Speed Cups & Halli Galli

Filed Under (Dexterity, Family Games, Kids Games) by Will Bain on Jan 20, 2014

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It’s Amigo week this week as we award Haim Shafir and Amigo for several games that we received recently. Although the games have some very similar features (for example they are all games of speed and quick reactions) each one has its own idiosyncrasies and charm. They are all very clever and, more importantly, fun.

Major Fun.

Today I’m going to focus on the two games for slightly older players. Later this week I’ll look at a couple of the games that are suited for even younger players. Keep in mind that all of the games from Shafir and Amigo are fantastic family games that are enjoyable for a wide range of ages.

Speed Cups (2 – 4 players. Ages: 6+)

Let’s start with a game that is most similar to one we have already given a Major Fun Award to. If you remember from a few weeks back, we loved Finger Twist—another game designed by Shafir and produced by Amigo. Speed Cups has a lot of similarities to Finger Twist. Both are speed games, both involve matching color and order combinations on a card, and both have a bell. Whereas Finger Twist uses colored hair bands, Speed Cups uses colored plastic cups.

Each player has a set of five cups, each of a different color. To start play, a card is flipped over and the players race to arrange their cups to match the pattern on the card. One tricky aspect is that the card does not show cups, instead the card shows a picture of five flowers or five cars or a five-story apartment building. The second wrinkle is that the players must not only match the color order but also the horizontal or vertical orientation of the items. If the items on the card are arranged vertically, the cups must be stacked. If the colors are arranged horizontally then the cups need to form a line on the table.

That’s it. Each player rings the bell when finished. The first player to ring the bell and have the cups in the right order wins the card.

One of the things I found most interesting was how differently each player performed depending on the orientation of the card. I was much better at cards that were vertically oriented. I was competitive when asked to stack the cups. But when it came to horizontal arrangement, I was almost always dead last. Everyone who has played with me has made similar comments. One orientation is much better than the other.

Like all speed games, some people are just better than others. Of the quintilogy of games from Haim Shafir, Speed Cups and Finger Twist are perhaps the most unforgiving in the sense that someone who struggles will get frustrated if forced to always compete against those who are naturally (or in the case of my daughter seemingly preternaturally) dexterous. Then again, pulling out an unexpected win feels really good.

Halli GalliHalli Galli (2 – 6 players, Ages: 6+)

First produced in 1990, this is actually the first of Haim Shafir’s “Bell Quintilogy” of games (“Bell Quintilogy” is not an “official” title. And “Major Fun” knows that some of the “quotes” are misplaced but it’s just so “addictive.”) You can see the DNA of Halli Galli in the more recent games like Speed Cups and Finger Twist, but Halli Galli is more about building tension than raw speed.

The game comes with a bell and 56 cards. The cards depict 1 to 5 pieces of fruit (plums, strawberries, limes, or bananas). These cards are shuffled and dealt face-down to all players. These piles of cards are arranged around the bell.

When play starts, players take turns flipping over one card from their deck so that one card is showing in front of each player. Players continue to flip over cards (covering up the previous card if no one has rung the bell) until exactly five of any fruit are visible. The first to ring the bell when exactly five of a fruit are visible wins ALL of the cards that are face-up on the table. These cards go to the winner’s deck. If a player runs out of cards then that player is eliminated from the game.

If a player makes a mistake, that player must give one card to each of his or her opponents.

awardThe pace of the game is uneven but instead of being a flaw in the game, it turns out to be a major source of excitement. Sometimes you will find yourself ringing the bell every second or third card, but there are times when you can play 10 or 11 cards without revealing a set of five. In those rounds the tension becomes almost unbearable. When the critical card finally drops the explosion of sound and activity is bone jarring.

Even though this is an elimination game, the rounds go very quickly and the amount of down-time is minimal. There are also lots of ways to adjust this game to accommodate for different ages and ability levels.

You might find yourself flinching every time you hear a bell but Haim Shafir and Amigo have provided us with a lot of ways to have fun—Major Fun—while exercising our fast-twitch reflexes.

Speed Cups & Halli Galli were designed by Haim Shafir and © 2013 by Amigo.

Going, Going, Gone!

Filed Under (Family Games) by Will Bain on Jan 14, 2014

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Going Going GoneWhen I think of a bidding game, I generally think of a card game like Bridge or Spades. These were staples of my high school and college years. I loved (still love) the bidding because there is so much energy that goes into the decisions. It was generally a very quiet, intense energy, but when the stakes were especially high, that part of the game was often more enthralling (and took more time) than playing out the cards.

Going, Going, Gone is a bidding game that keeps all of that intensity AND compresses the time to about 10 seconds. Once the bidding starts, it is fast and frantic and anything but quiet.

