|Release: 09/14/2020||Download: Enhanced | MP3|
|Run Time: 28 min||Subscribe: Enhanced | MP3 | RSS|
Here are three circles and a square… Can you make a toaster? Or a banana?
Working from a common set of shape dice, can you create a simple drawing, hoping others can select your magic word from a grid of cards?
Artbox is a game about perception. How to say a lot with a little. And much like negative space in a painting, what you leave out helps define what everyone gets to see.
Listen in to explore this wonderful game of drawing and deduction!
Designer: Artem Lis
3-8 players 30 min. ages 8+ MSRP $35
Time to teach/learn: 5 minutes
|Release: 08/24/2020||Download: Enhanced | MP3|
|Run Time: 109 min||Subscribe: Enhanced | MP3 | RSS|
Similo is a cooperative game of characters, communication, and deduction. Can you guide your team to the secret character in a grid of cards using only other character cards as clues? A vertical clue means the card is similar to the secret character. A horizontal clue means the card is different. Each round the pressure mounts, because the team has to remove more cards from the grid!
Similo comes in three flavors. You can play with people from history, myth, and storybook legend. If you’re up for a real challenge, you can even combine decks!
Similo is a springboard into the minds of everyone at the table. It provides a puzzle and laughs in equal measure. That’s a sure sign of Major Fun.
Listen in for our in-depth review!
Designer: Hjalmar Hach, Pierluca Zizzi, Martino Chiacchiera
Publisher: Horrible Guild
Artist: Xavier (“Naiade”) Durin
2-8 players 10-15 min. ages 8+ MSRP $10
Time to teach/learn: 3-4 minutes
For info on the other segments featured on the show, check out the show notes at The Spiel!
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: Darren Kisgen Art: Chris Beatrice
Publisher: Gamewright, Game Factory
2-4 players 20-30 minutes ages 10+
Time to teach & learn: 5-10 minutes
Pack your lucky socks and get ready for an adventure exploring Dragonrealm! Sneak into the witch’s cabin, search the ogre’s treehouse, or storm the dragon’s lair. Explore the wilds and add adventurers to different locations in the hope of getting the most treasure. But watch out for goblins who might get there first and grab the treasure before you!
Dragonrealm comes with lushly illustrated cards, plus custom wooden pawns and dice.
There are 68 adventurer cards, most of which you’ll use to assail the locations in the game. Adventurer cards come in 5 different colors, and are numbered from 1-12. In addition, a few adventure cards will trigger the arrival of goblins or an untimely rockslide.
There are 16 enhancement cards to aid you in your journey.
There are 21 large format location cards. Locations come in four colors, representing the different obstacles and trials you will face on your quest. There are spaces for adventurers and goblins, plus icons detailing the type and difficulty of challenges at that location. Each adventure will culminate at a dragon location card, where great challenge and great treasure awaits!
The game is packed with chunky wooden pawns. Each player gets 8 adventurers to represent your team . There are also 6 custom wooden goblins that are sure to be annoying and get in your way as you play.
The 6 custom dice will see constant action as you play. Each die is numbered from 1-4, with two 2s and 3s, and a single 1 and 4.
Last but not least, the one thing both you and the goblins want most, a pile of 50 treasure coins!
To begin, deal 5 Adventurer cards to each player. Each player also gets to choose some enhancements to take along. A Fireball Spell could get you out of a jam. A Potion of Invisibility might get us past some guards. Or perhaps your Pet Chipmunk could overwhelm a monster with its cuteness! Then, create a deck of 7 location cards, including 2 cards from each color, ending with a dragon location. The road to adventure begins here. You’re ready to explore Dragonrealm!
In Dragonrealm, players will collect sets of cards. Playing different sets of cards allows your adventurers to roll dice to explore and take over locations.
The goal of the game is to accumulate more treasure than your fellow adventurers.
On your turn you have two choices: Explore or Rest.
When you Explore, you play from 1-6 cards from your hand to deal with a location in one of three ways: Sneak, Search, or Storm. The method you select will depend on the strength and weakness of your party of adventurers, that is, the cards in your hand.
Sneak lets you play cards in a row, regardless of color ( a 4-5-6, for example).
A thorough Search requires cards all of the same number (three 8s, for example).
Feeling bold? Storm a location with a hand of cards of the same color.
Once you select a method, call out the action and the location.
“I am going to Sneak into the Cave of Bats,” for example.
For each card you play that fits the action you declared, you’ll roll one of the custom dice. Add all the dice together to see how you did.
Each location shows different target numbers required to successfully place an adventurer.
