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Friday, November 27, 2009
Siam
 Didier Dhorbait's abstract strategy game Siam is so beautifully crafted that you will treasure it even before you learn how to play it. Which is a good thing for two reasons: 1) the English translation of the rules is, well, very, shall we say, challenging, in a French kind of way; and 2) the rules are what some may call "unconventional," requiring you to exercise some conceptual effort before you fully appreciate the cleverness and complexity underlying their comparative simplicity. Fortunately, Arthur Reilly has written a satisfyingly clear English description of the rules - clear enough to help you through most of your preconceptions to a truly remarkable strategy game - one that you can play in ten minutes with anyone old enough to appreciate a good, abstract game. The lovely wooden board is inscribed with a 5x5 matrix. There are three kinds of pieces: the elephants and rhinoceros figures are beautifully rendered, the elephants rearing on their hind legs, the rhinoceros sitting and looking like something out of a collection of Victorian grotesquerie. The other pieces look vaguely like mountains. And since the mountains are as big as the elephants and rhinoceros, the whole set conveys a sense of the fantastic. One player plays the elephants (and moves first) the other, rhinoceroses. The game begins with the three mountain pieces in a line in the center of the board. Players take turns doing one of the following: bringing a piece on to the board, taking a piece off the board, reorienting a piece, moving a piece (one space horizontally or vertically, in the direction being faced), or pushing other pieces. The object of the game is to be the first player to push a mountain off the board.  The pushing is where the conventions begin to get un-. If one of your pieces is facing a mountain, it can push the mountain in the direction in which it is facing. If two opposing pieces are facing each other, they cancel each other out. So neither can push or be pushed. If one your opponent's piece is in line with yours, and you are not facing it, you can get pushed. If two of your opponent's pieces are facing yours, you can also get pushed, even if you're facing them. In fact, you can have a whole bunch of your pieces (well, up to 5) in a line, all facing the wrong way, and one of your opponent's pieces, facing the right way, can push them all. Then there are the rules about the edges of the board (all important, since that's where you're trying to push the mountains off of, as well as where your pieces can get pushed off and where they can be re-entered). Since they surround the board, it means that, unlike chess, checkers and the rest, you're not playing in any specific direction - a major convention-breaker, chock-full of strategic implications. And the subtle but significant consequences of being able to take pieces off the board and later bring them back into play on some other edge, add yet another chock-fullness to one's cup of strategic nuance. Remarkably deep for a ten minute game. Remarkably lovely. Major FUN. (Siam is available in the US via Fred Distribution, and in Europe through Ferti) Labels: Keeper, Thinking Games

Wednesday, November 18, 2009
Sketchy
Sketchy is a drawing and guessing game for 4-8 people from Fundex Games. It is cooperative, competitive, challenging, and laugh-provoking. It makes you feel closer to the people you play with. It can get very intense. And if you win, you not only feel good about your brilliance, but you also realize that it really didn't matter who won. Playing Sketchy was so much fun, that it's all the reward you needed. The components are simple enough - 8 golf pencils, playing/scoring pads (ample enough for many replays), a deck of cards, a die, and a wonderfully annoying, batteries-included, electronic timer (the kind that ticks faster and faster every 15 seconds). Each card has a list of six different categories. For example: - Kinds of soup
- Sports where individuals compete
- Items on a teacher's desk
- New England US states
- Foods that are eaten on a stick
- U-pick
Each page of the drawing/scoring pad gives you room to draw up to seven examples of the randomly chosen (by the roll of a die) category. Imagine that a category has been called, and the timer started. Now imagine everyone furiously drawing what they hope will be vividly clear illustrations of things that fit the category. When the timer runs inexorably out, and the annoying buzzer of finality finally buzzes, you use the column to the right of your drawings to name each of the objects you hopefully illustrated.  