closer inspection, you will note that despite the apparent SCRA*LE-likeness, there are differences - like the squares that say "Lose 20 on Play." Omigosh, you mean there are squares you don't want to cover? And the surprisingly many squares that say "Turn to Wild."  Which brings me to what may be the most clearly unSCRA*LE-like concept of "Wild" you'll ever encounter. A wild tile, indicated either by the * or by it's turned-overness, can be any string of consecutive letters. Not just any one letter. But any one or many letters. This change is radical. It's what makes WildWords into a unique word/board game. Uniquely profound. Uniquely challenging. Uniquely fun. Then there's the whole thing about challenging another player - you know, when you think someone's spelling a word that isn't in the dictionary. That has also been most discerningly enwilded. First of all, with the possibility of a single wild tile standing for maybe seven letters, it's a lot harder to know whether or not there's a challengable word. Which makes it all the more inviting to bluff. Which makes it all the more necessary to challenge. But in WildWords, when one player challenges another, all the other players (SCRA*BLElikely, WildWords can be played by 2-4 players), must also agree or disagree. In either event, if they are wrong, they each lose 20 points. Harsh. In a beautiful kind of way. Also, I gotta tell you, the tile holders are probably the best tile holders ever to hold a game tile. Smooth. Cool. Hefty. With wood-protectors, even. And the easy-to-read tiles are all packaged in a plastic bag inside a drawstring bag. With six extra tiles, just in case. In sum, WildWords is the newest to receive the coveted Major FUN Award. Labels: Keeper, Senior-Worthy, Thinking Games, Word Games

Friday, August 22, 2003
Malarky
 It happened almost as soon as we opened the box. Everybody brightened up, almost as if we knew that Malarky would prove to be just the kind of game we were looking for - easy to learn, fun, competitive, but just competitive enough to keep your attention. An intellectual game, but not so intellectual that you'd actually have to know anything. In other words, just the kind of game you'd want to bring to a party - or make a party out of. My first exposure to anything Malarky-like was the parlor game called " Fictionary" - your basic bluffing game where the object is to be the one everyone thinks knows the "real" answer, even though you really made it up. Malarky isn't about word definitions, but rather about everyday life "factoids" like why laundry detergent boxes come in such odd weights. But the real genius of the game is in the execution. You get this big deck of obscure but everyday factoid cards, as you'd expect. One player selects and reads the question, and everyone else has to think up an answer - again, as you'd expect. The problem that these games usually have is how to get from this point to the voting without enduring painful minutes of writing and deciphering. Normally, everyone writes something down. And then they pass their slips to the questioner, who also has to write the answer down. And then she has to read all the answers, one at a time, without fumbling or giving anything away. The designers of Malarky have come up with what they call "Concealing Folders." This simple device (a cardboard frame with a front and back cover) makes possible truly stunning acts of subterfuge and dissemblance. The reader puts the card in one of the folders, closes the folders, mixes them up, and then distributes the closed folders. Everyone takes turns, opening the folder and appearing to read the "real" answer. Of course, only one player actually has the question card. This simple device, the cleverness of the questions, and the introduction of voting chips combine to create a game that takes an old parlor game to a new level - making Patch Product's Malarky a game that could only be called " Major FUN Award-worthy." Labels: Party Games, Word Games

Thursday, July 31, 2003
Blurt
 It's a word game. It's a board game. It's the first word/board game I've found that makes the best of both. It's called, " BLURT!." As a word game, it's simple enough. You read a definition. The first player to, um, Blurt! it out, so to speak, wins. This is fun, because the fact that you know what a word means often has little to do with the speed of your Blurt! As a board game, it's a race, where you throw the die and move your pawn - a pawn that has the power to send others back. There's just enough chance to keep everyone guessing.  There's the "Showdown," or, as we called it, "Blurt-Off," when you land on somebody else and have to compete head to head for first correct Blurt! Failure sends you back - depending on the roll of the die. And then there's the "Takeover." Land on a square that is the same color as your pawn and jump on anybody else, no matter how far down the track they are. Then comes the Blurt-Off, and the risk of being sent all the way back to the Takeover square. The board game balances the challenge of the word game beautifully, creating an exciting social dynamic where everyone is involved and anyone can win, up until the very last play.http://www.playblurt.com/ Labels: Family Games, Party Games, Word Games

