|Release: 5/14/2021||Download: Enhanced | MP3|
|Run Time: 42 min||Subscribe: Enhanced | MP3 | RSS|
It’s a garden party in Neverland.You came for the tea and cookies, but the Mad Hatter has other plans. You are swept into a game gathering wondrous and colorful hats, a hurricane of haberdashery a maelstrom of millinery. The clock is ticking… in eight short turns, by swapping cards on the tea table, can you assemble the most cherished collection of chapeaus?
Tune in to explore this card shedding, set collecting game and discover why Hats is Major Fun!
Thundergryph Games | BGG | Buy
Designer: Gabriele Bubola
Art: Paolo Voto
Publisher: Thundergryph Games
2-4 players 20-30 min. ages 10+ MSRP $25
Time to teach/learn: 3-4 minutes
Designer: Dave Schultze
Publisher: Gridopolis Games
2-4 players 20-60 minutes ages 8+
Time to teach & learn: 5-6 minutes
Gridopolis is a game of construction and capture. Players build a multi-level modular board and then use pawns and kings to jump and capture their opponent’s pieces. Teleporters and blockers present challenges and opportunities in equal measure. And the game board itself will shape every decision you make, because each player has a chance to add new elements to it as the game unfolds!
Gridopolis has a wonderful set of basic building components that snap together to create multiple game boards. There are pads that make up the spaces the pawns and kings will move on. There are links that join pads together. The links have little nubbins that connect to posts, so game boards can be stacked together to form a three dimensional play space.
Gridopolis is aptly named, because you’ll feel like you’ve created a small cityscape each time you play.
There are suggested layouts for your first few games, but once you understand the basic concept, the sky’s the limit – each game board in Gridopolis can rise from the imagination of the players.
Each player has six large colorful pawns to begin the game. The pawns can be flipped over to become Kings during the game. There are Kingerizer pieces in each player color; they nest into the pad spaces along the edge of the board to indicate a player’s home row.
There are also Hyper-pads and blocker tokens that will create different patterns of movement on the board when they are in play.
Once the Gridopolis board is built (including Hyper-pads), pawns are placed on opposite sides, separated by a neutral unoccupied area. Now you’re ready to play!
You’ll find many echoes of classic, almost universally known, games like Checkers and Chess in Gridopolis.
Your turn consists of selecting a pawn to move one pad (one space) in any direction, including diagonal movement AND including moves up or down! Every pawn has a home row marked by the Kingerizer pieces. A pawn’s move can never be backwards toward its home row.
Jumping is not only allowed in Gridopolis, it’s the essence of the game. You can jump over your own pieces to extend a pawn’s movement. If you jump over an opponent’s piece, you capture it and remove it from the board. And just like it’s classic cousin, you can chain together multiple jumps to capture multiple pieces in a single move. You can even sacrifice your own piece by jumping off the board in order to make a capture! Your opponent gets the Kamikaze piece, so this move is one of desperation, usually.
If you can maneuver a pawn to the home row of an opponent, it flips over and becomes a King. Kings move just like pawns EXCEPT they get an optional bonus move after the first. This extra move gives you a ton of flexibility and adds new decisions and strategies to every turn.
If you land on a Hyper-pad, your piece beams immediately to another space with an empty hyper-pad on the board. The Gridopolis board may look big, but with even just a few hyper-pads, no space is safe… or very far away!
Envisioning and anticipating possible jumps across multiple levels makes Gridopolis a lovely dance between aggression and safety. Can you extend your pawn’s reach without risking a capture or exposing your home row, allowing other players to create kings?
For a longer game, you can play until only one person has a piece remaining on the board. For a shorter game, you play a set number of turns and score based on how many pieces you collect and how many you have remaining on the board. High score wins.
Planning for the unknown sets Gridopolis apart.
Instead of moving a pawn or king on your turn, each player has two additional options:
you may place a blocker token on the board
you may add a new space to the board.
A blocker token is played to an unoccupied pad. That space is eliminated from play for the rest of the game.
To add a new space to the board, you select pieces from a mini-construction kit each player starts with at the beginning of the game. You have three pads (with connector links) and two posts. You can add a space to any level. You can even add a level to the board with a post!
These options blow the game wide open.