When you're finished, you sit with your partner for that round and compare your answers, looking only at each others' drawings (you fold over the column with the verbal descriptions of the objects so that your partner can't see them, and you can't change your mind about what your drawings actually depict). The timer is once more started, and you and your partner pro-tem decide which drawings on the two answer sheets are describing the same item. You can't talk about what the items are. You must make your judgment solely on the drawings. And then you take score - 2 points for each item that appeared on both of your sheets, less one point for each item incorrectly selected. ("That was supposed to be chicken? I thought it was an artichoke!") You determine your scores. Write them down on a sheet somewhere. Change partners. And begin the next round. So see, even though you only score when you see eye-to-eye, as it were, with your partner, your cumulative score reflects your performance as an individual. Designed by Brian S. Spence, Garrett J. Donner and Michael S. Steer, Sketchy is, by every measure, Major FUN. It is everything you'd want to see in a party game - absorbing, challenging, creative, intelligent, easy to learn, easy on time (a whole game can be played in 20 minutes), bringing people together, making people laugh. Labels: Party Games

Monday, November 16, 2009
PitchCar
PitchCar is a puck-flicking, car-racing game of skill and cunning for people as young as six and as old as can still walk around a table. It can get as tense as the Indy 500 without ever getting too serious to laugh about. It can be played as a race against everybody or a race between teams, as a polite game of luck and skill or a cutthroat game of strategic blocking and violent crashing. And there are at least as many ways to build it as there are to play. The building part is wonderfully easy, though it just as easily can become a studied, exacting, and creative exploration. The tracks fit together with ease, like large jig-saw pieces. Grooves on the sides of the tracks easily accommodate flexible plastic rails. The basic set consists of 16 pieces of track: ten curving and six straight, 16 "safety barriers" - lengths of plastic railing, and eight cars (wooden pucks), each of a different color. There is also a sticker sheet used to decorate the pucks and create the start/finish line. This is enough for you to create ten different "circuits," each a serious twelve-feet long. The "cars" are propelled by any appropriate finger-flick - though some may prefer a finger push or slide.  With a little imagination, and the select incorporation of pieces of cardboard, Popsicle sticks and other household miscellany, many different kinds of tracks can be build. And, if you can find any loose checker pieces or bottle caps, you can significantly expand the fleet. If you need a little more than your collective imagination has to offer, we'd strongly recommend that you consider the additional purchase of, say, PitchCar Extension 1. Designed by Jean du Poël, PitchCar is what people call an "heirloom game" - a term frequently used to describe a game, the purchase of which approaches a serious investment, and the promise of which is generation-spanning. It is easy enough to build and play to prove of interest to most first-graders, yet it can just as easily be made complex and challenging enough to be taken quite seriously by the mature gamer. The designer also suggests two variations. One, called "The Pursuit," is played by two players or two teams of players. One team starts ahead, the other tries to catch up. Another variant, "The Trash Variation," players can try to knock each others' cars off the track (in the standard game, you would lose a turn). These two variations hint at another dimension of the game that can be readily explored, namely, the rules. What if we played in teams of two, one player always trying to position their puck to block other players? What if we played in two different teams, started at the starting line, but each team driving in the opposite direction? How about if we each had two moves per turn? What would happen, wondered a few of our Tasters, if we had fashioned special sticks for puck propulsion. Could we become yet even more skilled, our control even that much more precise, the distance covered in a single turn even that much greater? At a games party, PitchCar offers a welcome balance to the more serious and sedentary strategic entertainments. At the dining room table, it provides a rewarding after dinner, after homework opportunity for the whole family to relax and celebrate each other. Competitive without meaning anything important about anyone. Cooperation without becoming tedious. An invitation to experimentation and creativity. An opportunity for genuine, good-natured fun. Fun of just the right, as it were, pitch. Major FUN, that is. Labels: Dexterity, Family Games, Kids Games, Party Games

Thursday, November 12, 2009
The Caravan Game
