Not That Movie!

Release: 12/7/23   | Download:  Enhanced  | MP3

Run Time: 35 min   | Subscribe:  Enhanced  | MP3 | RSS

Movie Night! You and your friends have gathered to enjoy a flick at the cineplex. But which one? Can you find one you will all agree to watch? 

You scan the listings and realize you don’t know any of these films. Rebel Panda? Kung Fu Soup? Duck Without a Cause??  What are these movies?

Fortunately, you can always rely on the two critics: Polly Positive, and The Grumpy Guy. And look, they reviewed the same movie! 

But which movie is it? Somehow, the title of the movie is missing from their reviews. It’s not clear which picture they are both talking about. 

Is it Interview In the Hat? The Cat Alone?? Maybe Home with the Vampire?

Guided by the reviews, each of you tries to sort it out by process of elimination. Only one movie at the cineplex can be THE ONE. The rest, clearly, are Not That Movie!

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Not That Movie is a cooperative Party game. Each round, players work together to determine which mixed up movie title the critics have described through process of elimination.

At the end of 5 rounds, are you an epic flop or worthy of an Academy Award?

Not That Movie!

Designer:  Silvano Sorrentino

Developer: Luca Appoloni, Marta Ciaccasassi

Artist:  Simone Fucchi, Daniele Sofrini

Publisher: DV GamesBGG Entry

2-7 players  20 minutes  ages 8+   MSRP $21.95

Time to teach/learn:  3 minutes

Full show notes on all the segments are available at The Spiel.

Music credits include:

Interstitial music credits include:

Playing By Hollywood’s Rules | Golden Age Radio | the song

Ghoul Disco | Mike Franklyn | the song

Vesper | Gabriel Lucas  | the song

Picture Perfect

Release: 8/29/2022    | Download:  Enhanced  | MP3

Run Time: 38 min   | Subscribe:  Enhanced  | MP3 | RSS

This party is in full swing. The food is a sumptuous feast for the senses. The music is lively and many are dancing. The conversations are a buzzing mixture of laughter and wit on subjects mundane and profound. There’s just one last detail to capture the moment… a picture!

You have been hired to commemorate the event with a group photo, showcasing the guests. It seemed like a simple job until each guest pulls you aside with a list of requests: I cannot stand next to him. I need to be on the left but make sure I am in front of her. I’m allergic to dogs, make sure that mutt is as far away from me as possible. It will take your expert skills to accommodate all their special needs, arranging and rearranging the guests and get everyone lined up just right.  

Picture Perfect is a game of logic and space with a technological twist. Over six rounds, can you puzzle out how to arrange all the party guests in a cardboard diorama? When you’re ready, snap a a photo with your phone and compare to see whose picture is closest to perfect.

Listen in to explore the game and discover why we think it is Major Fun!

Picture Perfect

Designer: Anthony Nouveau

Artist: Ronny Libor, Soren, Meding, Gyula Pozgay, Maja Wrzoek

Publishers: Arcane Wonders, Corax, Don’t Panic, Mebo, Broadway | BGG

2-4 players  1 hour  ages 10+   MSRP $45

Time to teach/learn:  5-6 minutes

Music credits include:

One Small Photograph  |  Kevin Shegog & The Gold Toppers  |  the song

Fotograf  |  Cool Candys  |  the song

Picture Book  |  The Kinks  |  the song

Hibachi

Release: 12/15/2021    | Download:  Enhanced  | MP3

Run Time: 42 min   | Subscribe:  Enhanced  | MP3 | RSS

It’s a hectic night at the Hibachi restaurant. So many hungry people to feed. And so many different dishes! The spatulas are ting -ting-tinging against the hot cooktop and the onion volcanoes are erupting, as shrimp and steak, broccoli and mushrooms and rice fly from plate to bowl. No one leaves here hungry!

Hibachi is a charming dexterity driven set collecting game. Players throw their chef’s coins (hefty poker chips) to gather ingredients and special actions to fill recipes.

Give a listen to learn how Hibachi puts a fresh face on elements of chance and skill. And be ready for a heaping helping of Major Fun!