And is it ever Major Fun.

Going, Going, Gone is perhaps better defined as an auction game. The goal is to use your “bucks” (colored cubes) to bid on items (cards) that you collect into sets. These sets increase in value as you increase the number of cards in the set. For example, a set with 2 items is worth 6 bucks, but add one more card to that set and those 3 items are worth 12 bucks.

Bidding occurs simultaneously which is one of the ways that the game generates excitement. All players start with 25 bucks of a single color. In the center of the table are five cups. Next to each cup is one or two item cards. Each card shows a collectible item (cars, comics, cards, phonographs, toys, art, and games) and the flag of a country (Germany, Canada, China, Great Britain, Japan, United States, and Italy). When an auction starts, the players drop their bucks (the colored cubes) into the cups of the items they want. Whoever puts in the most cubes wins the item. The losers get their money back but the winner’s money goes to the bank. In this way winners have less money in later rounds.

awardWhat really kicks the game into overdrive is the auctioneer. This position rotates through the players. This player holds a wide paddle (much like bidders would hold at an auction) and starts the bidding by counting down from 10. The auctioneer can count as fast or slow as they want but the pace has to be steady. We found that most people counted down in under ten seconds. During that time, everyone is placing their bucks into the cups. It’s madness. When the auctioneer reaches zero, he or she places (slams) the paddle gently (violently) but firmly (gleefully) over the cups, thus preventing any more bidding (by dislocating a few small digits).

There are 49 item cards and the game is over in 7 rounds. In between rounds the players my sell off their collections in order to raise money for later rounds of bidding. Sell off your collection too soon and you might miss out on that card you need. Wait too long and you might not have enough money to bid in the final rounds.

The pace is fast and there are lots of levels of strategy to the game. There are many decisions to be made in those ten seconds, and once the bidding is done the players have to decide what cards to keep and what to sell.

It’s a blast. Although there is no real money at stake and no real items to collect, the game does a wonderful job of weaving you into that fiction. I don’t know that I have ever wanted something so desperately as I wanted that Canadian phonograph.

I hope it plays cassette tapes…

2 – 6 players. Ages: 8+

Going Going Gone was designed by Scott Nicholson (of Board Games With Scott fame) and © 2013 by Stronghold Games LLC.

Top 12 Games for 2013

Filed Under (Tops for 2013) by Will Bain on Jan 7, 2014

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It’s the beginning of the year. Time to sum up what we learned from the previous year as we move on into the unknown. Time to look back over all the fun we had and give a shout out to the funnest fun. The majorest funnest of fun.

cards-against-humanity2Party Games

Cards Against Humanity

The party game for horrible people. Strictly for adults, but those adults will laugh and laugh and laugh. The game works much like Apples to Apples: one player is the judge, the judge draws a black card that has a prompt, the other players play white cards that respond to the prompt. The judge chooses which one is the funniest. In this game “funniest” usually equals “most wildly inappropriate.”


Another party game in the vein of Apples to Apples. Unlike Cards Against Humanity, Picwits! is appropriate for all ages. The judge chooses a card with a phrase or sentence. The other players choose pictures that they think will best go with the judge’s caption. The pictures are sometimes hilarious, sometimes disturbing, but always engaging. The trick is figuring out what each judge will find most compelling.

That’s It!

A trivia/quiz game stripped down to its simplest (and loudest) form. In That’s It! each card has six questions (each with one answer). The judge asks the question and then waits for one of the other players to shout out the answer written on the card. Everyone shouts their answers as fast as they can so the level of chaos is high. Winners draw a point chip but they won’t know the value of the chip until the end of the round. Immensely addictive!!

Family Games

bugs in the kitchenBugs in the Kitchen

A maze game that has the players ushering a battery powered cockroach (a small robotic Hexbug Nano) around a kitchen. Bugs in the Kitchen has lots of game variations but all of them are a blast thanks to the eerily lifelike movement of the small cockroach. It’s a fantastic toy and a wonderful game that will be enjoyed by both kids and adults.

20 Express

Putting the numbers 1 – 30 in order has never been so difficult, so nerve-wracking, and so much fun. You have a line of 20 box cars in a train called the 20 Express. There are 40 tiles. Each time you draw a tile you write the number in one of your boxes. The more numbers you can keep in ascending order, the higher you score. Each number tile becomes more suspenseful than the last.


A beautiful, elegant tiling game for all ages. Players complete circles of various colors to earn points. The Cirplexed tiles are large and solid. The colors are vibrant. The rules and scoring are virtually intuitive. This is a fantastic game for kids, adults, and chatting.