The HABA Caravan Game looks like a game for kids. Don't get me wrong, it really is a game that kids will play, and enjoy. The cards and thick, folding board with funny illustrations by Gabriela Silveira, the cute little wooden camel playing pieces (which are easier to play with when they're lying down)...all appeal to people who think of themselves as kids. But the game proves to be deep, engaging, and challenging enough to attract serious consideration from those who think of themselves as adults. Each of up to four players gets a set of 12 cards. The cards are the same for every player. You shuffle your cards, place your them, face-down, in a stack in front of you, and then draw three of them for your hand. From then on, you play one from your hand, discard, and select a new card from your pile. Seven of the cards show either one, two, three, or four palm trees. These are the Oasen-Karten. Oops, excuse me, I was reading the German rules. Oasis cards. These cards tell you how many spaces you can move a camel forward. Three of the cards are cartes de mirage. O, silly I, those are the French rules. Mirage cards. Each of the three depict one, two or three palm trees, shimmering in a mirage-like manner. These cards let you move any one of your opponent's camels backwards the corresponding number of board spots (not literally squares, but they function the same way). Then there's one Cameleer card, which allows you to move any one of your camels one board spot in front of the lead camel - anyone's lead camel. Unless, of course, that camel has already reached the oasis. Finally, and most interestingly, there's the carta della tempesta di sabbia (or, as the English say, "the Sandstorm Card"). When this is played, everyone must pick up all 12 of their cards, shuffle them, deal themselves three, and continue the trek. Since everyone has the same cards, you can, more or less, predict (depending on how good your memory is) what your opponent/s might play. Since you always have three cards to choose from, you can delay using your more powerful cards for a more strategically significant moment. If you can save the Sandstorm card for just the right moment, you can get what will hopefully prove a better hand, and prevent your opponent/s from using theirs.  Hajo Bücken has designed a fascinating little game. It can be learned very quickly, and played in as few as ten minutes. One rule that significantly speeds up the game - when you're counting how many spots you can move, you don't count the camel-occupied spots. So, if there are, say, three camels in a row in front of you, and you play your one-palm Oasis card, you get, in one move, to move your camel 4 spots closer to the oasis. This is so much fun that we recommend that when you have only two players, you use two sets of camels each. Finally, there's getting to the oasis. There are only six oasis spots. The furthest forward is worth four points, the two behind that three points, and the three behind those, two points. Once your camel reaches any of those spots, it can no longer move. Probably because it just doesn't want to. I mean, after that long hot trek across the mirage-filled desert, getting to all that cool water and delicious dates.... Which means that, strategically, and perhaps metaphorically speaking, it's not always so good to be the first camel to reach the oasis. Especially when you take into account the jumping-over-camel-occupied spots rule. Fun of a surprisingly major kind for a surprisingly wide range of ages and abilities. Labels: Family Games, Kids Games, Thinking Games

Tuesday, November 10, 2009
24/7
24/7 is an easy-to-learn game of strategy and chance for 2-4 players. There are 4 sets of 40 tiles, numbered from 1 to 10. The tiles look a little like dominoes, a little like playing cards. There's a folding board with a 7x7 grid. Each player fills her tile-holder with tiles drawn randomly from a bag. After one tile is placed anywhere on the board, players take turns adding adjacent tiles, diagonally, horizontally or vertically. The object of the game is to place a tile so that it, along with tiles already played, creates diagonals, horizontals or verticals of: - a sum (of 7 or 24)
- a run (a sequence of 3 or more numbers in, uh, sequential order)
- or a set (of 3 or 4 of the same number)
At first, the scoring for each is a little difficult to remember (sum of 7=20, run of 3=30, run of 4=40, sum of 24=40, run of 5=50, set of 3=50, run of 6=60, set of 4=60, bonus=60). A quick referral to a page from the thoughtfully-provided score pad resolves that issue quite nicely. You get the 60-point bonus if, on the same move, you get the sum of 7 on one line and the sum of 24 on another. You also get a bonus if you are able to use 7 tiles in creating the sum of 24. Forgive me. I said "points." The recommended term is "minutes." Even though minutes are actually points, it does give you the feeling that you're, so to speak, "playing for time" - which, clearly, is the theme of the game. There are a few other rules of note. Every, so to speak, "time" you create a 24 you place one of those red, jewel-like stones on the empty spaces on either end of the 24 line. This helps fill the board a little more quickly, remind players not to create a sum greater than 24 (which one must never, never do), and explains why that bag of gem-like splendor is included in the game. In addition to all these scoring considerations, there are "double time" spaces on the board (indicated by hour glasses), which, when occupied, double the value of the score for that play, and add further complexity to your strategic contemplations.  