If you Sneak into the Cave of Bats, the action here will require a total of 8 from the dice to reach the target number, a Search needs a total of 6, and a Storm action needs a whopping total of 13. But notice the yellow ring around the 13. That indicates you’ll place two of your adventurers, should you succeed. Risky, but taking a chance may pay off in big ways!
If your Explore works out, you’ll place an adventurer (or two!) and discard the cards you used. Now draw one card, and your turn is over.
Of course, not every die roll will go your way, so failure is an option. Should you fail, you’ll place one of your adventurers on the Adventurers Academy for further training. From there, they may assist your team in future Explore actions. During future Explore turns, each member of your team on the Academy card can add +1 to your die total.
The bulk of your game will be spent exploring, hoping to place adventurers on location cards in order to score points when the card fills. But to do this well, you must have cards to power your team.
Rest allows you to add 2 cards to your hand, either from those face up, or face down from the deck. You’ll be building up your hand to power future exploits. Which cards will propel your team towards victory? If you’re looking to Search, you’ll want to gather cards of the same number. If you want to Sneak, pick up numbered cards that are in sequence. If you’re planning on Storming, look for cards of the same color.
Of course, drawing cards may also allow goblins to seize a spot in a location, or trigger a rockslide.
If a goblin card is revealed, you’ll place a goblin on the indicated location. They will compete with the players to claim their share of treasure. Any gold goblins win is hauled away, never to be seen again.
If you trigger a rockslide you’ll be forced to pass a number of cards from your hand to an opponent. Rest assured, your opponents won’t be passing you anything they think you can use.
As your adventure advances, locations will begin to fill up with player’s pawns and pesky goblins. As soon as a card is filled, its treasures have been completely explored. Now some players will be rewarded with treasure.
If you have the most adventurers on the card, you get the first place award shown on the card. Players with the second most markers on a location collect the lower amount of coins. The top player also collects the card for its value in dragonstones. At the end of the game, the player with the most dragonstones gets a five coin bonus.
A new card from the location deck is revealed to replace the explored one.. The quest continues, culminating in a final conflict with a dragon, the last card in the location deck. Once the dragon is defeated, the game ends and any remaining locations are scored as if they were complete. Now everyone adds up the treasure they have collected and includes the value of any enhancements worth coins. The player with the most dragonstones collects five extra coins. The player with the most treasure wins!
Dragonrealm drills down to extract the essence of any role playing game—the brave party, tackling dangers together, but each with an eye for individual glory and gain. Sure, we are all working together to defeat the dragon–but still, I’m Looking Out for Number One! I don’t mind if you get some, as long as I get more.
Every turn feels important in Dragonrealm. The clock is ticking as other players send their pieces to a location. Should you dive in too or wait for the right combination of cards? Even watching a player Rest is important. Did they just pull the cards they need to Explore next turn? Should I strike now?
Not that Resting is without its share of perils. Goblins might pop up, spoiling the odds of capturing a location. And an ill-timed rockslide tests your desire to build the perfect hand.
In a more serious game these chaotic elements would feel tiresome. Here, they actually add to the storytelling. “I was this close to having it all my way. And then you triggered a rockslide, spoiling everything! Clumsy oaf.”
Additionally, the game includes an alternate to Adventurer’s Academy: Adventurer’s Alley. Your pawns sent here can’t help directly with your die rolls. Instead, they can be used to purchase more Enhancement cards. Need to power through a difficult Storm? Take the Dwarf Hammer with you. Tied for control of a location? The Wizard’s Hat can put you in charge!
Another bit of brilliance comes out in the way failure is handled. Not only is an adventurer sent to where he can help you later, but unlike in a successful attempt, you keep the cards you used. This little detail serves to encourage players to plunge ahead and take a risk, moving the game along nicely.
The allure of any quest is in the stories that emerge after: the twists of Fate, the what-might-have-beens, and the triumphs. Dragonrealm presents an easily approachable, compact game which encourages the players to craft their own story with each decision they make.
Dragonrealm creates a space in which older players can plan a strategy while younger players might crash ahead in pursuit of treasure. There’s room for both approaches. In fact, you might find everyone watching and learning from each other.
Hybrid games which combine board and role playing elements have become wildly popular in the past several years. Mostly, these are longer affairs, which delve into great detail over multiple sessions and clearly speak to an older, more experienced group of players. Dragonrealm makes room for all ages, inviting everyone to play together.
Dragonrealm is a wonderful introduction to hybrid adventure games and we’re glad to see it earn both our awards. In less than an hour, you can walk away with a fun story based on strategic decisions and challenges for players young and old to enjoy.
