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Friday, May 07, 2010
Word on the Street, Jr.
Taking a game for adults and making it accessible for a younger audience is tough. You want to preserve the elements that made the original so fun for older players. You have to consider the cognitive development (and sometimes fine motor control) of younger children. You also want your game's brand to carry through—someone (the parent with the money) should look at your game and say, "I love that game! I bet little whats-its-name will like this kids' version too!" The wrong way to do it is to have your marketing department slap the game’s name and logo on a board with a spinner and hope the kids will be entertained by the random movement of colorful pieces. The right way to do it is like Word on the Street, Jr.
We reviewed the original Word on the Street a while back. It's major fun. We wanted to see how Word on the Street, Jr. held up in comparison. Specifically, we wanted to see if the junior set would engage adults and children at the same time. Sound impossible for a word game? Sound like two great tastes that have no business being in the same kitchen let alone the same plate? THINK AGAIN!! It’s a hoot.
The rules: Word on the Street, Jr. has all the letters of the alphabet running down the center of the game board which depicts a street. Each letter is a tile. Two teams compete to see who can get the most letters on to their side of the street. Teams draw a card with a prompt, such as, "name of a vegetable" and then have 30 seconds to come up with a word that matches the category. The letters that spell the word are moved one space toward the team for each time they appear in the word. For example, "carrot" would move the C, A, O, and T one space but the R would move two spaces. Once a team moves a letter to their side of the street, the letter is out of play and can't be moved the rest of the game.
The Junior version of the game includes the vowels (missing from the original) and the categories are a bit broader to accommodate developing vocabularies. Each category card has two sides, the blue side being a bit tougher than the green side.
I have only played the Junior version and it is plenty nerve-wracking. The 30 second timer keeps the game moving and the challenge is to come up with words that have lots of double or triple consonants. My eight-year-old enjoys playing with me and my wife (the adults play with the no vowels rule), but the most fun I had was in watching my daughter and her friends. The kids caught on to much of the strategy and gave their thinking muscles a work-out. Often they forgot that they were on different teams and volunteered their best responses to whatever category happened to be face up. They yelled. They laughed. They brought out their biggest words. In general, they acted like caffeinated jumping beans — which is a sure indication that major fun is afoot.
If you go to the Word on the Street site, and scroll down a bit, you'll also find a downloadable form you can use to create your own additional cards for the game. This is major cool, because you can make the game engage players on so many more levels with categories like: "12-letter words," "family members," "chores," "word in a Mylie Cyrus song."
Original concept for Word on the Street, Junior by Jack Degnan. Copyright 2009, Out of the Box Publishing, Inc.
Will Bain, Games Taster Labels: Family Games, Kids Games, Word Games

Wednesday, May 05, 2010
Dancing Eggs
If you look for Haba's Dancing Eggs game, you'll see photos of kids running amok with giggly silliness. In our review, however, you see a group of adults, similarly amok. This is to make a point: though Dancing Eggs is designed to be a great, highly physical, significantly delightful game for kids; if adults get to play, it's at least as much fun for them to play.
 It's probably the only commercial game to come in an egg box. And most deservedly so. You get 10 eggs. 9 of them are made of some kind of rubbery, bouncy plastic, one of wood. You also get two large wooden dice.
The red die tells you what to do. You might get to take an egg from the carton, or you might not get an egg unless your the first to crow like a rooster, or you might all have to run around the table - the first to get back to their seat getting an egg. You might have to drop an egg on the table and be the first to catch it. Or you might have to be absolutely still - and if you're not, you have to put an egg back into the carton.
Then, after you've followed the instructions on the red die, there's the white die, which tells you where you have to put the egg. Like under your chin, or between your legs or in your armpit. Of course, if you drop an egg, you have to return it to the carton. Now the nice thing about the rubbery plastic eggs is that, in addition to all their bouncy wonderfulness, they also have a rubbery kind of friction, which makes them much easier to hold on to. Even when you're holding them under your chin. And which makes the wooden egg so especially interesting (and worth an additional point), is its wonderfully wooden slipperiness.
Designed by Roberto Fraga, Dancing Eggs proves to be unadulterated Major FUN, even for adults. Labels: Dexterity, Kids Games, Party Games