There is always an element of chance (you have no control over what tiles you are given to play with), and an equal invitation to engage in much stratego-arithmetico thinking. The balance between the two is finely tuned, and combines just enough tension to keep the game engaging, with just enough sheer luck to keep you from taking it too seriously. Hence, it is close to the perfect family game. There are several variations to explore - just enough to encourage you to create your own. Some educators and parents will find themselves embracing the game because of the arithmetic calculations involved, but we found the strategic considerations far more interesting and challenging. Designed by Carey Grayson, the game is actually quite easy to learn. The whole game can be played in half-an-hour or less, so it will fit nicely with the attention spans of most casual game players. For a family whose kids enjoy games like Scrabble and rummy, 24/7 will quickly become a favorite. The tiles lovely to the touch, the wooden racks flawlessly functional. Because you can place a starting tile anywhere on the board, every game is different enough to engage your curiosity and challenge your reasoning. Fun whenever you have time (as it were) to play together, and I predict you will want to find the time (so to speak) to play this game! Labels: Family Games, Thinking Games

Monday, November 09, 2009
Bob Gregson - Defender of the Playful
 There's a work of art hanging on one of the walls of Bob Gregson's studio. It's a framed letter that Bob had notarized. It reads: "Bob Gregson has never done a work of art in his entire career or anything that remotely resembles one." With this, he has managed to transform what anyone else would consider to a profound insult into what, oddly enough, is a testimony to the playfulness that he has brought to art - or is it the art he has brought to his playfulness?  In an earlier post, on Deep Fun, I called Bob an "artist of whimsy and delight." Most recently, Bob's nephew produced a short documentary that made me realize I need to write about him again - this time to grant him the much-deserved honor, benefits, and privileges of the title "Defender of the Playful." The video is just long enough to hint at the depth of his playfulness - a clear enough hint to allow me to demonstrate why I have such a deep appreciation for his work, his lifelong struggle to share it, and his many delightfully provoking accomplishments. Upon learning of this award, Mr. Gregson responded: "I am humbled at this honor. As you've taught me (and I think you said) 'play is a terribly maligned word.' And it is true – and when you make 'art' (or 'fart' which is 'fun art' as one 13 year old called my work) it is really hard to get people to understand. But then again, if they understood they would be very self-conscious of the subtle decisions that one makes to create a comfortable and safe play-space. But with all that said, it REALLY comes down to my selfish desire to have fun – and the more I can twist the rules around, the more I can get people to play – and thus allow me to play too. This reminds me of a student paper that someone did a few years ago when I was a guest teacher at a 'Creativity Class' (whatever that is!). At any rate, I had college students working in teams to make buildings in which the team could fit. Newspaper was the medium. One student wrote in her report that 'it was clear that Mr. Gregson could hardly restrain himself from participating.' And it's true. I can't help myself. " Bob Gregson is gift. And here he is, for you to enjoy. Labels: Defender of the Playful

Thursday, November 05, 2009
Kamisado
Kamisado is a strategy game for two players. There are basic rules. There are advanced rules. The basic rules can be explained in less than a minute: you can move a piece any number of squares in a straight line, either diagonally or vertically forward. After the first move, you can only move the piece whose color is the same as the square that your opponent's piece landed on. The first player to get a piece to her opponent's home row wins. Each player has eight pieces. Each piece is a different color, matching one of the colors on the board. Which explains why the game itself is so visually appealing. The board unfolds into quite a large playing field (20"x20"). The plastic pieces are also large (two inches wide). They look like castles, each with a dragon nesting on top. On one set of pieces the dragons are shiny black, on the other, gold. You can play a game in less than five minutes. Victory is satisfyingly sudden. Defeat, mercifully quick. You can play it with anyone old enough to understand checkers, and yet it is strategically deep enough to intrigue a chess player.  