Hibachi     Grail Games  |  BGG 

D: Marco Teubner (Safranito, Flying Kiwis,
A: Kerri Aitken
P: Grail Games
2-4 players ages 10+ MSRP $40
Time to Teach/Learn: 3-4 minutes

Music credits include:

I Don’t Want to Throw Rice  by Dolly Parton  |  the song

Throw It Away  by Abbey Lincoln  |  the song

Pictures

Pictures

  PD Verlag  |  BGG  |  Buy

Designer: Daniela and Christian Stöhr
Publisher: PD Verlag, Rio Grande Games  
3-5 players 20-30 minutes ages 8+
MSRP $
45
Time to teach & learn: 5 minutes

text-the concept

A game of Pictures starts with a simple premise: you don’t have to be the next Van Gogh or Kahlo to discover there’s a little artistry in each of us.

There’s no drawing or painting involved. Instead, you’ll use blocks and rocks and sticks and symbols and shoelaces and tiny colored cubes to create your version of a picture. Will others be able to find your picture when it’s hanging in a gallery with others?

text-the components

At first glance, Pictures might look like someone has emptied the random contents of a desk drawer into the box. There are five sets of art objects:

       6 chunky wooden blocks in different shapes

       24 colored wooden cubes with a frame card

       19 icon cards

       a long shoelace and a short shoelace

       and a set of 4 sticks and 4 rocks (yes, actual rocks)

Along with this odd assortment, you’ll find a deck of 91 picture cards and a set of coordinate tokens with a drawstring bag. The picture cards run the gamut – animals, landscapes, objects, vehicles, wide vistas and close-ups.

To play, deal out 16 picture cards in a four by four grid. Place coordinate tokens along the rows and columns. Each player selects one of the sets of art materials and we’re ready to begin!

text-the mechanics

Each turn has two phases in Pictures – a creating phase and a guessing phase.

The creation phase begins with each player selecting a coordinate token from the bag. This token identifies which picture in the grid is yours. Keep this secret from everyone else.

Now, you’re set. Try your best to make a representation of your picture using the art materials at your disposal. There are no restrictions on how you may use the materials with two exceptions:

  •  With the colored cubes, all the cubes must fit within the frame,   meaning you may only use 9 of the 24 cubes in your picture.
  •  With the icon cards, you may only use 2-5 cards to represent your picture.

There’s no formal time limit to the creation phase. And don’t stress out if you need a moment to come up with a plan. This is not a game about making masterpieces. It’s a game about doing the best you can with what you’re given.

When all the creations are ready, the guessing phase begins. Look at all the other creations and note down on your scoresheet the picture coordinates that you think match each one. One by one, the artist will reveal the correct match. If you guessed correctly, you score a point and the artist scores one point for each correct guess.

Next round, shift each set of art materials to the another player. Play until each person has had a chance to use each set of materials. High score wins the game.

text-apart

Freedom and variety set Pictures apart.

You have the freedom to envision and use the materials in a variety of ways. With the blocks, you could stack them or arrange them in a diorama. With the shoelaces, you can create squiggly line drawings. The rocks and sticks could be a combination of any of these methods or something else entirely.

Your freedom extends to another important decision each round. You must decide what parts of the picture are the most important to depict. Given the crazy materials and their limited quantity, there’s no possible way for you to include every detail in any picture you see. Therefore, you have to make important decisions about what to include and what to leave out.

Each picture may have a focal piece but when put in context with the other pictures in the grid, that one item alone may not set it apart. So, the trick in Pictures is often deciding what smaller details to include.

Some rounds the picture and the materials may come together and an idea just leaps out at you. Others, you may be left laughing and scratching your head on what to do. You may develop favorites or grudges against certain sets of materials. But don’t worry. Any sets you struggle with initially, you can learn new methods by seeing how others use them.

This convergence of freedom and variety insures that every round of the game will be new and different. And because every round is so quick, each combination of picture and materials seems like an opportunity for fun, not an obstacle to it.

We certainly love the game as presented but we have added an extra layer of variety and freedom to our house rules that you might want to try as well. Instead of leaving the same cards in the grid each round, any card that was used is replaced. This means the grid of pictures changes each turn and prevents copycat artists from re-using the same depiction on a later round.

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Pictures encourages creativity in unexpected ways. There’s no expectation of mastery and therefore no pressure to perform on a sophisticated level. Pictures may not include any paint brushes but it is a game about broad strokes. Can you, with the most basic of materials, somehow, some way, get people to see a more complex picture? The tools are simple. The gameplay is constantly challenging. And the fun and laughs that Pictures creates is pure Major Fun.

Written by: Stephen Conway

Dekalko

Release: 9/16/2019    Download:  Enhanced  | MP3
Run Time: 68 min    Subscribe:  Enhanced  | MP3 | RSS

Dekalko is a drawing game that is not a drawing game.