Swish is a pattern recognition game in the same spirit as Set. Players try to match cards that have patterns of dots and circles. The clever bit is that the cards are transparent and you look for cards that will make complete sets when they are stacked on top of each other. The cards are colorful and simple and the game difficulty can be easily scaled up or down to make things fair for players of different abilities.

Dexterity Games


Yahtzee on speed. Flash! takes an old chestnut of a game and cranks up the noise and the adrenaline. Players race to roll their dice to make a pattern. The faster you finish the better your score. No more waiting around as the dice are passed around. No more slow, deliberate rolls of the dice. Lots of clattering, slamming, yelling, and laughing.


One of the best table top games I’ve seen. WeyKick is a fussball game with 2 magnetic wooden players on each side. Opponents control the wooden players by holding magnets under the playing surface. If your side kicks the ball into the opposing goal, you score. 2 player games are fun but 4 player games are intense. The games take a bit of time to assemble but they are solid wood and beautifully painted. They are also small enough that you won’t need a rec room to hold one.


A great test of dexterity for 2 – 4 people (or teams). Hamsterrolle is a stacking game with construction and play that are quite unique and ingenious. You balance various shapes inside a ring. As the ring rolls, you must keep placing your pieces so that the ring keeps its direction of movement. Any pieces that fall out on your turn become your pieces. First one out of pieces wins. Clever, gorgeous, and addictive.

Word Games


Yottsugo proves that word puzzles don’t need words longer than four letters to be a major challenge. For each puzzle, you are given 16 letters with which to make a 4 x 4 grid of words. The challenge cards have three hints if you need them, but the cards are folded in such a way that you won’t see more than one hint at a time. This is not a fast game. This is the kind you leave out on a side table for hours or days. It’s not as boisterous as many of our others but the satisfaction you get from solving a puzzle is priceless.


Space Team

Space Team is one of the most brilliant and funny games I have seen for our smartphones and tablets. You have to have the game loaded on each device, but they will then communicate over Wifi or Bluetooth. All players are trying to save their ship as it rockets through interstellar space. To do so you shout instructions at each other while you carry out emergency orders on your own control screen. All kinds of things go wrong and each level is tougher than the last. Probably the loudest and most chaotic app on the market.

Frog Wobble

Filed Under (Kids Games) by Bernie DeKoven on Jan 3, 2014

Frog Wobble balancing game

Frog Wobble is designed to be a children’s toy, which perhaps explains why it looks so much like something children might play with: cute frogs, sitting on a wood plank, over a pond with a fishy and a suspiciously friendly alligator. It’s a hefty, wooden toy, designed to withstand repeated, prolonged enthusiasm.

There’s a wooden frog plank, varnished for extra slipperiness and general woodiness. It is glued to a large, weighty weight that both adds to and detracts from the stability of the frog plank. There’s a hole in the weighty weight, through which one slides a wooden dowel. There’s a wooden board, a.k.a. a “pond stand,” with grooves on either side. These grooves accommodate two wooden “pond stands” which, once placed appropriately into the pond stand grooves, become the dowel-holder. Thus, we end up with a colorful, sturdy, yet easily unbalanced wooden thing upon which to put our eight wooden frogs.

Speaking of wooden frogs, there are two sets of four of them. One set is lighter in color than the other, but, otherwise, identical. The four frogs are each different – different sizes, different shapes. The frogs are designed so that they can, should one so desire, be balanced upon each other.

The rules suggest two different modes of play: cooperative (each of the two players plays simultaneously, balancing the frog of their choice on the position of their choice, the goal being for all the frogs to be sitting or lying on the plank. There’s a competitive variation which needs little if any further explanation. They also note that the frogs can be slid, stood up on each other, or even be placed flat on their backs or tummies.

When the plank tilts sufficiently, the frogs all slide off. If you’re not playing in a carpeted area, the frogs fall with a child-enthusing  woody clatter.

The rules further suggest that you can add more “small objects” if you so desire.

There is so much to do with this simple toy, so many ways to play, so much to explore and make you think and make you laugh.

It is brought to us by MindWare who recommends this toy for children, three-years old and up. I am 72. I suppose one would consider that “way up.” I played with my grandson. It was way fun.

Major Fun Award

Finger Twist

Filed Under (Dexterity, Family Games, Kids Games) by Will Bain on Dec 26, 2013

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Fingertwist_PressefotoWhat do you do with a bell and dozens of fuzzy hairbands?

If your answer was “host an ‘80s rock festival” then I applaud your way with words.

If your answer was “make a game” then you have a mind like Haim Shafir and the good people at Amigo Games.