At first glance, the eight-page instruction booklet (10" x 10" - the same size as the board when it is folded) looks forbidding. But all you need read to play the game are a few rules. Once you've played a few rounds of the game, you'll be more than motivated enough to read the rest of the booklet, as well as the accompanying eight-page booklet illustrating different moves. As you read more, you discover more possibilities and intricacies. You learn that a game can take many rounds to play. That the strange rings included in the game are used during these many-round games to crown a winning piece, and to give it extra powers for the next round. And on and on you go, discovering more and more nuances as your appreciation for the game, and your skills increase. Everything about the presentation and packaging of the game reveals a deep appreciation for its play value and uniqueness. The size of the board and the pieces, the packaging, the art. Conceived by Peter Burley, with artistic design by Peter Dennis, Kamisado exemplifies the kind of thinking game that the Major FUN program was developed for - elegant, well-executed, easy to earn, appealing to a wide range of players, deep enough to play again and again. Labels: Keeper, Thinking Games

Monday, November 02, 2009
Funnest Games for 2009
We played these games and played them again, and though they weren't all new for 2009, they were new to us, and we enthused mightily. And so, behold - the ten funnest for 2009. HABA Ball Run The HABA Ball Track Building Set is, by all measures, a toy to treasure. Made of European Beechwood, the pieces are beautifully finished, and a pleasure to touch, lift, position, reposition. The basic set includes just enough ready-made sections of track and tunnels to make the purpose of the toy immediately accessible, and more than enough building elements to invite curiosity, imagination and endless elaboration. The HABA Ball Track Building set will engage children in hours of play, exploration, design, construction and, above all, experimentation. Truth be Told - "The Laugh out Loud Pretend to Know your Friends Game Before we delve too deeply into the nature and wonders of Truth be Told, let me ask you to fill in this particular blank: "The most expensive thing I purchased last month was ____________ " And by "I", I mean "me," majorly speaking, fun himself. Now, on your paddle-like, write-on, wipe-offable, nicely thick True Answer Paddle cards, write the answer that you think was the one I gave. Remember, you get one point for everyone who votes for your answer. And one point if you vote for mine. (If you wrote down my answer, I find myself that much closer to you as well, insofar as I get a point too.) And now, one at a time, in sequential order, everyone, except me, of course, reveals their answers. I then, with great flourish and conceptual fanfare, reveal my "true" answer. Scores are recorded on the convenient, also write-on and wipe-offable scorekeeping card. And then, on to the next Truth Teller. Dixit - a party game of subtlety, sensitivity and creativity Dixit is a surprisingly lovely and subtle party game in which players try to guess which image was selected by the "storyteller." The rules are simple enough to learn in a few minutes. The 84 large cards are beautifully and evocatively illustrated. And the whole game can be played in well under an hour. The subtlety of the game comes from the scoring system and from a growing understanding of the art of being a successful storyteller - for art is what it is. Tumblin' Dice
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.
Worm up! There's something gently lovable about Worm up! O, it's fun, all right. Major FUN, in actual fact. But it's funny, too. And so spare in its design that it's what you might call endearing. The colorful little game box contains 5 sets (each in a different color) of 7 wooden hemispheres. These are used to make worms - take a set, put the hemispheres, hemi-side down, in a column, and there you have it, your basic worm. It's good for families whose kids are a precocious 7 or older. It's good for kids. It's a good game to play between more serious games. Gentle fun. A happy little diversion. Word on the Street Take all your consonants except for the ridiculous ones like Q, X and Z. Put them on your satisfyingly hefty bakelite tiles. Now, make a long game board, like a 4-lane highway with a divider strip just wide enough and long enough to accommodate all of your happily hefty letter tiles. Next, get together a deck of 216, often surprisingly laugh-provoking, double-sided category cards, like: "The Brand of Clothing Worn by One of the Players," and "Something that is Wasted," and "Something Used by Scuba Divers," and "A Word that Describes a Car Crash," "A Title Used for Males but not for Females." Add a cardholder and sand timer. And those are all the ingredients needed for a new and notably Major FUN word game called " Word on the Street" from those frequently Major FUN game publishers, Out of the Box. Everything, of course, except for the rules. And there in lies the tickle.