Tuesday, June 24, 2003
Smart Mouth
Smart Mouth got the Major FUN Award almost before we started playing it. The design of the toy - I know, it's really a "game mechanism," but it's just so darn much fun to play with - makes a very simple word game concept into a genuinely fun, exciting challenge. OK. The game first. It's a word game. You're given two letters. Your objective: to be the first to call out a word that begins with one and ends with the other. For example, S and T. You could call out "SIT," but you'd be wrong, because words have to be at least 5 letters. How about, um, let's see, "SMART"? Why yes, that's exactly right. Easy to understand. Challenging to play. And there are variations, and more variations, so you can play it with the kids or with your friends or your parents, and everybody'll have fun. Now to the toy part. There's a box on a base. The box has two sections - each rounded at the top, each holding 36 letter tiles, which are also rounded at the top, so they can only fit in their sections one way, which turns out to be exactly the way they need to be if they are to be displayed in the right direction. There are two different colored tiles (so that the letter combinations will all work), each color goes in its own section. Fill the box. Put its cover on. And slide it forwards. When you slide it back, you reveal the first two letters. Simultaneously. To all players. The first player to call out the correct word gets those tiles. Which is how score is kept. Elegant. Easy to understand. A device that works so well you can actually throw out the nice, sturdy box the game came in. My only regret - I had so much fun playing with the toy that I had to be the judge for the whole game. Oh, well. Labels: Party Games, Word Games

Friday, May 23, 2003
Word Sense
Word Sense is a sweet little word game that will keep 2-6 players delicously challenged for ten minutes to an hour of intense but rather joyous competition - especially if everyone shares similar verbal competencies. The handy plastic carrying case contains 31 letter tiles, two blank dice with stickers, a score pad and pencil. Five of the letter tiles are double letters. There are two versions of the game, one of which requires players to compete simultaneously. We liked this one so much more I'm not even going to tell you about the other version. Which means you won't need the dice. One player is the Chooser. That player decides how many tiles get turned over (2-5) - the more tiles, the more difficult the challenge. Let's say the Chooser chooses 4 tiles. The other players then pick four tiles, placing them face down in front of them. At a signal from the Chooser, all turn their tiles over. Which might give you something like W D (ED) N (ED being a tile with two letters on it). The challenge - be the first player to shout out a word that uses all of those letters - in any order. A solution: how about UNWEDDED? We were very pleasantly surprised to discover what a good challenge this little game gave us. There are several variations suggested by the manufacturers. Which is a clear invitation to invent your own. All in all, most Major FUNly. Labels: Thinking Games, Word Games

Friday, February 07, 2003
Pass the Bomb
Pass the Bomb is a fast-paced word game for two or more players 12 and over (a junior version is available for kids 5 and up...read on). The "bomb" is an electronic, clock-battery-included, cartoonish-bomb-with-fuse-shaped timer that goes off randomly between 10 and 60 seconds after it is activated. I'm mentioning the bomb first because it is the first thing you see when you open the box, and it's fun all by itself. Especially the random going-off part. However, the genius of the game is, as they say, in the cards. There are 110 of them. Printed on both sides. Each has two or a few letters on it. The game: start the bomb, turn the first card over, say a word that ends with (or starts, or contains) those letters. Then pass the bomb to the next player. Who must say a different word. Etc., etc., until the bomb goes off (through, conceivably, no fault of the player, since it's random). Whether the letters have to be in the beginning end or middle of a word is determined by the throw of a die, which, because this game is international, is graphic. And, yes, the graphics aren't that immediately obvious. But here I niggle. The game is engaging and elegant. The losing player keeps the card, so the cards are used to keep score. The game is fast, so everyone stays involved. The challenge steadily increases as time passes and the obvious solutions get used up, so the tension increases. The unpredictable timer, and the brevity of the time allowed are just the right touches to keep the game fun. As for the Junior version - same bomb, but different cards, and challenge. The card set is a collection of cartoon drawings depicting different scenes. Players then have to name things that might belong in that scene. It turns out that this is easily as fun as the word game. Even if you don't have kids, Pass the Bomb Junior is most funworthy in deed. Labels: Family Games, Party Games, Word Games