Monday, April 19, 2010
Connect 4 revisited
There's a new version of Connect 4. It's called Connect 4. But it's more. It's three different Connect 4 games. The first, you already know. It's the "original" Connect 4. The second is not. It's called "PopOut Connect 4." The third is also new. It's called "Pop Ten."
The bottom row of the Connect 4 grid has been changed. There's a sliding bar on the very bottom. If you slide it to the right, the checkers that are in the bottom row can be "popped" out. Well, pushed out. Which, in turn, will cause all the checkers that are in that column to fall down one space. Which results in a new alignment of checkers. Which could very well result in the sudden appearance of a line of 4 checkers, all ever so delightfully in a row.
You can only pop checkers of your own color. Which makes sense, considering. In PopOut Connect 4, you either add a checker, as in traditional Connect 4, or push one of your checkers out of the bottom row. In either event, if it results in 4-in-a-row (of your checkers, of course), you win. On the other hand, your pop could result in the very alignment your opponent was so sincerely wishing for. Thus, even though the game is very much like your traditional Connect 4, it's different enough for you to have to rethink everything you know about Connect 4 strategies.
 Then there's Pop 10, which, oddly enough, is a different game altogether, a figure-ground reversal, one might say, a shift in your basic Connect 4 gestalt. To game begins with a board-full of checkers. You take turns, dropping one checker at a time, until there are no more checker-accommodating spaces. A move consists of popping a checker out of the bottom row (again, you can only pop checkers of your own kind). You can pop any of your bottom-row checkers. But, if that checker happens to already be part of a 4-in-a-row alignment, you can pop again. Every time you do so, you get to keep that checker. When you can no longer pop, your turn is over. If the checker you pop is not part of a Connected 4, you return it to some other column.
Pop 10 is different from all other variations of Connect 4. And it is as much fun. Because there are three so very different versions, you have to decide which you want to play together. This is a decision that you have to make together. And, simply because you are both making that decision, the game takes its rightful place as a way to have fun together - not so much as a way to see who is the better thinker or player or person, but more to find a game that you both want to play, together.
The thing about all Connect 4 games, and so many of the best of Hasbro games, is that they're very much like toys - as much fun to play with as they are to play. The new Connect 4 is just that: fun to play, fun to play with. Easy to understand, but different enough from everything you know about traditional Connect 4 to have to think of it as something new. Easy to learn. Quick to play. A genuinely enjoyable invitation to logical and strategic thinking. Major FUN. Labels: Kids Games, Thinking Games

Sunday, April 04, 2010
Smart Toss: Math Sport
 Tossing beanbags into a target is fun for almost any reason you can think of. It's what you might call "just plain fun." For kids. For grownups. You can play by yourself. You can play in teams. You can get competitive about it if you want. You can play it just for fun. You can increase the challenge (stand further away from the target). You can make it easy enough for a three-year-old.
From the pure fun perspective, Learning Resources Smart Toss has everything you'd want in a bean bag tossing game. And more. It has your bean bags. It has your target board. The bean bags are made out of canvas, for durability and feel. They are just the right size for a child's hand. They are also numbered, from 1 to 10. Hmmm. Numbered bean bags. Already you have something a little different, a little more interesting to play with. The target board is light enough to carry around easily. It's vinyl, so it's easy to keep clean. It's reinforced, so it can withstand childish enthusiasm. There are bean bag storage pockets, and, depending on how you set it up, there are 4 different game boards to choose from.
 Hmm. Numbered bean bags, 4 different boards. Perfect for reinforcing different kinds of elementary math skills, not only without spoiling the fun, but also making the games more, well, interesting.
Consider the basketball-like game. You use only three of the bean bags - the 3, 4 and 5. There are 6 targets (pockets). Two of the targets are worth the number on the bean bag. Two are worth twice as much. And the remaining two are worth three times the number on the bean bag. So, see, you have to multiply, and add, in order to determine your actual score.
Then there's a kind of bowling game. You choose two bags whose numbers add to 10. You toss them one at a time into any of the 4 pockets. One pocket counts as a strike (which in this game is worth 20 points). Another as a spare (10 points). And the other two are worth the number on the bean bag.
So now you're adding, and maybe even strategizing (do I take the number 6 and 4 bean bags so I can relatively good score no matter what pocket I land in, or do I take the 9 and 1 so, just in case my 1 doesn't make a strike or a spare, my 9 might at least make it to one of the other pockets.
Each of the 4 games offers not only a playworthy opportunity to exercise some basic math skills, but also another inspiration for making up your own game. Which means, in addition to the quality of the device - its portability, durability, storability and colorfulness - and the essential playability of the beanbag tossing game, and the incentives the 4 games provide for children to exercise their basic math skills; Smart Toss: Math Sport offers children the inspiration to invent their own games - games which can be even more challenging to more skills, which will undoubtedly prove to lead to even more fun, of the frequently major kind. Labels: Kids Games