Just don’t get in my way, because that treasure is mine!
Written by: Doug Richardson
Designer: Daniela and Christian Stöhr
Publisher: PD Verlag, Rio Grande Games
3-5 players 20-30 minutes ages 8+
Time to teach & learn: 5 minutes
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?
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!
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.
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.
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
Designer: Bill Eberle, Peter Olotka, Greg Olotka
Publisher: HeidelBÄR Games
1-4 players 20-30 minutes ages 10+
Time to teach & learn: 5 minutes
Writers have talent – stringing words together, making them sing. But Wordsmiths? Their skills are more rare and special. They build each letter in every word from the ground up, one piece at a time.
From an assortment of basic shapes, can you assemble letters from a template and then use those letters to build words? Be quick and dig deep into your vocabulary to score big. Wordsmith gives new meaning to word play!
Wordsmith comes with 120 colorful plastic letter pieces. These are the literal building blocks you will use to create your words. They are divided into four types: long sticks are red, short sticks are yellow, half circles are blue and mini-Us are green.
There are four dice with sides matching the colors of the pieces and a scorepad.
Wordsmith uses the game box in fun and interesting ways. Instead of a game board, there is a plastic insert with sections for each letter piece and a resting area for each die. Even the sides of the game box are crucial to the game as each side contains an A-Z construction blueprint, so every player has a reference to consult.
The goal in Wordsmith is to assemble the pieces you have available into letters and then use those letters to form words. Each round, you will be asked to build six words, then score. After three rounds, the player with the highest score wins.
When building, everyone works from a common set of blueprints. Want to build an E? You’ll need one red long stick and three yellow short sticks. Need an R? Put together one green mini-U, a red long stick and a yellow short stick. Every letter you make must conform to these construction guidelines.
Dice are used to determine the starting set of pieces held in common by all players. Roll each die twice to generate a pool of 8 letter pieces.
Once everyone has their initial pieces, play is freeform. Ready, set, go!
Once the game begins, however, you can add pieces to your supply by rolling your die. At any point, you may roll it and add a piece to your supply that matches the face you rolled. Note: the star face is wild and any piece may be taken.
When you have assembled a word, call it out and show it to all. Others will quickly check your work. If it is spelled correctly and is a valid word, wahoo! Write it on your scorepad. Unlike many word games, limited punctuation is allowed. The yellow short sticks can serve as apostrophes or hyphens.
Any leftover pieces you didn’t use are discarded back to the box and you must fill in a space on your scorepad for every piece discarded. This makes Wordsmith a puzzle game, a word game, AND an efficiency game!
Sure, you can roll the die to amass a huge stockpile of pieces, BUT there could be dangerous consequences to that decision. The first six pieces you discard won’t hurt you. But after that, every piece discarded will cost you one point when scoring.
Continue building words from your supply of pieces until one player reaches six words. Score one point per letter in each word you build. You also score one point for each unmarked discard space.
Begin the next round with a new set of common pieces and build away!
Flexibility sets Wordsmith apart. The base game described above is wonderful, challenging, quick, and fun. Included with the rules are several variants that are every bit as good and allow the game to adapt to the experience level or play style of many different groups.
You can play silently, where no one calls out their words. At the end of the round, scoresheets are checked and illegal words won’t count. This makes the game less raucous and more thoughtful.
You can play without time pressure, allowing players to claim and complete all six words each round. This encourages longer words and higher scores.
You can play with a variable set of letter pieces for each player.
You can add a special 6-letter word for each round and spell this word out vertically along your scorepad so one letter lines up with each row. The word you build for that row must contain that specific letter in order to score.
And the list goes on!
Wordsmith practically begs for your own variations. Here are some we’ve had fun with:
each word built must fit a certain theme
each player gets a limited number of dice rolls
your next word must begin with the last letter of the prior word
Wordsmith wants you to play with it. It entices you to explore the basic system of rules and see them as building blocks, just like the letter pieces!
Wordsmith is an extremely clever mash up of spatial puzzle, time pressure, and classic word game. It comes to us from the team who also designed Cosmic Encounter, Dune, and Hoax in the 1980s. These games were groundbreaking then and have influenced several generations of designers since. It’s no exaggeration to say their imagination and innovation laid the groundwork for the board game renaissance we all enjoy today. It’s wonderful and encouraging to see this team is at it again, breathing life and energy into the word game genre.
You don’t have to be an English major to love Wordsmith. It’s as much a game to challenge your quick handed assembly skills as your vocabulary. And if you hit a roadblock with one version of the game, there are many paths to Major Fun to find instead.