The board is not a static thing in Gridopolis. You have to account for and anticipate not only where your opponent might move but what your opponent might do to change the very landscape of the game!
If the board was too sprawling, this could lead to brain-lock. By keeping the spaces of the game board limited, Gridoplolis encourages players to consider their options from different angles and perspectives in a very literal and fun way!
It’s a tricky thing to build a game on the back of such well known classics. There are so many poor examples floating through the world of games. They invite comparison with the greats and almost always are found wanting.
What Gridopolis accomplishes is special and noteworthy. It strikes a lovely balance between familiar and new elements. It offers players a fun remix of the original. The classic is still recognizable in some form, but Gridopolis sings to new generations of players with a voice that is distinctive enough to rise up from the chorus of wannabes.
Gridopolis combines the Lego-like joy of building with a meditative fun akin to a game of 3-D chess versus Mr Spock on the Enterprise. And, as Gridopolis is the first in a series of games using these same components, it’s encouraging to imagine many new paths to Major Fun building from this common ground.
Written by: Stephen Conway
Designer: Manolis Vranas, Jamie Sajdak
Publisher: Smirk & Laughter Games
2 players 20 minutes ages 8+
MSRP $ 30
Light and dark. Connection and separation. Peace and aggression. Shōbu is a game of balance… until it isn’t. Using a series of mirrored moves your goal is to push four of your opponent’s stones off a single game board.You started when you were young. Riding the trails, corralling horses through the wilderness, guiding them through shows and into camp to add to your herd.
Shōbu is a beautiful game and most certainly evokes a sense of the classic game Go.
There are four lovely wooden boards: two dark and two light. Each board has a raised four by four grid.
Each player has a set of sixteen stones: light or dark. These look like smooth river rocks.
Boards are arranged in a square with dark on the left and light on the right. A small piece of cotton rope is placed between the boards to delineate the home area for each player (the two closest boards).
Place stones on the bottom row of each board so they are facing each other and you’re ready to play Shōbu!
A turn in Shōbu has two parts: a passive move and an aggressive move.
Your first move is passive and must be on one of your two home boards (the ones closest to you). Pick a stone and move it. This stone could move one or two spaces in any direction.
Because this move is passive, it cannot interact with any other pieces on the board. No pushing; no jumping. The passive move, in other words, must be unobstructed from start to finish.
The second move is aggressive and is inextricably tied to the first. Your aggressive move must be on the opposite color board (if your passive move was on the dark board, your aggressive move must be on a light board – including your opponent’s). Pick a stone and move it.
This move must mirror the direction and number of spaces of your passive move. And because this move is aggressive, your stone is allowed to push a single stone of your opponent. Two stones blocks pushing. And you can never push your own.
That’s it. Start with a passive move each turn on one board. Mirror that move next with an aggressive move, hoping over time to push four opponent’s stones from a single board.
Connection and backwards thinking set Shōbu apart.
No piece in the game exists in isolation. Each of your stones is tethered to every other stone with an invisible thread. The better you can visualize this web of connections, the more clearly you will see opportunities and dangers on each board.
Because of these connections, Shōbu asks you to think backward on every turn. In order to know the effect you want to create on the board, you start by planning your aggressive move, your last move, first.
Look for a place where you might have the advantage. Find a place where you can push an opponent’s stone off the board. Once found, can you find its passive mirror move on the opposite color home board?
Moments of joy in Shōbu come from winding backward from your aggressive end goal to find a passive stone with clear path.
But be careful! Joy can turn to sorrow quickly if you don’t take the time to also think backward through your opponent’s next move. A careless aggressive move might leave you open to being pushed around.
There are many flavors of fun. Some are obvious, wild, and boisterous. Others are more subtle but no less meaningful. Shōbu shows us play can be an act of serenity. Its simplicity opens a door to so many and gives players the space they need to explore the richness and depth hidden within the game. With its beautiful shifting stones connected by invisible tethers, Shōbu offers us a calm, thoughtful engaging form of fun. And that makes it worth of both our awards!
Written by: Stephen Conway
This review appears in the Winter 2019 issue of Casual Game Insider Magazine.
CGI publishes a wonderful selection of articles and reviews on a quarterly basis. In 2019, a Major Fun review will be featured in each issue!