Friday, March 19, 2010
Can You See What I Seee? Finders Keepers Game
 When you have children under the age of 9, card games take on a few distressing similarities. First, the chances of actually maintaining a complete deck of cards are approximately the same as keeping a red sock out of the white load. Second, the chances of the cards remaining in playable condition plummet in much the same trajectory as a car’s value once you drive it off the lot. Third, (and here’s where I roll my eyes) I hope you enjoy matching games. A lot. So in this spirit of trepidation and jaded-father cynicism, I considered Can You See What I See? Finders Keepers Game by Gamewright. It’s a matching card game that not only proved to be a hit with my girls and their scrum of free-range friends, but it cracked open my shell enough so that I enjoyed it too. A lot. Consider just the cards. Tiles might be a more accurate description. The game box contains 100 sturdy cards: 40 Find Me tiles and 60 Keep Me cards. Each Find Me tile has a single image—things like toy dinosaurs, plastic trucks, porcelain ballerinas, and dominoes. The Keep Me cards are larger and each card has four images that correspond to the Find Me tiles. Beautiful cards. Solid, colorful, laminated, and wonderfully textured cards. The instructions indicate the game is for ages 4 and up and I can believe it. These cards are made to be played. These cards will last.  Gameplay is simple, varied, and satisfying. The rules spell out two ways to play, but our kids were happy to come up with other variations. The game for younger children (4 and up) recommends dealing out 10 – 12 of the large Keep Me cards to each player (face-up). The Find Me tiles are shuffled and stacked. The players take turns revealing a Find Me tile and everyone looks to see if they have the matching image on their Keep Me cards. The winner… we didn’t pay much attention to winning in this game. The kids had a blast trying to find the images and trying to guess what would come next. The variation for ages 8 and up involves a bit more decision making. Nine of the Keeper Cards are revealed in the middle of the table. Each player has a pile of Finder Tiles that they are trying to match to the Keeper Cards in the middle. Players take cards that match their tiles and new Keeper Cards are revealed to fill the empty spaces. A bit of strategy comes in when players have to decide which matches will get them the most points and maybe make things difficult for their opponents. We played both variations with a group of kids aged 4 to 10. The very youngest needed a bit of help with the variation for older kids, but everyone remained engaged for the better part of an hour. I might not be able to keep all the cards from wandering away, but I know that the ones that remain will be sturdy and major fun! Can You See What I See? Finders Keepers Game is designed by Brian S. Spence, Garrett J. Donner, and Michael S. Steer, with contributions to the Expert Finders Keepers version by Walter Wick, author of the I Spy, and Can You See What I See book series. Will Bain, Games Taster Labels: Family Games, Kids 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

Monday, November 02, 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

Friday, October 16, 2009
Le Pass Trappe
Le Passe Trappe is a fast, somewhat furious, slightly noisy, significantly fun action game for two. Note the elastic band on either end of the well-made, wood-framed board. Now cast your conceptual glance to the small, slightly-larger-than-a-puck opening in the center. Add to this the observation that there are 10 pucks. That's pretty much all you need to understand how the game is played. The two players each start out with 5 pucks apiece. They shake hands and then, simultaneously, use their elastic bands to try to shoot all the pucks that are on their side through the opening and on to the other player's side of the board. The first player to clear her side of the board is the winner.  That's the basic game. There's a 45-second sand-timer, pegs and scoring holes on either side of the board for those wishing to explore more formal, tournament-like versions, or perhaps even solitaire (can you get all 10 checkers through to the other side before the timer runs out). The basic game is most definitely fun. In fact, one could easily say that it is Major FUN. During the three or maybe five minutes of play, you are totally absorbed - the noise, the speed, the challenge all combine to keep you engrossed. You can play again and again, and get very competitive about the whole game, without even needing to keep score. When there are a bunch of people who want to play, you can make it the rule that the winner gets to play someone new. In the mean time, the rest of the players can spend their relatively short wait cheering and jeering with equally passionate intensity. Designed by Jean-Marie Albert, Le Passe Trappe is available in three different sizes. We Tasted the mid-size, because that's the way we are. But they all play alike and are sure to prove a good investment, for kids, for the family, at a games night or party, at a neighborhood event or sleep-over. Labels: Dexterity, Family Games, Kids Games

