
Note how each player’s hand is under the playing table. That’s because it’s holding on to a pretty strong magnet which, in turn, is holding on to its chosen striker. This is one of your intrinsically fun things – moving things with magnets, trying to knock something into the other guy’s something else.
We’ve seen games kind of like this before. Heavier ones. More, shall we say, aggressively competitive ones. That’s what makes this one different – because it’s none of the above. Sturdy, you bet. Wood. Fully assembled. It’s, like they say in the video, kind of like foosball, kind of like Air Hockey. But sweeter.Each player controls a “striker” that looks like what a pawn might become if it knew about giraffes. The players move their strikers around the board by use of a magnetic piece below the board. There’s a marble, and a goal pit at each end. A sometimes unfortunately shallow pit which is deep enough to hold a marble as well as temporarily incapacitate your playing piece.
The magnet-connection, so to speak, works brilliantly. It’s “attractive” enough to keep your striker in place as you engage in speedy, yet strategically relevant scurrying from place-to-place. In addition, there are three small white magnets, plastic covered cylinders about as large as a nose-plug for infant swimmers (keep them little ones away from these highly swallowable innovations). These three magnets are positioned along the center line of the playing table. They easily, yay, eagerly adhere to any close-passing playing striker. Should two little magnets find themselves thus attracted, you are, as they say, Klasked.
So, it’s like this: should you get the marble into your opponent’s goal, your opponent is Klasked and you gain a point (which you demonstrate by rolling the checker-like wooden disc (the one you put in that long groove on top of one of the long walls of the game) into to the next available dip. If your opponent’s striker winds up in your opponent’s goal pit, your opponent is Klasked. You get the point. Your opponent restores the magnets, marbles and strikers to their assigned starting positions. And then there’s the consequence for too much enthusiasm which results in striker-loss. Lose your striker, and you are Klasked again.
Simple rules. Fun for many ages. Easy to learn. Deeply absorbing. Based on a Danish pub game. No wonder.





SmartMax


The game comes with a plastic wrestling ring, four hollow plastic hamsters, 40 “food pellet” chips, a die, and two magnetic wands. The wands slide under the surface of the wrestling ring and control the movement of your hamster. The die tells you what to do on your turn: Eat, Train, or Slam! You earn plastic pellets by eating and training (thus making your hamster heavier) and you earn victory points by wrestling when you roll a Slam! The first player to earn five victory points is the winner. To augment the verisimilitude of the sumo-like encounter, the manufacturer recommends substituting pennies or nickels for the lighter weight plastic pellets, thereby further adding to the gravity and humorously hefty hamsterness of it all.
The four following reviews are almost identical, each featuring a different rendition of the same magnetic puzzle/toy concept. There are minor differences, and, depending the player’s preferences, one might prove definitely more, shall we say, “attractive,” than the rest. But comparing them to each in any effort to determine which was truly best only led us to the kinds of thinking that this website is not designed to support. 