The Spiel, Major Fun and CGI share a common goal: opening doors to the wider world of play. We hope this cross promotion will invite more people into the game community.
|Release: 10/14/2019||Download: Enhanced | MP3|
|Run Time: 79 min||Subscribe: Enhanced | MP3 | RSS|
|5211 is a press-your-luck card game with deep roots in casual classics. On one level, it’s a kissing cousin to stud poker.Cards are selected by each player in secret and then played out: first 2, then 1, then 1. Then we score. Only cards in the majority color score… as long as the total isn’t pushed too high!
If everyone can plays nice, all have the potential to benefit. But, the minute you get too greedy, you’re likely to get bit and another color will score.
5211 has two lives. One as a modern game that can be as thinky as you want it to be. One as a bridge for social interaction, inspired by card nights with family and friends from days gone by.
Listen in to discover how a game so simple in design but rich in its strategy and tactics can be a source of joy for all. We think anyone can play and find Major Fun in 5211.
Designer: Tsuyoshi Hashiguchi
Publisher: Next Move, Ghenos
Artist: Chris Quilliams
2-5 players 20-30 min. ages 8+ MSRP $13
Time to teach/learn: 5 minutes
Music credits include:
Designer: Jun Sasaki
Publisher: Oink Games
2-5 20 minutes ages 7+
In Troika, You are a fortune seeker, hoping to cash in on a recent discovery. On a distant planet, scientists have found a type of stone, which when combined properly, can yield great riches.
You’ve traveled to the planet, but now you’ve been told that getting these gems won’t be enough. You must also gather the right kind of stones to provide enough fuel to get you back to Earth. Gems and fuel. Anything less and your mission will be judged a failure.
As with all Oink Games, the fun in Troika is packed into a small, portable box.
Troika comes with 49 Stone tiles. The tiles are numbered from 1 to 15. Each number is represented three times(three ‘5’ tiles, three ‘6’ tiles, etc.) except for the ‘7’ tile, which has exactly seven copies. The tiles show their number on one side only, with a dark blue reverse.
The game also comes with 20 scoring chips in denominations of 2, 1, and -1.
In Troika, each adventurer must gather sets of exactly 3 stones to combine as either gems or fuel. Gems will give you the riches you desire. But without fuel, you aren’t leaving the planet to enjoy life back on Earth.
A set of three consecutively numbered stones (4,5,6, for example) become a gem. To make fuel, you must collect three of the same number. You put your sets together at the end of a round, so plan carefully what you keep.
To begin a round, turn all the Stone tiles face down in the center of the table. Give them a good shuffle, and each player takes one tile at random. This tile goes face down in front of the player in their Hand.
Now, from the remaining tiles, turn one tile face up for all to see. Choose a starting player, and begin your adventure.
Each player’s turn starts exactly the same: Turn face up one of the Stone tiles in the center of the table. Now the player has two choices: Take a tile from the center of the table(face up or face down) or return a tile they’ve previously collected back to the center area.
If you take a face up tile, it goes in front of you, and is visible for all to see. This area is your Container.
If you take a face down tile, it goes into your Hand, and is kept secret from the other players. But you can hold no more than three tiles in your hand. If your hand is full, you can’t choose this option.
The other choice is to return a tile back to the middle. If you do this, a face up tile goes back face up. A tile from your Hand goes back face down. To understand why you’d choose this option, you need to know how a hand scores.
Remember, you are collecting sets of three. Three ‘7’s, for example, will complete a fuel set. A fuel set counts 0 value toward your overall score for the round. But fail to collect a fuel set, and you will lose the round.
A gem set is made of exactly three tiles in consecutive order. A set with a 3, 4, 5 or an 11, 12, 13, for example. A gem set is worth whatever is the last digit in the set. Three points for a 3, or eight points for an 8. Five points for a 15. Zero points for a 10.
But each tile which doesn’t fit into either a fuel set or a gem set is considered Trash, and will cost you one point from your score. This means sometimes the correct decision on your turn is to take out the trash by returning a tile to the middle of the table.
Play continues around the table, with each player on their turn first turning up a tile in the center, and then either taking, or putting back a tile.
Or, maybe, at the start of your turn, you might shout out, “Troika” to escape the planet.
You may only declare Troika if:
- you have at least 5 face up tiles in front of you (your container),
- you already have a fuel set (a set of 3 matching numbered tiles)
- you have no Trash tiles (extra tiles that don’t make gems or fuel) in your hand or container.