Everyone must get others to guess a picture without seeing the picture itself. How you get there requires a quick hand, a pen, and almost no artistic skill.

That’s because Dekalko is a tracing game! The lines are right there for you to draw. Which ones are important? Which ones can you leave out?

And that’s where the magic of the game begins. You don’t have to draw like a professional artist to learn how to see like one.

Listen in to explore the game and learn how Dekalko takes a possible point of stress and turns it into an opportunity for Major Fun.

Dekalko

Happy Baobab  |  BGG 

Designer: Sébastian Decád, Roberto Fraga   

Publisher: Happy Baobab

Artist: Ian Parovel

3-6 players  30 min.   ages 8+   MSRP 25 EUR

Time to teach/learn: 5 minutes

For info on the other segments featured on the show, check out the show notes at The Spiel!

***

Music credits include:

Trace of You  |  by Jimmy Rogers   |  the song

Lipstick Traces  |  by Benny Spellman  |  the song

***

Wombattle

Wombattle

A-Games|  BGG

Designer: Andrea Szilágyi, Judit Maróthy
Publisher: A-Games
3-10 players 30 minutes ages 10+
MSRP $30

text-the concept

Somewhere in the universe, wombats gather in parties to find a champion. All creatures are welcome, facing challenges ridiculous and sublime. In fact every time they play, the challenges will change since the players themselves shape them.  A word, a memory, a drawing, a gesture, even a song could be the key to unlock the heart of the judge.

Wombattle is a whacktastic party game driven by an unexpected dexterity element and whimsically weird art

text-the components

There are two key elements to Wombattle: the throwing board and wombat cards

The throwing board is actually the game box with an insert covered with colored holes. The lid of the box is nested vertically behind and serves as a backboard/backstop.

The 16 double sided wombat cards will inspire each challenge during the game.

Each card depicts a wombat and other friendly animals engaged in various activities. The wombat might be doing mundane tasks like grocery shopping and hanging pictures. Then again, the wombat might be cliff diving or landing on the moon. Packed with little details, each card has a Richard Scarry-esque quality to it, inviting the viewer to look again to discover new parts of the scene. It’s impossible to overstate the how the whimsy and charm of the artwork helps create the world of the game.

text-the mechanics

Each round in Wombattle, players will face a challenge set by the judge (a fellow player). The shape of the challenge is set by a feat of dexterity, a wombat card, and the imagination of the judge

The feat of dexterity determines the category for the round. The judge bounces a marble off the backstop and into the grid on the throwing board. The hole where the marble comes to rest has a color and the color of the hole determines the category: Arts, Movement, Bravery, and Me-me-me.

Once you have the category, the judge selects a wombat card. The wombat card and the category will now combine in the mind of the judge to create a challenge.

The judge presents the card to the group and, based on the category and some aspect of the scene shown on the card, crafts a challenge that connects the two.

Each player will do his or her best to face the challenge and the judge will select a winner. That player will place an obstacle cone in the throwing board.

Then the players vote for the solution they enjoyed the most. These votes will be tallied at the end.

The game continues with a new  player serving as judge each round until one player has placed all his or her obstacle tokens into the board.

text-apart

The general insanity and collective sense of fun Wombattle creates makes the game a wonderful experience.

The categories themselves are a mix of standard party game fare (drawing or gestures) and elements that are fresh. Bravery? Come up with something memorable or daring. Me-me-me? A challenge that relates to the judge in some way.

Players themselves set the boundaries of the game from round to round; it’s a negotiation, a dance that creates a safe space for everyone to have fun. It’s an unexpected and wonderful risk – to leave so much room in the game for players to explore and define the limits of the game.

And in some ways, this makes Wombattle more activity than game. 

But that’s ok.

Wombattle is focused on fun, first and forever. It’s an arena for laughter and silliness.

text-final

Wombattle embodies an essential element that inspires the Major Fun Award: the simple joy of play. This joy is open to everyone. Any time, anywhere. Wombattle gives us permission to be playful. And it deflects attention away from winning. If you’re playing to win Wombattle, you should be playing a different game. Wombattle is a vehicle for laughter and fun and a reminder to not take yourself or the game too seriously.

To this end, each player writes down a reward they will give (a high five?, a compliment?, a cookie?, a hug?) and places it in the box. The winner will draw one and the player with the most votes will, too. It might not be a paragon of sophisticated game design but Wombattle is a work of demented genius. It soars because it is a source for the creative semi-structured joy we discover through play.