Thursday, December 19, 2002
Backround
BackRound (no, I didn't misspell it. It's not Background. It's BackRound) is another Major FUN Award-winning wordgame from the Coodju people. Let's start with an example. If someone said "led-nack" to you, offering you the hint "don't burn out on this word," what would you answer. Why, obviously, "candle." Let's continue with another example. How about "top-eat," which, says the hint, "Blows its lid"? But of course, "teapot." Think you've got it? How about "ode-dees-cut?" Want a hint? "Formally speaking, you should have this." A BackRound, the designers explain, is "a word pronounced backwards." Notice the emphasis. It's pretty much central to what makes this game so fascinatingly fun. Yeah, it's about backwards words. But not about the spelling. And all about the pronounciation. There are 80 cards, each with 4 different puzzles (which makes for, count'em, 320 total). You need at least two people, so one can be the Reader. You can play with more. Many, many more. You can divide them into teams. You can play every-one-for-him/her-self. Scoring is easy. You solve it, you get the card. You have the most cards at the end of the game, you win. Then there's the not-actually-obligatory timer, which you can use to add more tension, when more tension is needed. Which, in our case, given our collective obstinance, wasn't. And there's even a cloth carry-this-game-everywhere bag, which, once you play it, you're more than likely to do. Should you need further snish-kurt-sni, you'll find them clearly posted on their ties-behw. Labels: Kids Games, Party Games, Thinking Games, Word Games

Wednesday, December 18, 2002
Respond
 Remember "Geography" - the game you probably played in the car or waiting at the restaurant with your family? You know the one. Someone says the name of a geographical location. Texas. Then the next player has to name another geographical location, starting with the last letter of the previous. Saskatchewan. Then the next: Nebraska. Et, basically, cetera. Remember how surprisingly long that game could last? And how genuinely challenging it could get? And how much fun it could be? Well, that should answer any questions you have about why Respond is so much fun. Because, basically, Respond begins where Geography leaves off. First, there's the deck of category cards. We're not just talking Geography anymore. We're talking Vegetables, and Boys Names, and Bugs; Colors and Flowers, and Musical Instruments. Which might remind you of that game Categories. Remember? "Gonna Get (clap, clap) names of (clap clap) Candy..." Except you play with the Geography rule. And the categories change every turn. So now you have to be prepared to switch from context to context while figuring out what word starts with the last letter of the word before. Baseball. Larry. Umm. What bug starts with a "Y"? Oh. Yellowjacket. Speaking of yellow, there are also these yellow-bordered "Lightning" category cards. When you play one, anybody, regardless of whose turn it is, can go next, if they answer correctly. Which adds a remarkably deep strategic pinch, because if you're not fast enough, you get skipped over. And if you are very fast, you can play a second card from your own hand before the timer runs out. Speaking of which, there's a 20-second electronic timer that quietly blinks at you until you there are only five seconds left. And sedately beeps at you until you run out of time. And then blares a most conclusive siren in your personal face. Hitting it resets it. Not answering before the timer goes off means you have to draw an additional card. Which is not good, seeing as the goal of the game is to be the first player to run out of cards. Respond is deliciously challenging. It can be played by kids old enough to read. It can be played by almost any number of people. Being based on games that almost everyone knows makes it that much easier to learn. Everything works elegantly. The cards keep the game exciting. There's no need to keep score. It's easy to learn. Quick to play. If you lose the rules, you can find them online. Even batteries are included. Labels: Party Games, Word Games