If you declare “Troika,” you will stop playing for the round. Your turn is skipped, and you hide their tiles from others until round end.
The first player to declare “Troika” will have five points added to the value of their hand at round end. Be careful, though! If you shout “Troika” without meeting the requirements, you automatically lose the round.
The round ends when all tiles in the center of the table have been turned face up, or when all players except one have declared Troika. Now, players assemble their sets for scoring.
Add the values of the last digits of any gem sets you’ve collected (you might have more than one!).Subtract one point for each junk tile. Add five points if you were the first to declare Troika. A fuel set scores 0.
Players now compare their totals. Highest total gets a 2 point score chip. Second highest receives a 1 point chip. Nothing for anyone else. EXCEPT… if you failed to get both a fuel set and a gem set, you get a minus 1 chip.
Set up for another round and play 3 total. Highest total score on your chips is the boldest and best adventurer!
Troika offers a twist on the classic genre of set collection. Here, you must collect two sets of opposing natures. You will find the interests of amassing three consecutive numbers and three alike numbers bumping heads regularly. Especially when you figure in the intent of others at the table.
Trying to use 3 tens as a fuel set? Just wait until Aunt Sylvia grabs one of them to go with the eleven and twelve she has as a gem set. Now, your tens are trash. You’d better make other plans.
Of course, you can see to a degree what others are collecting. But some tiles are in the player’s hands and not open knowledge. You’ve got to watch carefully what others take, and try to infer what else they might hold in their hands.
The fact that the game has of all the numbers, but seven 7s is clever. Sevens seem like an easy source of fuel. Just get three of them. BUT… of course, everyone wants sevens for that reason. AND… the the most valuable gem set you can make is the 7-8-9 (nine points!). Don’t expect the sevens to just build up on the table, waiting for you to grab them.
Troika packs a delicious tension into every game. You must turn up one tile on your turn. Since the round ends when all the tiles are face up, the clock is always ticking. The only thing you can do to hold off time is return a face down tile from your hand to the pool.
And adding to the tension is the allure of “Troika” itself. By shouting it out first, you are staking claim to a perfect hand and its reward of a five point bonus. But will that be enough? Maybe another player will complete two gem sets and surpass your total, even with the bonus points. It’s a gamble, but it may be just enough to put you first.
With Troika, Oink Games enters the arena of other games in the Rummy family. The appeal is the same as any other classic Rummy game: collect sets to outscore your opponent. But here the clock is ticking from the very start, and the fun is compacted into a quick, but challenging experience.
Troika stands as a classic with a whimsical Oink twist. A twist that carries over to the tiles themselves. They are septagons.
Written by: Doug Richardson
|Release: 4/15/2018||Download: Enhanced | MP3|
|Run Time: 56 min||Subscribe: Enhanced | MP3 | RSS|
|A treasure hunter’s life is never easy. Especially when the ship with your treasure capsizes and all your loot starts to float away!
Flotsam Fight is a card shedding game that plays like an old classic.Your goal is to put as many treasure cards as you can onto lifeboats. The problem is, each treasure will only fit onto certain boats. And when one player finishes loading up, you don’t want to be stuck with an armful of big loot!
Tune in to see why we think Flotsam Fight packs a ton of Major Fun into such a small box.
Designers: Tomoyuki Maruta
Publisher: Oink Games
Music credits include:
Designer: Forrest-Pruzan Creative
Publisher: Big G Creative
2-5 players 20 minutes ages 9+
It’s Saturday morning. You and your monster friends are bored and hungry. There’s only one way to settle this: make breakfast into a battle. Get your bowl and spoon and ice cold milk ready to go. Crack open your box of sugary cereal cards and play as many as you can over the course of three hands. The monster who munches the most cereal wins and walks away the champion of breakfast!
There are 180 very colorful cereal cards, divided into five 36 card decks. Each deck looks like a box of cereal with a classic General Mills monster: Boo Berry, Count Chocula, Frankenberry, Fruit Brute, and Fruity Yummy Mummy. Each deck has 3 cards numbered 1 through 12.
Each player starts with one of these decks, a matching bowl and a tile that explains your monster’s special powers.