Written by: Stephen Conway

Special Note:

This review appears in the Spring 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 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.

Word Slam

Release: 10/17/2017    Download:  Enhanced  | MP3
Run Time: 50 min    Subscribe:  Enhanced  | MP3 | RSS

Word Slam is a team-based word guessing game.

One teammate provides clues in the form of word cards on a rack.

Can your team guess the target word first?

Now this might sound like many other party games BUT… Word Slam does something different. Something noteworthy. Something ridiculously simple and ridiculously fun.

Word Slam forces each team to use a fixed set of words as clues.

The challenge and the joy in the game comes from the very clever omissions from the decks of words you use as clues. The word you want is never there, so the game pushes you to be creative with the words provided. To find freedom inside the limitations imposed.

This simple twist – limiting the language you can use to communicate with your team makes Word Slam both frustrating and fun, because, in a very real way, the fun comes from the frustration.

Listen in to learn more about the game and why we think it is unequivocally Major Fun!

Word Slam

Thames & KOSMOS  |  BGG  |  Buy

Designer: Inka & Markus Brand

Publisher: Thames & KOSMOS

3-99 players  45 min   ages 12+   MSRP $39.95

Music credits include:

Boy Meets Goy   by Benny Goodman   |   the song

***

Picassimo

Release Date: 5/15/2017 Download:  Enhanced  | MP3
Running Time: 43 min Subscribe:  Enhanced  | MP3 | RSS

There’s trouble brewing in the small town of Forgerville. The night before the new abstract art exhibition at the museum, all the paintings have gone missing! 

Luckily the museum employees have a plan. Overnight, they will paint furiously and replace the paintings with abstract works of their own.

Picassimo is a party game where players create, disassemble and reassemble works of art. You’ll use a 6 part canvas to create your drawing and then mix up some of the parts and present your masterpiece to the other players, your critics. They must then try to guess the subject of your artwork, even though the pieces are out of order, by mentally reassembling the parts.  

Best of all, you really don’t have to be an expert artist to do well at Picassimo. That’s because Picassimo allows you to look at each work of art and draw each work of art in a new way.

That’s what we call innovation. And it’s also what we call Major Fun!

Listen in to learn all about the game and discover whether Picassimo should be hanging in your gallery at home.

Picassimo

HABA  |  BGG  |  Amazon

Designer: Carlo Rossi   Publisher: HABA  |  HABA USA

3-6 players  30 min.  ages 8+  MSRP $45

Music credits include:

Theme from Picasso Summer  by Nelson Riddle  |  the song

Picasso’s Last Words   by Paul & Linda McCartney   |  the song

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Junk Art

Junk Art   Pretzel Games  |  BGG  |  Amazon

Designer: Jay Cormier & Sen-Foong Lim   Publisher: Pretzel Games 
2-6 players  30 min. ages 8+  MSRP $70.00

text-the concept

Art doesn’t have to hang on a wall or come in a gold frame. You can take random objects and build them into beautiful structures. Individually some people might see these pieces as junk but together, because of the WAY you put them together, your “junk” is ART !

You and your fellow artists are about to embark on a world tour to showcase your talent and skill and put them to the test, building new beautiful structures in each city you visit. And each city you visit will present new challenges to your creative energies. The player who is able to gather the largest group of fans will walk away known as the best junk artist of his or her time.

text-the components

Junk Art comes with a big ol’ box of junk in the form of weird and wonderfully shaped wooden pieces. There are 60 pieces in total, 15 different shapes in four different colors. There are thin pieces, chunky pieces, pieces with holes or slots, round pieces, flat pieces – a veritable banquet of found objects for your creations.


Each player gets a wooden base on which you will build your art.

There are cards for the cities you will visit

and there are cards representing each wooden piece in the game.

There are tokens representing the fans you gain as you play. Fans = points in the game.

There’s also a mini tape measure you may need to decide whose sculpture is the tallest.

To begin the game, arrange the entire pile of wooden pieces on the table so everyone can reach them. Each player gets a base. Last of all, select three of the city cards for your tour. From there, you’re ready to play !

text-the mechanics

Junk Art is a dexterity/stacking game. Each round you’ll create a work of art using cards to determine which pieces you use to create your artwork. Each city card provides a goal and rules for the round.