Tuesday, December 17, 2002
Coodju
 Who'd think that a spelling game could be interesting enough, fun enough, exciting enough, to make into a party? Well, Matt and Derry, two, young, entrepreneuring game designers, certainly did. Enough to build a whole game company around. And, after playing it for five minutes, I was as convinced as they were. Coodju is the kind of game the Major FUN Award was invented for. It's innovative, unique, easy to learn, fast, challenging, funny fun - and it's all done with spelling! You (at least 4 of you over-twelve-years-old types) play more or less in teams. Your partner has a card with five words on it. She reads them to you one-at-a-time. All you have to do to win the card is spell the words correctly. Of course, depending on the roll of the die, you might have to spell the words backwards, or inside out, or spell every other letter, or only the vowels or consonants. And depending on the roll of the other die, you might have twice as much time, or get twice or three times as many points, or take away points from the other guys. You can almost feel those braincells burning as you try to spell a word "outside-in." P-Y-A-T-R is obviously PARTY. But what, one might ask, is H-S-A-S-P-E-P-N-I? We liked everything about this game. We liked the challenge. We liked the scoring. We liked the dice. We liked the portable, two-compartment card tray that made it so easy for the Reader to keep track of which cards have been used. We liked the box that had the rules printed right on it. We didn't especially like the scoring pad or sand timer. We appreciated having them. And what, after all, is especially to like about scoring pads and sand timers? And we especially liked knowing that there was a Coodju Lite - a different package with words that seven-year-olds could spell, a spinner instead of dice, and no scorepad. Coodju Lite is an elegant adaptation of Coodju, reduced in complexity to appeal to the age-impaired, but not reduced in play value. In fact, we found that because the cards in Coodju lite were a different color, we could combine games so the whole family could play together. The designers even included a cloth bag, knowing that kids would cherish the game enough to want to take it everywhere. As to the "we" - last Sunday's Game Tasting group included myself, my wife, Rocky; the amazing Ivory (a beloved, game-addicted regular), and the co-inventorsm them-very-selves. It just so happened that they lived a couple beaches north of us, and, despite my misgivings about undue influence, they turned out to be wonderful, fun people, who appreciated games as much as we did, and we delighted in their delight as much as ours. It was a rare opportunity, and fortunate in deed that they had such genuinely BERNIE-worthy games to share with us. That inside-out word, for those of you who are still seeking: HAPPINESS. Labels: Family Games, Kids Games, Party Games, Word Games

Monday, November 25, 2002
A to Z

There's nothing funny about A to Z, and yet, this game made us laugh, almost non-stop, for an entire hour. Each player or team gets an alphabet board. Dice are rolled. A category is selected from a card. And then that player or team has fifteen or thirty seconds (depending on the dice) to name items that fit the category. As soon as an item is named, its first letter gets covered on the alphabet board. Name as many items as possible within the time limit, each starting with a different letter, and then name more, in a different category, when it gets to be your turn again. The object is to be the first player or team to complete the alphabet. Transparent discs are used to mark which letters have been used.  There were eight of us, so we played it in teams. It turned out to be so much fun to play with a teammate that I'd recommend, even if there are exactly four players, that you play it in two teams. Some of the categories are excruciatingly difficult. Like, names of foreign newspapers, or famous military leaders. Others are delightfully easy, especially for us average American folk - like snack foods or fast food restaurants. So, you might think that success depends on the luck of the category drawn. And you'd continue thinking it until someone throws the dice and the hand symbol appears. Then, when naming items, instead of trying to find things that begin with one of the ever-dwindling assortment of available letters (like Q and Z), you select someone else's board, and remove their discs. Since the letters already covered tend to be those that are easiest to use, things have a way of evening out with depressing rapidity. The mechanical timer ticks and flips noisily when the time limit is reached. It's a little difficult to see the fifteen second mark (there are only two time limits - either the full 30 seconds or the painfully brief fifteen), affording the opportunity for the only negative criticism I could find for this remarkably absorbing, unique, challenging, easy to understand, and genuinely fun word game. Labels: Family Games, Keeper, Party Games, Senior-Worthy, Word Games