Thursday, October 08, 2009
For Sale
 Stefan Dorra's auction game For Sale is another surprisingly engaging game from Fred Distribution. You get a set of 30, well-illustrated Property Cards (by artist Alvin Madden), another set of 30 Currency Cards, and a collection of 72 thick, cardboard coins, worth either one- or two-thousand conceptual dollars.  Before we go into detail about the design and mechanics of the game, allow me to leap to a conclusion: This is a remarkable little game - easy to learn, sweetly short (maybe 15 minutes), engaging from beginning to end, bringing people (3-6 players, ages 8 and up) closely together, almost always surprising, almost always making people laugh. Play it between games, play it to open or cap a game session, play it after dinner, play it before bed. Play it once. Play it again and again all evening long. Play it with strangers or friends or family, even. And it's still fun. Aside from the elegance of the execution and cleverness of the design, what makes this game so successful is the interaction between players. It's all about learning each other: trying to predict what other people will do while remaining inscrutably unpredictable. Like a friendly game of poker, only friendlier, lighter-of-heart, and without any consequences other than fun, and getting to know each other a little better, and surprising each other a little more often. The game is played in two phases. In the first phase, Property Cards are dealt out (3-6, depending on the number of players), face-up. Players then take turns, bidding for the card of the highest value, unless, of course, they are so taken by the clever illustrations that they start bidding for the property that looks the most fun (ooh, a tree house!). Which may be counterproductive in terms of things like winning, but fun's fun, and who can put a value on that? The bidding process is unique and very efficient. After the first player makes her bid, the next either bids higher or passes. If you pass, you get the lowest-value Property Card. If you've already bid, take back half your bid (rounded down), and give the rest to the bank. If you continue, you must increase the bid. When all but one player have passed, that player gets the property of his choice and gives all his bid to the bank. This phase continues until all the Property Cards have been sold. If you're too enthusiastic of a bidder, you'll probably run out of coins before all the Property Cards are used up. Not to worry. You may not get the properties you want, but you'll still get something. Once all the Property Cards are sold, the "real" part of the game begins. Now, players use the values of their Property Cards to bid for Currency Cards, whose value ranges from zero to $15,000. Here, the bidding process is a bit more familiar. Again, as many Currency Cards as there are players are dealt face-up on to the table. All players select one of their Property Cards, place it face-down on the table, and then simultaneously reveal their bid. The player whose Property Card has the highest gets the first choice of Currency Cards. The next highest gets the next choice, etc. Property Cards that were bid are returned to the bank and the next group of Currency Cards is revealed. This continues until all Property Cards have been used. Players then add up the value of all their Currency Cards and any remaining money coins. The player with the highest score wins. It pays to conserve, it pays to observe, it pays to remember what cards have already been played, it pays to remember how risky or conservative people tend to be. It pays to play. Not in money, maybe. But in fun, most definitely. Major FUN. Labels: Family Games, Kids Games

Monday, October 05, 2009
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. Then there are 4 black cylinders. Also wooden. And some cardboard pieces. Thick, durable cardboard to be sure. One of these pieces serves as the finish line, and two of the cylinders fit on either end of it. The other two cylinders are placed about 2-feet away to create the starting line. The other cardboard pieces are also in 5 sets. Each set consists of 5 rectangular tokens, numbered 4, 5, 6, and 7, and one with an X on it. Once the goal and starting line are set up, players line-up their worms. Each of the 3 to 5 players selects one of the cardboard tokens, places that token face-down on the table, and turns their tokens over simultaneously. Players who have chosen the same number token don't get to move their worms. The others move their worms, one segment at a time, starting from the last segment, and sliding that segment to the head of the worm, the player who chose the lowest number going first. The X token allows you to either move your worm (any number that hasn't been already chosen) or move the goal (which takes on evermore strategic significance as the game progresses). To move the goal, you put your finger on one of the cylinders (anchoring it), and then, with your finger on the other cylinder, rotate the goal as far as you want to.  You can move your worm in any manner you wish, positioning pieces so as to make it twist and turn to block your opponents, as long as each worm piece is placed adjacent to the piece most recently moved to the head of the worm. Even though you're just sliding these little wooden half-domes from the back to the font of the line, as the game progresses, the worms seem to move in a wonderfully wriggly, worm-like fashion. Because the pieces are so simple, the illusion is that much more powerful. And of course trying to predict what tile the other players might choose so you can choose differently is endlessly surprising, turn after turn. The game takes maybe 10 minutes to play, though we had to play it twice before we felt that the game was over, and then had to have a quite serious discussion about why we should really be playing it at least one more time. 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. If I were Alex Randolph, the designer of the game, I would consider it a minor masterwork. And I would take equal delight in the production quality. The packaging is very spare - very little space is wasted. The rules are brief and easy to learn. There's a quote by Randolph on the side of the box. I think it explains much about why his game is as fun, and as elegant as it is: "Somehow," he writes, "I feel that boardgames are the beginning of everything truly human, and so, ultimately, of the highest human endeavors, especially those which I find most precious, because they have no purpose outside themselves. They are, themselves, their purpose. Poetry, art, music, story telling, pure mathematics, pure science, philosophy...all are spiritual luxuries. Luxuries are things that delight us, that we long to possess, but that we can very well do without. They are not practical. They are not needed for our survival. And board games? Board games are luxuries, too, of course, albeit minor and marginal, but in the sense of non-utility, perhaps the purest." Labels: Family Games, Kids Games, Tops for 2009