There are some basic stacking rules that always apply. Each piece must be placed on your base and cannot touch the table. You can use two hands to place it. You cant touch the structure itself BUT you can steady the base with one hand and stack with the other. You can nudge pieces around . And if you drop the piece you’re working on, you can try again as long as the whole structure didn’t fall. Any other pieces that fall off during construction, you’ll set aside in a personal pile. Sometimes these pieces may count against you.

At the end of each round, fan tokens will be awarded based on the goals provided by the city. At the end of three rounds, the player with the most fans wins.

text-apart

Junk Art is NOT your typical stacking game because Junk Art is really a dozen different games in one box.

Each time you play you will be playing 3 of the games included. Each city card in the game provides its own set of rules and guidelines that will dictate how you play. You will proceed from city to city to city from left to right, playing and scoring by each city’s rules

Here’s a sample of a few different cities and the challenges you could face:

In Tokyo, each player starts with 10 piece cards. You select one card from these 10 put it on top of the deck and then hand it to the next player. That player flips over the card and must place the piece shown in their work of art. Play continues until all cards are played. The goal is to build the tallest work of art.

In Indianapolis, each player gets 10 piece cards. When someone says go, flip over the top card and add that piece to your artwork. Try to get all the pieces on the cards played to your art as fast as you can. The player with the most pieces added to their artwork scores the most fans

In Paris, players build a common artwork on a single base. Each player has 3 piece cards and chooses one to play, adding that piece to the artwork. Play continues with players drawing and placing pieces until junk starts to fall. The minute you knock off three or more pieces, you’re out for the round. The goal is to not get eliminated.

In New York, you select a piece card from one of three face up cards and place that piece on your base. If the piece you play touches a matching shape or color piece, you have to pick another card and place another piece. When you reach the star cards in the deck, the round ends. The goal is to build the tallest work.

There are cities where you play cards like a mini trick taking game to decide who gets what piece. There are cities where you place all the pieces of a single color. There are cities where you must collaborate on a common work.

As you can see, there is an immense variety in gameplay within even a single game of Junk Art.

Each individual city card, complete with rules and goals could have been packaged as a solo game. In addition, the designers provide three blank cards for players to create their own cities and rules to add to the fun.

The variety and replayability of Junk Art sets it apart from every other dexterity/stacking game on the market by a wide margin !

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It is worth noting that Junk Art is a beautiful game. The pieces individually are interesting and pleasing to touch and behold. As you build, the odd shapes provide lots of inspiration for new and different combinations. If you’re going to make a game about creating art, the game itself must embrace a certain artfulness and allow the players to find ways to express it. Pretzel Games deserves very high marks for clearly making this a priority in the production and design of the game’s physical components.

At $70, the game isn’t cheap. Given the quality and number of components I think the game provides good value for the price but this price has the potential to be a real barrier to entry. The game is definitely more fun with more players but I am left to wonder if the game might have been better served as a 4 player game simply to reduce the number of components and the price. Junk Art is worth the investment, don’t get me wrong. The game is ridiculously fun ! My only fear is that it may not be able to reach a wider audience due to the higher pricetag.

Junk Art defied my expectations in the best possible way. I sat down thinking I knew what I was in for…. another stacking game with some small tweak. There are classics like JengaSuper RhinoBausack and Bamboleo but most others in this category are pale imitiations of these classics. It was a wonderful surprise to discover how designers Jay Cormier and Sen-Foong Lim were able to add such a fresh and different voice to the stacking genre by mixing in tried and true game mechanics popular in less action based games. Card drafting, trick taking, even semi-cooperative play make Junk Art special but still super easy to teach and play.

Junk Art as an actual art form is all about remixing found objects to make new and beautiful statements and this game puts that lovely idea into practice. Give Junk Art a try at a party or with your family and you’ll see what I mean. And you’ll know why it is most certainly Major Fun.

***

Anaxi

Anaxi   Funnybone Toys  |  BGG  |  Amazon

Designer: ??   Publisher: Funnybone Toys  2-6 players  20 min. ages 8+  MSRP $21.99

text-the concept

Anaxi is a party game. Anaxi is a word game. In fact, it’s both. Because Anaxi lives in the overlapping area between these two types of games.