Monday, November 04, 2002
Man Bites Dog
Man Bites Dog wins the Major FUN Award for its humor, its playability, its invitation to creativity, its quickness, and, most of all, it's fun. It's a card game the object of which is to create high-scoring headlines. Each card contains a word or a phrase and a score value. Headlines can have such bizarre grammatical structures that players can, with a modicum of creativity, compose a headline out of almost any cluster of words. The key word here is "almost." Sometimes it's impossible. Sometimes you have to stretch your concept of linguistic clarity beyond the breaking point. Take, for example, the following hand: CONVICT, SUSPECT, UROLOGIST, BLONDE, DUMPS. Luckily, DUMPS is one of those words that can be a noun or a verb. Otherwise, you'd be lost (you can replace up to three cards). So, how about BLONDE UROLOGIST DUMPS CONVICT? That'd work. So would BLONDE UROLOGIST DUMPS SUSPECT. Well, more or less. But you'd get another 5 points if you could use CONVICT. You can't have a SUSPECT CONVICT, though. How about CONVICT UROLOGIST DUMPS BLONDE SUSPECT? Well, you get the point. But to actually get the points, everyone else must agree that your headline actually makes sense. This keeps the game from getting too competitive, because ultimately everyone is working together to keep the game going. The game play is fast - a hand takes maybe five minutes to play. Since the average hand scores from 50-150 points, and the game is over as soon as someone reaches 500, the whole game rarely takes more than a fun, comfortable 20 minutes. It feels a little poker-like (you get five cards and can exchange up to three), which invites the creation of a minor infinity of non-gambling poker-like variations. Man Bites Dog is recommended for 2 to 6 players, ages 8 and up. And a very good recommendation it is. Labels: Party Games, Word Games

Tuesday, October 08, 2002
Apples to Apples
 Today's Major FUN Award goes to Apples to Apples. In fact, it goes not only to Apples to Apples, not only to the two editions of Apples to Apples Junior or the Apple to Apple Booster Kits, but also to the veritable makers and marketers of Apples to Apples, Out of the Box Publishing. But first, let's talk Apples to Apples. It's a party game - from a little party of four players to a significant party of ten. It's a card game. A lot of cards. 432 cards, by my count. Nicely made, highly-shufflable, plastic-coated, square-cornered cards. Well-designed, easy-to-read cards with cute commentaries. And a card tray to hold three stacks of 'em. And clear rules printed on stiff, coated paper. This is typical of Out of the Box products. Lots of consideration given to look and feel and longtime replay value. But enough about how it looks. It's how it plays that makes it so Major FUN Award-worthy.  There are two different kinds of cards. The Green Apple cards describe characteristics, like: Influential, Wicked, Distinguished. The Red Apple cards are people, places and things. Each player gets seven Red Apple cards. One player, who gets to be the Judge for that particular turn, selects a Green Apple card. Then everyone else more or less races to play a Red Apple card or two that fits that characteristic. What constitutes a fit can get very iffy in deed. Given, for example, a Green Apple of INFLUENTIAL, which of these cards would you play: COCKROACHES, HOOLIGANS, JAMES BOND, WHEAT, ICEBERGS, GRAVITY, or THE UNIVERSE? Some are clearly iffier than others. One could say that THE UNIVERSE is more influential than HOOLIGANS. In fact, one could even say that GRAVITY is even more influential. It turns out that that very iffiness is what makes the game such a delight to play. There are no right answers. It's up to the imagination of the players, the judgment of the judge, and whatever subtle pressures one puts on the other. Because a different player plays Judge each turn, the iffiness gets spread around evenly enough to make the game as fair as it is fun. As to its Gigglwattage, it varies in intensity. Generally, the game is about a 40-Gigglewatter. But, from time to time, it can get blindingly funny. And then there's the Major FUN Award that goes to Out-of-the-Box itself. Every game I've looked at from them so far has that well-designed, carefully considered, made-for-easy-fun feeling. And they make good use of their website, going to the extent of offering downloadable rules for each of their games - just in case you need an extra copy. A Major FUN Award for the game. A Major FUN Award for the company that makes it. O, the enthusiastic endorsement of it all! Labels: Family Games, Keeper, Party Games, Senior-Worthy, Word Games

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