Friday, August 28, 2009
Connect 4x4
 If you've ever played Connect Four, you'll immediately understand the attraction of playing with three or four players. With two players, you've got strategy. With three or four, you've got politics. Sometimes, you just have to cooperate with the very people you are competing against, just to keep someone else from winning. Such is the nature of playing with more than two.
And it's prettier - having four colors instead of two. Colored rings, even.
 But that's just part of what makes this game so worthy of our collective consideration. The other part is the channels that accommodate the ex-checker rings. They're double-wide, double-sided. Which means that two rings fit where only one ring used to. And you win regardless of whether your ring is in the front or back of a channel - as long as there are four-in-a-row of your color.
There are also two "blocker" pieces for each color. Double-wide themselves, they fit into both sides of a channel. The blockers are powerful pieces, which is why you only have two of them, which is why you have to conserve them, which is what makes the game all the more inviting for people who like to ponder.
The strategic implications of all this are profound and subtle. Profound enough to make you have to rethink pretty-much everything you know about how to win Connect Four, subtle enough to make the game challenging enough to attract an adult audience, and perhaps too challenging for younger children. But, like Connect Four, the mechanics of dropping checkers into different columns, of being able to empty the entire board by moving the retaining wall on the bottom are still very much present, and at least fascinating enough to keep the toy-value of the game as playworthy as the game itself.
Hasbro has been full of gleeful surprises of late. Though they've been releasing new versions of their licensed products for a while, they have taken great efforts, in most cases, to make sure that the new releases are also new games - different enough from their predecessors to be worthy of serious consideration. Elegant enough to be easy to learn and to invite players to develop their own variations. Fun enough to sustain many hours of thought-provoking, deeply engaging play. Labels: Family Games, Kids Games, Thinking Games

Monday, August 24, 2009
Ring-o Flamingo
Ring-O Flamingo, a.k.a. "The Frantic Fling-a-Ring Game," is, as advertised, a game that is at least as much about ring-flinging as it is about being frantic. Each player gets one of 4 plastic "lifeboats" each of a different color, each containing a set of 12 flat, flexible, plastic, lifesaver-like rings of a matching color. The rings are placed, one at a time, edgewise in a slot in the front of the lifeboat. To fling the ring, you aim your lifeboat, slot a ring, bend the ring towards you just exactly as much as you think necessary and then release it. Your goal, should you be goal-oriented, is for your ring to land, quoit-like, around any of the 7 plastic flamingos (yes, plastic flamingos), and not around either of the two plastic alligators. The flamingos and alligators fit into slots in the thick game board. Turned 90-degrees, they stand firmly enough to resist and staunchly deflect any inaccurately flung rings. The board is thick enough to withstand repeated reassembly. Ringing an alligator is a bad thing to do and makes you lose two points. You get 2 points for each of your rings that is first to ring a flamingo, and one point for each of your subsequent flamingo-ringing ring.  Since everyone plays simultaneously, mastering the "frantic" part of this "Frantic Fling-a-Ring" game is as crucial to success as good aim. Since being the first to ring a particular flamingo gets you twice as many points, the need for speed is clearly established. And, of course, the faster you fling, the less accurate you become. The tension makes the game even more challenging, and instructive. On the other hand, ring-flinging is so much fun that it almost doesn't matter whether you manage to get a ring around anything. It's as amusing just to fling the rings at each other, or to see how far or how high you can fling them. Which is what makes the game as alluring to a three-year-old as to your seriously competitive eleven-teen. You can try to fling rings into the box lid or against the wall (extra points for "leaners"). And for those families fortunate enough to have playful parents, it's a great invitation to share some moments of controlled and victimless mayhem. Designed by Haim Shafir, Yakov Kaufman, and Yoav Ziv, the game works wondrously well. All the parts of the game reinforce the fantasy: the lifesaver rings, the ring-storing and flinging boats, the brightly colored and humorously rendered flamingos. The ring-flingers can be repositioned anywhere around the board to increase aim and accuracy. The rings themselves are exactly as springy as they need to be to flip and fly. And there is just enough luck to keep anyone from getting overbearingly good at the game. Hence the Majorness of the FUN. Ring-O Flamingo is exciting and alluring enough to be played and replayed by everyone in the family. There are a lot of rings (48 of them). Hence, parents would be especially wise to include in their rendition of basic game rules the tradition of after-game ring-gathering. Labels: Dexterity, Family Games, Keeper, Kids Games