Written by: Stephen Conway
Designer: Molly Johnson, Robert Melvin, Shawn Stankwich
Publisher: AEG Art: Dylan Mangini
2-6 players 15-30 minutes ages 8+
Time to teach & learn: 3 minutes
It’s dinnertime! What do we have to eat?
Let’s see…. lettuce, tomatoes, peppers, onion, carrots, and cabbage.
Salad. We have salad.
Salad? What’s the point? That’s it! Let’s have a Point Salad!
There are all kinds of veggie cards available to you. Who can assemble them into the tastiest meal?
Point Salad has 108 cards, depicting one of the six salad ingredients on one side: lettuce, tomatoes, peppers, onions, carrots, and cabbage. On the back side of each card is a unique scoring ability, which you will use to make your salad stand out from the rest. The corners of the point scoring side also show which salad ingredient is on its reverse.
Point Salad is a card drafting game in which players assemble salad ingredients and point cards to score as much as possible, in as many ways as possible.
Shuffle the deck, and divide the cards into three piles, points side up. From the three piles, flip out two cards each, veggie side up. This will form the six card Veggie Market.
On your turn you will take cards and place them in front of you. You will either:
Take two cards from the Veggie Market OR
Take one point card from the top of one of the three decks
Additionally, once per turn, you may take a free action. You may flip over any point card to its veggie side. Note that you may never flip a card from its veggie side to its point side.
Why flip? Well, maybe that point card isn’t working out for you. Maybe the card is more valuable as a veggie. Or perhaps, by flipping the card you can keep an opponent from scoring a point card of his own.
After you’ve taken your turn, turn over cards from the decks to fill any holes in the Veggie Market. If a deck runs out of cards, cut the biggest remaining deck in half, and slide the bottom half over to fill in.
The game continues, each player collecting salad cards or point cards, until all the cards have been drafted.
You’ll consider all the veggies you’ve collected in your salad to see how many different ways they might help you score. Each salad card is used to score each point card.
Point cards present a huge variety of scoring opportunities. Some will award points for a specific veggies. Some ask you to collect one type of veggie, but penalize for others. Some ask you to compare with other players. Do you have the most or least of a veggie?
Here’s an example!
If the veggie and point cards above make up your salad at the game end, you would score:
- 6 points (3 cabbage x 2 points)
- 15 points (3 sets of lettuce + cabbage).
- 4 points (3 lettuce x 3, minus 5 points for onions)
- 8 points (One set of 3 onions).
- 15 points (5 onions x 3, no peppers)
- 10 points if you had the most lettuce, or tied for the most.
Your salad would score 48 points!
Most games start with a clear cut goal for all players. Be the first across the finish line, or the first to score 100 points. The players all share the same goal from the beginning. This is true of Point Salad: to win, you must outscore your opponents.
Some games alter this formula by adding a slight twist in the form of variable scoring goals. Player A might score more points than anyone for his donkeys, while Player B will profit if they concentrate on cows. Whether a player chooses these goals, or has them assigned, the goals are just variations on a theme.
Point Salad blows all this up from the start. You know you need to build a salad. And you know you need to score points. How you accomplish this is all up to you.
Need direction? Grab a promising looking point card, and start taking veggies which fit that goal. Later in the game, maybe you’ll find a complementary point card which works with what you’ve already assembled.
Or maybe, you just start taking salad cards. After all, you get twice as many cards per turn than point cards. Why not pick some veggies, and wait to see what point cards fit? There’s no hurry. You might not even take a point card until the game is half over.
The point is, in Point Salad there is no scripted play. The choices are all up to the players from Turn One. Although you’re all using the same ingredients (the cards), each player’s salad will be unique . The 108 different scoring cards provide an almost infinite variety, ensuring that no two games are ever likely to feature the same paths to victory.
The term Point Salad is a nerdy joke among gamers. Any game which offers a large variety of ways in which to score points is dubbed a “point salad” game. Think of a point salad game like a giant salad bar. You load your plate with whatever you need to score points.
Here, the designers have run amok with this idea, and produced a game with a previously unfathomable number of ways to score. Point Salad invites us to the biggest salad bar ever. All the salad basics are represented by the veggie cards.The point cards represent every conceivable garnish and dressing you could ever ask for.
When everything you do scores points, playing a run of the mill point salad style game could seem a mechanical exercise, robbed of all joy. It could even be overwhelming . Too much of a good thing is just too much. And this could lead to paralysis.
But Point Salad makes this trick work.