Finger Twist (also known as Ringlding in its native German tongue) is one of several games that Haim Shafir and Amigo have released this year. It comes with a bell (the kind you would ring at a service counter), 72 stretchy hair ties (think small scrunchies instead of rubber bands) in six colors, and 32 cards. The cards show a hand with several of the hair bands wrapped around different combinations of fingers.

To play, set the bell in the middle of the table, surrounded by all of the hair ties. Shuffle the deck and flip over the top card. Whoever is the first to put the hair ties around his or her fingers so that they match the card, rings the bell.

awardThe game plays out in three phases that can be tracked by their distinct sounds.  Once the card is flipped there is an immediate shout and surge as everyone grabs for the colors they need. The noise level only increases in volume and in the amount of profanity as everyone struggles to wrap the correct color around the correct fingers. Finally, when someone rings the bell, there is a series of groans and frustrated gesticulations as everyone plucks off the bands and prepares for the next round.

This is one of those games whose rules are virtually intuitive from the moment you open the box. It is quick and raucous and colorful. It’s fun to see how a common item like a hair tie can be repurposed for such a fun—Major Fun— game.

2 – 6 players or teams. Ages: 4+

Finger Twist was designed by Haim Shafir and © 2012 by Amigo.

Dots Terrific!

Filed Under (Puzzles) by Bernie DeKoven on Dec 25, 2013

We have followed David Kalvitis’ adventures in Dot-to-Dot-land for more than six years now. We gave our first Major Fun award to his Greatest Dot-to-Dot books in 2007, our second to his Super Challenge series in 2010, and this review makes our third. Each time we consider his books our admiration for his talent as an artist, his playfulness, and his puzzlecraft deepens.

The Greatest Dot to Dot Adventure, book 1

In his Greatest Dot-to-Dot Adventure, Book 1, Kalvitis takes his impressive collection of ingenious and challenging variations on the theme of dot-to-dot to a new level.

As in his previous works (I’ve learned to think of them as works, as in works of art, because as you complete the connections you find yourself having created something surprisingly rich in detail – so rich that you find yourself wanting to continue beyond the dots, adding color, shade, tone, in appreciation of the over-all excellence of Kalvaltis’ art), Kalvaltis offers a fascinatingly varied collection of dot-to-dot challenges.

In the Greatest Dot-to-Dot Adventure Book, not only are there:

2 – 3 Page Connect the Dots
1 – 4 Page Connect the Dots
1 - ABC Set Dot-to-Dots
1 - Alpha Dots Connect the Dots
1 - Arrows Connect Puzzle
1 - Circuits Connect Puzzle
1 - Compass Connect the Dots
2 - Crazy Dot-to-Dots
1 - Field of Dot-to-Dots
1 - Match Up Connect Puzzle
1 - No Dots Connect Puzzles
1 - Numbers Connect Puzzles
1 - Odd/Even Dot-to-Dots
5 - Scene Dot-to-Dots
3 - Sets Connect the Dots
15 - Stars Connect the Dots
1 - Symbols Dot-to-Dots

but the puzzles are also linked to each other, forming an overall challenge that requires you to solve each and every puzzle before you achieve the ultimate satisfaction of completing your dot-to-dot adventure. Each, as I said, and every puzzle. An adventure, in deed.

Admirable work. Major fun.

Major Fun

WeyKick is a Keeper

Filed Under (Keeper) by Bernie DeKoven on Dec 25, 2013

wooden tabletop soccer

You, of course, remember WeyKick, the tabletop soccer game of undeniably major fun.

It is with significantly consensual joy that we, after hour-upon-hour of committed exploration, present the coveted Keeper award to the WeyKick Tabletop Magnetic Soccer Game. O yes.

It’s fun. It stays fun. It’s fun for kids. It’s fun for adults. It’s fun for two people, or three or four. You can take it easy. You can take it to heart. It makes people laugh.

It comes slightly disassembled, and, if you’re not patient enough, so might you. Everything you need is there. The playing surface is already made, and very well-made it is. The wood is of satisfyingly high quality. All you have to add to it are the little scoring thingies, the goal trays, and the supports. The goal trays are attached by screws of significant length. You may want to drill the holes a tad deeper, depending on how much energy you want to spend screwing. The supports and cross piece need to be attached. If you don’t pay close attentions to the somewhat scant instructions, you will find the installation more daunting than necessary. But what a game! What major fun! A Keeper? For generations!

Major Fun Keeper Award

Cross Ways

Filed Under (Family Games, Thinking Games) by Will Bain on Dec 22, 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 Dec 17, 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.


Filed Under (Family Games, Thinking Games, Uncategorized) by Will Bain on Dec 7, 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.