Thursday, August 06, 2009
Travel Litterbug
 If you were a Jack-in-the-Box who wanted to be game, Litter Bugs is what you'd be. You'd be just as surprising, suspenseful, and almost as frightening, as a good jack-in-the box, but unpredictably and instead of getting cranked, people would take turns pressing your buttons, never knowing which one of eight was going to make you pop, having one less choice with each passing of the trash can. You might not be a toy trash can, per se. Or a trash can with such an evil, oddly smirking face, as illustrated. But if you were a toy trash can with a toy trash cad lid, attached, beneath which a large, very fly-looking plastic fly lies ready.. to....... pop-up. To play the surprisingly one-piece Travel Litter Bugs game, one of you presses down on the plastic fly - all the way down until the fly, well, clicks. Close the lid. Randomly select any randomly selected button. Push it down. Give the trash can to one of your partner/opponents. Let them push down any of the other still unpushed-down buttons. And so on and so on, button-by-button, until there are, for example, only two buttons left and it's your turn and you still can never tell which is going to release the fly, which, just as you press the other button, suddenly pops straight up, forcefully flipping open the toy lid in satisfyingly complete surprise. You can play with it by yourself, with you friends, you can play with it as a toy, you can play it to decide who goes first. (Rocky and I were play/working on a puzzle together, using the toy as a kind of victory timer. Every time one of us would get a piece in, we'd get/have to press a different button.) Travel Litterbugs is an elegant, well-designed toy/game, for children of any persuasion. As decisive as a game of Rock/Scissors/Paper, fun as a jack-in-the-box, and about as long to play. Major FUN! Labels: Family Games, Kids Games, library, Toys

Wednesday, July 22, 2009
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.
Bilibos are shaped something like pregnant plastic Pringles, with holes that look almost like eyes. Full-sized Bilibos are big enough for a kid to sit, spin, rock, float, climb in or on, or pretend with. The simple, friendly, colorful design invites creativity, exploration, and invention, and nurtures playfulness. No moving parts. Just a funny shape to explore, define, redefine, shape your dreams on. Mini-Bilibos are just as strange, just as funny, just as fun to play with. And, as son-in-law Tom observed, function quite satisfactorily as doll helmets.
The die is called a Bilibo Pixel. It is made of some surprisingly bouncy and slightly stretchy plastic. The corners are so wonderfully rounded that it rolls as well as bounces almost as well as a rubber ball. Button-like pieces fit in each of the faces of the die where there are cavities deep enough not only to accommodate any of the discs, but also to fit little messages or prizes, or, if you are so inclined, weights. So you can play around with fate, as it were, making some of the faces the same color or all of the faces different, adding and removing things behind the colored buttons to influence where the die might fall and add further elements of surprise.
The Bilibo Game Box gives your child a set of almost infinitely enticing properties and relationships to explore. Without even reading anything even closely approximating rules, the child will find herself using the die in some way to indicate which mini-Bilibo she should aim for. Aim what, you might ask. Any of those color-coded, button-like discs which can be slid or juggled or tossed or tiddled under or over or through. Or strung together, for that matter, or strung together with a mini-Bilibo.
As children continue to explore the properties and relationships of the Bilibo Game Box, they will inevitably discover that the elements can be used in conjunction with a surprisingly varied array of other objects in their environment - chairs and steps, tables, counter-tops, floors. They can make targets and game boards with sheets of paper, ramps and obstacles out of paper plates and sheets of cardboard, die-launchers and Bilibo-flippers out of spoons and rulers.
 Alex Hochstrasser, designer of the Bilibo Game Box and associated products, has created a work of playful genius. The simplicity of the components belie the elegance of design and the depth of understanding of the nature of creative play.
There are several delightful videos https://www.youtube.com/bilibo on Youtube that illustrate a few of the plethora of possibilities contained in the Bilibo Game Box, and a well-illustrated booklet that accompanies each Game Box for yet more ideas, and, soon, even more will be on the Bilibo website.
Despite all these resources, please, consider this: the more you and your children play together with this, openly, inventing games from scratch, without any guidance other than that which comes from your collectively playful hearts, the greater the value of your experiences with this remarkable toy. If you want ideas, let your children be your guide. 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. Labels: Kids Games, Tops for 2009, Toys

Quixo
Quixo Classic is well-made, well-conceived strategic game for 2 or 4 players, which, because it is related to tic-tac-toe, is easy enough for a 6-year-old to play, and, because of its use of the mechanics of sliding block puzzles, is subtle enough to challenge a 66-year-old. Well, 67, actually, but who's counting?
The game consists of 25, 1-inch wooden cubes, bevel edged, lovingly smoothed, warmly wooden cubes, which are packed in a cloth bag, and nestle comfortably in a wooden tray. Four sides of the cubes are left blank. You'll find an X pyrographed on one of the other sides, and, opposite that, similarly pyrographed, an O.
At the beginning of the game, all the cubes are placed on the board, on to any of their 4 blank sides, forming a 5x5 array. Only the cubes on the periphery are available for play.
The object of the game is to be the first player or team to get 5 of your symbols (an X or an 0) in a straight line. To do this, you pick any blank block on the edge of the board, remove it, and then slide the row or column of blocks so as to create a new blank space on one of the edges of the board. You then place the block you selected into that space, positioning it so that your symbol is showing.
 The game continues in that manner, players or teams alternating turns, until someone gets 5 of their symbols in the proverbial row. Because each move results in moving part or all of a row or column, blocks are getting continually repositioned - and within there lies the rub, as well as the tickle. You have to see much further ahead, consider a copious complexity of cubic combinations in order to get your symbols (and not your opponent's) to line up in the appropriate array of your aspirations.
Designed by Thierry Chapeau, Quixo Classic is one in a series of similarly well-made games by the French game publisher Gigamic, available in the US from our much-appreciated Fundex. Easy to learn, as fun for kids as adults, well-made, played in 15 minutes or less, often surprising - as they all-too-rarely say amongst Major Fun Game Tasters, this one's a Keeper! Labels: Family Games, Keeper, Kids Games, Thinking Games