The bright and attractive artwork draws you into the game. And there’s an undeniable nostalgia factor in play as well. If you’re of a certain age, the game will almost instantly pull you into pleasant memories of hours spent staring at these characters at the kitchen table with cartoons blaring in the background
Monster Crunch draws its inspiration from a style of classic card game called a ladder game. Why ladder? Each round, you must play a card (or a set of cards) that increase in value – up and up like rungs on a ladder. Each round ends when you get to the top of the ladder because everyone else cannot or does not want to play.
Ladder games are a very popular genre both in Asia and in the West and there are many different variations all played with a standard deck of cards. Zheng Shangyou is the most famous in China. In the West, it’s President. And many modern card games have introduced their own spin on this classic: The Great Dalmuti, Gang of Four, Lexio, and Tichu just to name a few.
Enter Monster Crunch, adding its own voice to this chorus.
The game is played in three hands of 12 cards. On your turn you will play a single card to your bowl to stay in for the round or you will pass. The card you play must be equal to or higher than the previous card played (climbing the ladder). If I play a 3 to my bowl, then you must play a 3 or higher to your bowl or you must pass.
Eventually, as the numbers go higher and higher, you will be forced to pass. When you do, you will bank all the cards you played to your bowl. These cards will form your score for the game. You’ll also get a milk token when you pass if you’re not the last player in the round. Rounds continue until one player gets rid of all his or her cards. The player that ends the hand will score 12 points (1 point for each card). The other players will score any cards banked during the hand.
Most points after three hands wins the game.
Monster Crunch adds two fun twists to the ladder genre: milk tokens and monster abilities.
Normally, each round you may only play a single card to your bowl and this card must be equal to or higher than the previous card played. For each milk token you spend, you may play an additional card to your bowl. The additional card can match the card you play OR the be the next consecutive number. If I play a 7 and add a milk token, I can play another 7 or an 8.
In both cases, whenever you use milk tokens, you add up all the cards played to form a single number. If I played the 7-8 with my milk token, the number for the next player is 15!
With milk tokens, you can create a numbers that are higher than the highest numbered card in the deck! Milk tokens give you a new way to see every hand you play. They add an element of flexibility and strategy that’s simple to understand but fun to manage
Each monster also has two special powers to use during the game. Yummy Mummy can swap a card from its hand with one in the score pile. Count Chocula can reverse the rules for a round so that players must play cards equal to or lower than the previous card.
Each power can have a significant impact on a particular round, so the trick is knowing when to make best use of them as the game moves forward.
Monster Crunch provides a wonderful introduction to the ladder game genre. It is innovative but ridiculously accessible. Play a card equal or higher than the last one – there’s the essence of the game. Monster Crunch gives players permission to bend or break this basic rule. Deciding when and how to play outside the normal rules makes the game more rewarding and more fun every time you play.
The draw of nostalgia and its bright and happy art is powerful and compelling but without a rock solid game beneath, Monster Crunch would get soggy and dissolve like cereal left sitting too long in milk.
Lucky for us, Monster Crunch packs a one-two punch filled with Major Fun.
This review appears in the Winter 2018/19 issue of Casual Game Insider Magazine.
CGI publishes a wonderful selection of articles and reviews on a quarterly basis. In 2019, a Major Fun review will be featured in the next several issues.
The Spiel, Major Fun and CGI share a common goal: opening doors to the wider world of play. We hope this cross promotion will invite more people into the game community.
|Release: 6/26/2018||Download: Enhanced | MP3|
|Run Time: 150 min||Subscribe: Enhanced | MP3 | RSS|
|The Coleson-Conway era of The Spiel comes to a close with a celebration of our shared passion and love of trick-taking card games.
Anansi is a role-selection trick taker where players gain the abilities of animals from West African myths. Score points based on the tricks you take and avoid becoming the Fool.
Take the A Chord is a jazz themed trick taker where the Key (and the game) can change with a single card. Watch out for improvisations and try to take just the right number of tricks to win.
Listen in for a full review and discussion.
Anansi & The Box of Stories
Designer: Ken Maher
Artist: Stephanie Johnson
Publisher: Level 99 Games
3-8 players 15 – 30 min ages 8+ MSRP $25
For info on Take the A Chord and the other segments featured on the show, check out the show notes at The Spiel!
