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Tumblin' Dice

When Randy Nash first developed Tumblin' Dice, he did what any game inventor would do - especially one who created a game that people really loved - he started his own company. Recently, the older/wiser Mr. Nash licensed his game to Fred Distribution - a company with a genuinely deep appreciation for really good games. And they honored his concept, and made it a little more attractive, and just as well-made, and just as much fun.

The game is called Tumblin' Dice, which is exactly what it was called when we first gave it our highest award - the Keeper. I am happy to say, this renewed version is at least as much of a Keeper as it was then.

Think of it shuffleboard with dice. You'd be wrong, but you'd understand almost all you needed to know in order to start playing. There are four sets of dice, each a different colors (and lovely colors they are). Each set has four dice. Players take turns flick/slide/rolling their dice, starting on the top level, aiming towards one of the three platforms on the lowest levels. If your die reaches the third level, you get exactly as many points as are on the top of the die. If your die reaches the fourth level, you get twice as many points; the fifth level, three times as many, and if you reach the lowest level, you multiply the face of the die by four.

Since players are taking turns, there's a good chance that someone will knock your high-scoring die off the board. So the game can get quite competitive. There's a lot of opportunity to develop skill. But there's enough chance (despite my desire to maintain the illusion, I don't think it's really possible to determine what face of the die will show up at the end of a roll) to keep things interesting, even for the poor-of-aim.

The turns are very short, and a whole round can take only a few minutes. So everyone stays involved even when there are four players. And as soon as one round is over, and all the points are scored, people are ready and eager to play again. It's a perfect family game. For children who are still learning to add and multiply, it even has some educational value - not enough to spoil the fun, just enough to make their parents willing to let them play, too. If the multiplication is too hard, instead of multiplying you can just add extra points for dice that reach the scoring levels. Because of the skill required, and the competitiveness, adults can get intensely engaged. Because of the luck factor, anyone who can flick/slide/roll a die has a reasonable chance of winning. And, if you have some perverse need to make it even more challenging, you can try removing some or all of the pegs on the bottom two levels. I tried. I put them back.

Tumbln' dice is a big game. Some assembly is required. But it's easy and takes maybe 90 seconds the first time. And just as easily disassembled and snuggled back into its box, in maybe 45. Of course, somebody who hasn't played it yet will probably come over shortly after you've finally put it away, and you'll find yourself gleefully putting it back together again.

Tumblin' Dice is an investment in long-lasting, generation-spanning fun. The payoff is Major FUN.

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