Monday, July 20, 2009
Quoridor Kid - as fun as it looks
 Whatever you can say about Mirko Marchesi's Quoridor, you can also say about Mirko Marchesi's Quoridor Kid. Except that Quoridor Kid is cuter. And takes less time to play. And the board is 7x7 instead of 9x9. And there are 16 instead of 20 fences. They play the same. They offer the same exercise in strategic maze-making. One is cute and short. The other is larger, darker, more brooding, more adult. But no matter which you are playing, Quoridor or the Kid, as child or adult, it's the same fun and fascination.  Which is rather remarkable, come to think of it, that a kid's version of an adult game should prove as maturely playworthy as the adult version. Which makes this version a special gift to parents. Because here's a game in a version that will appeal to your child as it will to to you. Your child will be especially sensitive to the fun of it - to the fantasy, the remarkably skillful humor of the mouse-in-maze metaphor - and consequently, they might laugh more often than you will. It is a challenging game. You begin on the edges of a 7x7 grid. You, as a mouse whose nose is the same color as a piece of wooden cheese placed on the opposite side of the board. You take turns moving your mouse, horizontally or vertically, one space at a time. Your goal and purpose, as in much of life, is to get to your cheese first. You do that by moving forward, or by placing fences between your opponent and her cheese. Moving and fencing, the board begins to look like a maze, and the strategic depth is equally amazing. All that metaphorically-appropriate mouse-and-cheese cuteness aside, getting to your cheese first is something you can take seriously, beyond metaphor. And as a parent, it is a special thrill when, as you inevitably will, you lose a game to your own child - fair and square. You won't have to say things like "well, then, you're the second winner," or make just the mistake that will "accidentally" give your child the victory. Because playing Quoridor, Kid or not, can get as challenging to the grown-up as it can to the child - and still look fun! Which is what makes the Fun of Quoridor Kid so Major. What else would you call kind of fun can you get from a game that requires deep, logical thinking, that looks and plays as inviting to adults as it is to kids, as it is to kids without adults? Labels: Family Games, Kids Games, Thinking Games

Wednesday, June 24, 2009
Gobblet Gobblers - cute and challenging
 Do not be misled by cuteness or the obvious similarity to tic tac toe, Gobblet Gobblers is an abstract game worthy of serious strategic contemplation. No, it's not chess. It's not even checkers. But it's not like any tic tac toe game you've ever played, unless you've already played the Major FUN Award-winning Gobblet Jr.  Repackaged and revisioned, Gobblet Gobblers plays the same as Gobblet Jr., but introduces a new level of whimsy and fantasy that invites children to view the often serious challenge of abstract reasoning with a light and playful heart. Players build the board out of four, brightly colored wood pieces. Using these pieces, instead of a solid board, gives the game a friendlier feeling - integrating the game a bit more with its environment (kitchen table, play table, carpet, floor). The pieces all have little felt feather-like things sticking out of their "heads," adding to the whimsy and offering a practical and compelling way to lift and move the pieces from place to place. There are two different color pieces - blue and orange (oddly, but probably not coincidentally reprising the name of the publisher). Both players get six pieces - two sets of three nesting cylinders. The game plays like tic tac toe (the object being to get three of your color pieces in a horizontal, vertical or diagonal row), but, unlike the traditional game, in Gobblet Gobblers you can move your pieces once they are placed, and, if your piece is larger than another, you can temporarily "gobble" it by placing your piece on top. Being able to move pieces is departure enough to make Gobblet Gobblers something more than your paper-and-pencil version of tic tac toe. But being able to cover a smaller piece takes the game to a new level of strategic complexity - new enough for it to become a unique invitation to abstract thinking - unique enough to invite serious attention from adults as well as children. And there's that added component of having to remember what gets covered. And the subsequent, sometimes delightfully agonizing experience of losing the game because of what lies beneath. Designed by Thierry Denoual, who designed all of the current Gobblet variations, Gobblet Gobbler, with its humorous design (and lower price), is Major FUN, at least - especially for kids who have already mastered the traditional versions of tic tac toe, and even more especially for their parents. Labels: Kids Games, Thinking Games