Music credits include:
Publisher: Johnny Landers P: Candygrams LLC
2-4 players 15-20 min. ages 7+ MSRP $25
Candygrams is a colorful crossword game that offers some fun and challenging twists to a traditional word game. Use letter tiles to create (and recreate) your own grid of words to win the game.
Candygrams comes with 111 really nice letter tiles. Each tile has a nice thickness and heft and is screen printed in one of three bright colors: pink, yellow and blue.
The game also comes with two large six sided dice. These dice have colored faces that match the colors of the tiles: 2 yellow, 2 pink and a 2 blue sides.
To play, mix up the tiles face down and each player draws 25 tiles to his or her hand (called the candy shop). Set 10 extra tiles face up in the middle. This is the Candy Jar. Now we’re ready to begin!
Well, almost ready! The first thing each player will do is create a starting word for his or her own personal crossword layout. Over the course of the game, you’ll build from the base word up and down and across to form new words with new tiles. You will create your own personal free-form board.
The only rule with this starting word? It has to contain at least one of each different color tile.
Once everyone has a base word, the first round begins with someone rolling the dice.
Once the dice are rolled everyone plays together using the result of the dice. The colors rolled on the dice tell you which dice can be used to make words this round. If I roll pink and blue, this means those are the only color letters I can use. Yellow has to sit this one out.
This color rule applies to the letters you build off of on your crossword board. Using the example above, you have to build your new word off a blue or pink letter. You can add onto an existing word, branch off in a new direction, even create multiple words as long as all the tiles are played in a single line horizontally or vertically. But in each case this pesky color rule still applies.
The goal of the game is to play all 25 tiles first, so the longer the word you build each turn, the closer you are to victory. No scoring, no points. Just get all the tiles from your candy shop to your board.
The color restrictions provided by the dice deserve some real love here. Instead of one rack of letter tiles, you really have Six different racks of tiles depending on how the dice come up. Blue – Pink, Blue- Yellow, Yellow – Pink involved two colors BUT it is also possible to roll doubles! So you may have a turn where you can only play just blue, pink or yellow!
On one hand, this may severely limit your options, depending on the mix of tiles in your candy shop. BUT whenever doubles are rolled, you can swap one tile from your hand with a tile in the Candy Jar. This means, as the dice come up with doubles you can slowly shift your hand away from troublesome letters
As the game moves on, you may find a great word (or words) that use a ton of tiles but if the color dice dont cooperate, you may have to bide your time and hold onto those letters, hoping the right roll will come next round. A different kind of randomness. Not the randomness of drawing a bad rack of tiles. But randomness that requires patience and planning. You dont know how the dice will come up, so there’s an element of hand management in play throughout the game.If you do not try to keep a bit of balance in your candy shop, you may find yourself with a a mix of tiles you know wont blend together. If you dont take this into account, you’ll find yourself with a mix of tiles that wont blend together nicely into words and have to pass, waiting for doubles so you can swap out a tile.
It’s not just what tiles you play but when you play them that matters!
Even where you play them matters! And this is what really sets Candygrams apart.
When you go to form your word each round, you have access to any tiles already on the board and played to your layout provided that removing them from the layout doesnt split the board and that all the words in your crossword are, well, still words! You cant take a tile and leave a string of gibberish!
This means that if you are clever about WHERE you play your tiles to the board, you still have access to them on later rounds. Using prefixes or suffixes that can be peeled off and have a word remain valid may give you many more options. And the number of options you keep open comes down to how cleverly you can build your words and your board.
Here, I used the S from tonics (above) later in the game to make the word suds (below). Since tonic (singular) is still a valid word, I can peel off the S and use it again.
Using dice to create a new challenge each round and allowing players to use tiles already in play make decisions in Candygrams fun and different than most other word games.
Whenever we begin a discussion about word games, we have to address the 800 pound gorilla in the room: Scrabble. Since 1937, it has dominated and continues to dominate the market. And for good reason. It’s an excellent game! That said, it has so thoroughly dominated the landscape and for such a long time, it is almost impossible to imagine a word game that isn’t built from a foundation that starts with Scrabble. Can you think of many words games today that you wouldnt start by saying “It’s like Scrabble, but….?” It’s not impossible, but it’s not easy! I’m no Scrabble hater at all but its success has has a collective effect on how we imagine word games. Scrabble has provided the boundaries and that means we end up with a LOT of games that are just way too similar to the original.