The Bilibo Game Box - a child's tool kit for game invention The Bilibo Game Box is not just a toy. It is a tool kit for the very young game designer (age 4 and up) and an invitation to inventiveness for the rest of us. The Game Box contains a die with interchangeable faces and six sets of differently-colored discs that fit in each face. There's also a set of six, plastic, hand-sized "mini-Bilibos," in each of the six colors corresponding to the colors of the discs. The Bilibo Game Box is remarkably innovative and brilliantly designed, but the real value of it only becomes apparent when it is used as a tool for playful, inspired invention. Monopoly Deal Before I go into too much detail, let me tell you this: Hasbro's Monopoly Deal is fun. It's a card game that gives you that Monopoly feeling. You build monopolies and even put houses and hotels on them, and pay for them, in the millions of dollars - all with a deck of cards. But it's faster, and shorter, and easier, and at least just as much fun. Bananagrams - a crossword tile game you can play everywhere with anyone Bananagrams is a word game that uses letter tiles - 144 unusally finger-friendly, bakelite letter tiles. Basically, you draw a bunch of tiles and try to assemble all of them into a crossword array. If you succeed, you draw another tile. And so does everyone else. Because the game is so simple to explain, it is also simple to change - to adapt to different skill levels, different environments and time constraints. Read, for example, Lance Hampton's exemplary story of how he plays Bananagrams with his kids. We're working on variations for teams, and maybe even cooperative versions. Consensus® Consensus® is a party game - the kind of party game to which you will eventually be comparing all other party games. If your kids are old enough, it's just that kind of family game - the kind you'd want your family to play. It's a game that makes people laugh, think, talk and listen to each other. Most of all, it's the kind of game that brings people together and keeps them together. Labels: Tops for 2009

HABA Ball Run
 The HABA Ball Track Building Set is, by all measures, a toy to treasure. Made of European Beechwood, the pieces are beautifully finished, and a pleasure to touch, lift, position, reposition. The basic set includes just enough ready-made sections of track and tunnels to make the purpose of the toy immediately accessible, and more than enough building elements to invite curiosity, imagination and endless elaboration. The HABA Ball Track Building set will engage children in hours of play, exploration, design, construction and, above all, experimentation. The fact is, that any construction toy that involves building marble runways, even one made of plastic, provides children with a near perfect environment for gaining the basic understanding of and appreciation for the processes that are central to all scientific pursuits. Given a set with a variety of both construction and track elements, creating a marble runway that really works invites observation and testing, experimentation and patience, refinement and repetition, elaboration and further testing. Children are sensitive creatures, and though they may not express a specific preference for wood over plastic, the warmth, heft and precision of this thoughtfully made wooden toy will deepen and enrich the play experience for as long as they continue to play.  Though the HABA Ball Track Building set provides everything needed for many, many hours of absorbing fun, there are supplemental sets available that extend the value of the set, renewing the invitation to play by introducing new properties and functions. We tried the Cascade (a zig-zag, waterfall-like box that makes a lovely sound as marbles drop through), the Speed Track (a long, high ramp, that, as advertised, makes the marble go very fast, prompting new explorations of what you can make the system do), and the Score Counter (adding a random, but fun way to compete). But were most excited by the HABA Games for HABA Balltrack an extension that significantly adds to the overall play value of the entire set. It, in fact, redefines the set by introducing the idea of games. The ball run is not a game. It's a construction toy, the object of which is to build something - not play something. By adding games to the set, the entire toy gets redefined. Suddenly, there are rules, social structures, so many more variables to play with, which, in turn, get extended and redefined by the nature of the toy.  For example, the set of miniature nine-pins (wooden, of course - 8 natural color, one red). So now the child has something to aim for. How many rolls will it take before she can knock down all the pins? Who can knock down the most? Can you knock all the pins down except for the red one? Should you use the large marbles? Roll them down the special large marble ramp? Both ramps? Should you both roll your marbles at the same time, from opposite sides? Should you use the large marbles to hit the small marbles so that they roll into the pins? Should you use the small marbles to hit the large? Should the small marbles have to be launched from the very beginning of the entire marble run? Can you re-aim a ramp while a marble is rolling? And then there are the three arches - targets to roll through. One is worth three points, another only two, and a third, the widest, only one point. Where do you put those arches? Where does the marble have to come from? And then there's the floor, the whole room - everything becomes a target or an additional obstacle or another ramp. With the game extension, the whole Ball Run takes its place in the child's world, becomes one aspect of a small universe of things to roll at and under and through, becomes even more of a shared thing, an invitation to play that your child can extend to his family and siblings and community. Labels: Dexterity, Kids Games, Tops for 2009, Toys

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