In practice, Anaxi celebrates the venerable Venn diagram by making the diagrams into engines for fun. Using circular see-through word cards, players construct a mini-Venn diagram and then each player races to write down words that fit within each overlapping area of the cards. The player with the highest score after five rounds wins the game.

text-the components

Anaxi is a card game but the cards are not typical in any way. There are 75 word cards in the deck. They are circular (3.5” in diameter), made of flexible plastic and half of each card is transparent. The deck is split into three colors: 25 blue, 25 red and 25 orange cards.

anaxi-decks-2

Within the colored section of each card is a single word – an adjective. These adjectives run the gamut from square to spicy or fluffy to damp.

anaxi-cards

There are also two base cards (an extra in case you lose one). You’ll build the Venn diagram on top of this base card when each game round begins.

anaxi-base

There’s a 1-minute sand timer included and an answer pad.

anaxi-pad

Setup for the game is really simple. Separate the deck into three 25 card decks by color. Place the base card centrally located where everyone can see it and make sure everyone has a sheet from the answer pad and a pen or pencil. Now you’re ready to play Anaxi!

anaxi-setup-2

text-the mechanics

There are five rounds in the game. Each round a dealer selects one card from each of the three decks and places them around the base card. The base card has colored and numbered areas so you can see how and where to line up the three cards. The basic idea is that the see through area of the card will face inward toward the base card, allowing players to see how the three word cards overlap. There are four overlapping areas. One area between each word and one combined area where all three words overlap together in the middle.

Here’s an example layout: Round – Cold – Sweet

anaxi-example

Once the cards are in place, the dealer will turn over the sand timer and the round begins!

Each player looks at the four overlapping areas on the base card. Can you think of something that is round and sweet? Then write those words in column 3 on your sheet. Can you think of things that are cold and round? Write those in column 1. How about cold sweet? Column 2 for those. Last of all, what about things that are all three: round, cold and sweet? All those answers go in column 4.

Once the timer runs out, players score points for each answer on their sheets that is unique and fits the words. Columns 1-3 score 1 point for each unique answer. Column 4, the answer that combines all three word, scores 3 points per unique answer.

After round one, it’s lather, rinse and repeat. Three new words, flip the timer and go! The player with the highest score after five rounds wins the game.

text-apart

Sometimes games that rely on creativity can fall flat because they don’t offer enough inspiration or choices. Especially when placed under time pressure, players can freeze up or just give up because they feel frustrated.

That’s pretty much the opposite of fun.

Not so with Anaxi. There are four different ways you can see the words each round and that means you have lots of fuel for inspiration and imagination each round.

The timer does go fast, so you shouldn’t expect to write a novel’s worth of answers under each column but you’ll be surprised how some words connect immediately and others leave you scratching your head. Try it. Set a timer and give the three words from the example above a go. Don’t peek below at my answers! (listed at the bottom of the review)

How did you do?

Anaxi also encourages and awards creativity and imaginative answers. You are not limited to one word or simple answers to fit the words. For Column 4 in the earlier example (things that are cold, round and sweet) I could have written: a frozen ice cream cake for my cat’s 9th birthday. Major Fun games can and should put you in this playful mindset and Anaxi excels in this regard.

Major Fun games are also flexible enough to allow variants or adjustments. We found it fun to let the dealer select the word cards rather than from a random draw from each deck. Chance can produce some fun results, but it was equally fun to see what crazy combinations each player came up with.

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Even though Anaxi is a light hearted game suitable for parties and word-nerds alike, the inspiration for the game comes from several philosophers.

The most obvious is John Venn whose diagrams gave visual form to overlapping ideas.

The less obvious connection reaches back to ancient Greece. Anaxi owes its name to the Greek philosopher Anaximander, the father of Cosmology. He wrote about the boundless material of the universe being transformed into all the aspects of the world around us and then returning to this primordial form. How does this relate? Each round, players take basic words and combine them into new forms. The cards return to the decks and can take totally new definitions each round of the game.

You certainly don’t need to know any of these details to have fun with Anaxi but I am glad they took the time to include it.

My one and only quibble with the game is the lack of credit for the game design. Every game has a designer even if the game was developed in-house by the fine folks at Funnybone Toys. Credit should be given where it is due and it is a shame this information is still not standard among all publishers.

But let’s not stray too far from the mark here.

Anaxi is a fast fun mash-up of word and party game genres. It’s enjoyable by players young and old and certainly overlaps with the two words that matter most to us: Major Fun.

***

Here’s what I came up with for the example listed above:

Column 1 (round & cold): curling stone, hailstone, snowball, snow tire

Column 2: (cold & sweet): ice cream, frozen yogurt

Column 3: (round & sweet): gumball, bon bon, mint, hard candy

Column 4: (round, sweet, and cold): a single scoop of ice cream

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