Enter Candygrams. Yes, you can definitely see it has a Scrabblicious foundation. BUT let’s try the exercise I suggested above.
It’s like Scrabble…
but you have dice
and the dice tell you what tiles you can use
and the dice tell you when you can swap tiles
and you build words on your own board
and you can use tiles already played to the board
and you ‘re not playing for points
So, it’s not one difference. It’s many! This is no tweak. It may have started in the Scrabble chorus, but Candygrams has a clear voice – a voice that stands out from the crowd.
The last thing I want is for my praise of these subtleties to make Candygrams seem too complex. It’s truest strength lies in its simplicity.
The game really is roll dice, build words from the colors rolled. Use all your tiles to win and reuse tiles already played, if you’re clever.
Young players can play on one level and word nerds can appreciate it on another. But the magic is both groups could enjoy playing together
That makes Candygrams a delight and most surely a delicious helping of Major Fun!
Publisher: Frost & Frost
2-4 players 15 min. ages 6+ MSRP $28.95
Squaremino is a clever and strategic twist on the tile laying classic. The goal remains the same, however: be the first to play all of your tiles to win.
There are 64 square domino tiles in the game. Each one measure s1 1/8” on each side is 3/8” thick. They are made from a nicely weighted material which gives each tile just the right heft. It’s a pleasure just to hold and fiddle with your tiles as you’re setting up and playing.
The 64 tiles are divided into 4 colored suits: red, blue, yellow, and green. Each suit has 16 tiles numbered 1 through 4. So there are four of each number within a suit. Keep in mind, unlike a conventional domino, each tile only has a single number instead of two.
To play, you spread out all the tiles face down and each player draws 12 tiles as a starting hand. The tiles are thick enough to stand on their own, so it’s easy set your hand up in a line.
Like most domino games, you’ll need room for several lines of tiles as the game goes on, so make sure to leave plenty of room in the middle of the table to play. Push the unused dominoes to the side as a draw pile and you’re ready to go!
Each player will take turns playing 2,3 or 4 tiles to create a shared board – lines of tiles extending vertically and horizontally, crossword style.
There are two simple rules for playing tiles.
The set of tiles you play must be consecutive numbers in the same color
The set of tiles you play must be the same number but different colors.
So, a 1-2-3 in blue would be legal. So 4-4-4 provided that each 4 was a different color.
There are a few no-no’s in the game.
You can never play a single tile. And you can never play more than four tiles at once or extend a line of tiles past four.
The tiles played must be in a straight line. And the tiles played cannot create a square of tiles on the board.
If you cannot or do not want to play, you draw an extra tile from the face down pile and add it to your hand.
The first player to get rid of all his or her tiles wins the game.
Many times a Major Fun game will be a champion of innovation. It will offer up an experience that is totally new and very different from other games.
In the case of Squaremino, what makes it noteworthy is its decision to not stray too far from the comfort zone of the classic on which it is based.
There are certainly new strategies that are very different from the classic. This is not a game of matching numbers. You’re playing either a sequence or a set to build the board.
And the game does offer a bonus for completing a row of four tiles. Each time you do this you have the option to turn in a tile and draw a replacement. Setting yourself up for these bonuses and also keeping your opponents from them is key.
What makes Squaremino special and noteworthy, though, is that it resists the urge to reinvent the wheel. It would have been very easy to add several additional layers of complexity to the game, bonuses for longer runs or making certain shapes within the layout of the board. But I’m certain this would not make the game better.
Sometimes the key to fun is knowing when to stop. Knowing what not to ad,. Perhaps it’s like negative space in painting. The things that are not there help give art shape as much as the things that are.
The structure of the game is one any domino player will recognize. And though it borrows some of its inspiration from games like Qwirkle (another Major Fun winner), Squaremino feels familia and comfortable. Like a favorite sweater or perfectly broken in old pair of shoes.
Its so familiar, in fact, many may even think they have played before because it stays true to the soul of the classic. It celebrates its heritage but finds a way to stand on its own.
That’s a fine line and a fun line for any Major Fun game to walk.
Whether you’re learning for the first time or the pips on your set of double twelves have worn off, Squaremino is a game almost anyone will find hours of fun playing.