Point Salad concentrates on the basics. Take two salad cards or take a point card. That’s the game! Play so simple, kids can compete, and have fun. Yet within this simple structure a world of possibilities opens up, presenting even hardcore gamers with engaging challenges. We think that Point Salad proves that playing with your food can be Major Fun.
Written by: Doug Richardson
|Release: 03/02/2020||Download: Enhanced | MP3|
|Run Time: 33 min||Subscribe: Enhanced | MP3 | RSS|
|How psychic are you? Medium will put you to the test.
Your goal is to create a telepathic bond, a Vulcan mind meld with your partners in the game.
From two words selected, can we come up with a word that connects them on the count of 3-2-1.
The instruments of the game are simple. Just cards and a box. But the game can take you to undiscovered places with each new set of players.
Medium cultivates mystery and magic and feels like a game that would be at home in any Victorian parlour.
Listen in to learn how it conjures Major Fun every time you play!
Designer: Danielle Deley, Lindsey Sherwood, Nathan Thornton
Publisher: Greater Than Games, Stormchaser Games
Artist: Sarah Kelley
2-8 players 15-30 min. ages 10+ MSRP $20
Time to teach/learn: 3 minutes
For info on the other segments featured on the show, check out the show notes at The Spiel!
Designer: Jean-François Rochas, Nicolas Bourgoin
Publisher: Blue Orange Art: Stéphane Escapa
1-4 players 15-30 minutes ages 7+
Time to teach & learn: 5 minutes
Your kingdom has problems. From the coast, to the mountains, to the castle at the center of the realm, villains have taken over! It’s up to you and your team to guide one brave night along a perilous path to reclaim the land for your king!
Slide Quest is a cooperative dexterity game that draws equal parts inspiration from video games and a wooden toy from a bygone era.
Slide Quest uses the game box in a fun way – as a point of balance for four plastic lever arms. You place one arm in a notch along each edge, sort of like a teeter-totter. The arms that extend into the box are used to hold up the maps representing different areas of the kingdom: the coast, the mountains, the castle grounds and the castle itself.
When each lever is depressed, the map will float, suspended above the box. This is the game board!
Each of the twenty map boards shows a path for the knight and a variety of obstacles: holes, stones, arches, fences, even sticks of dynamite. These obstacles are represented by 3-D tokens you’ll place on the map.
There are also guard and villain tokens you’ll have to defeat!
Our hero in Slide Quest is a big blue knight figure with a ball bearing instead of feet, so he will roll around the board. There’s also a life level meter with a marker that sets the difficulty and tracks your successes or failures on each map.
The goal in Slide Quest is to guide the knight across each map along a path, avoiding obstacles and defeating enemies along the way.
You chose a realm (five map boards in total) and the game will end if you manage to maneuver the knight through all five boards.
You do this as a team. You play together, each person controlling one of the lever arms along the side of the box. This causes the map board to tilt to and fro, making the knight slide around the board.
It takes coordination and communication between everyone to keep the knight on the path. And each level presents a new set of challenges. Sometimes the game is about finesse, sliding through arches or carefully avoiding sticks of dynamite. Other times, it’s a game of combat, pushing enemies into pits. The game can go from tense and delicate to loud and frenetic, all after one wrong flick of the wrist!
Pits, explosions, enemies, even just falling over can cost you lives. Run out of lives and you’ll have to start all over.
Slide Quest is a creative union of low and high tech game elements.
On the low tech side, Slide Quest is a modern cousin to a classic toy from the 1940s: Labyrinth. Labyrinth is a solitaire dexterity puzzle where one player uses rotating knobs to tilt a wooden maze trying to guide a ball to the finish line. It’s engaging and can be peaceful and frustrating in equal measure!
Slide Quest captures the essence of the original. By making it a cooperative experience, the game changes its focus from the ball to the players around the box. It’s this collective sense of accomplishment or abject failure that makes the game so fun!
On the high tech side, Slide Quest is built around a video game framework. There are five levels to beat. The levels build in difficulty and end with a boss battle. You lose lives when you fail and if you lose too many, you start over from the beginning. You can even play the game in campaign mode, trying to defeat all twenty in one go!
These high and low tech elements are a language that any modern game player understands on an almost instinctual level. Through them, Slide Quest speaks to a very wide audience of players. There are no barriers to laughter and teamwork in Slide Quest, only more bridges to Major Fun.
Written by: Stephen Conway
This review appears in the Spring 2020 issue of Casual Game Insider Magazine.
CGI publishes a wonderful selection of articles and reviews on a quarterly basis. In 2020, 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.
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I bet you’ll find at least a couple you’ll be itching to try!