Thursday, June 18, 2009
Stixx
Stixx is a strategy game. It's lovely to look at. Easy to understand. And yet, surprisingly subtle.
There are six different colors of Stixx (the game pieces). There are seven of each. To set up the game, players place the Stixx randomly (trying to keep the colors as far apart as possible) in the 42 grooves around the board. There's an extra Stixx. It's gray. It's used as a marker, replacing the Stixx that has just been collected, and indicating which Stixx are now collectable (those that are adjacent to either point of the marker).
Before the game begins, each player draws from a collection of six "hidden color tokens." This identifies the color of the Stixx the players are trying to collect. The object is to collect more of your Stixx than anybody has been able to collect of theirs.
There are many levels contemplation-worthy strategic complexities. Whenever you pick up a Stixx you determine which Stixx the next player can select from. If you're ahead, and you can isolate the grey Stixx so it's not touching any pieces, the game is over, and you win. If you try to collect too many Stixx of your color, your opponents will be able to guess what color you're trying to collect, and either keep you from collecting more, or take those colored Stixx themselves, just for spite.
 Having to keep your goal secret while trying keep others from achieving theirs is an aspect of the game that adds greatly to the depth and humor of it all. If it gets too much for you, you can guess someone's color - forcing them to reveal it to everyone and, if you're correct, winning you two extra moves. If the possibility of taking those two extra moves becomes strategically attractive to you, and no one has yet guessed your color, you can reveal your secret color.
Stixx is easy enough to understand, and has a short enough playing-time, to meet the attention span of your average, gifted seven-year-old. It's also deep and intriguing enough to engage the serious-minded adult. And it often makes you laugh. Which is another way of saying Stixx is Major FUN.
Designed by Odet L' Homer and published by Goliath Games, Stixx can be played by two to six players, and, as good as it is, it seems to be just as good (if not better) when more than two want to play. Stixx is nicely packaged, very easy to store. It has a lot of colorful, irreplaceable plastic parts - 49 of them. But rest easy, wise Stixx-owner, Goliath will replace your losses for free. Labels: Family Games, Kids Games, Thinking Games

Chicken Cha Cha Cha
Chicken Cha Cha Cha is kids' game that is even more fun as a family game and at least as fun at a grown-up games party.
Short-term memory is an important aspect of this game. Which is part of what makes it such a good family game. Considering whose memory is shorter term, it's very likely that they'll have at least as good a chance at winning as you.
The real fun of the game, however, comes from chasing each other around a board of thick, cardboard, egg-shape tiles. There are four wooden chickens (two are supposed to be roosters, but that's where the game begins to get abstract). Each of these chickens have appropriately located places where one can put tail feathers - wooden sticks topped by egg-shaped balls, each corresponding to a chicken color.
Then there are the thick, cardboard, octagonal tiles which are placed face-down, and surrounded by the egg track. The images on these tiles correspond to images on the eggs.
You place your wooden chicken with its one wooden tail feather anywhere on the egg track. When it's your turn, you first have to find the octagonal tile that matches the egg tile in front of your chicken. If you are correct, you move your chicken to that tile, and go again, trying to guess which octagon matches the egg tile that is now in front of you. You can play in teams, even - which makes it more fun, and more likely that your collective recollection might be good enough to find which octagon matches which egg tile.
If you get immediately behind someone else's chicken, and it's still your turn, you can, if you can identify the octagon tile that matches the egg tile that is in front of the opponent's chicken, jump over that chicken, and get his or her proverbial tail feather.
The first chicken with all four tail feathers wins.

Chicken chasing is great fun. It's as fun as playing tag or duck-duck-goose. And, as the game progresses, you remember (especially if you're young enough) more and more of the octagonal tiles, so you can run (or, as the game designers would want you to think of it, "cha cha") further and further. So the chase speeds up. And the tension increases. And sometimes you get so excited you forget where anything is. And sometimes you remember everything. And then you win.
Designed by Klaus Zoch, and graced by the endearing art of Doris Matthäus, Chicken Cha Cha Cha is a remarkably versatile, and engaging game, for a surprisingly wide range of ages. It's one of a relatively few games that kids can play as well as their parents can, that appeals to teens as much as pre-schoolers, that could find as much welcome in a games party for grown-ups as with the kids in the family room on a rainy afternoon. Because the game is so elegant (there are really very rules) and so easily learned, it is also easily varied. If the game is too hard for some players, you can turn all the tiles over periodically for review. If it takes too long, you can have the chickens cha cha in opposite directions so they encounter each other more frequently. Since you make the board, you can always make it smaller, eliminating some eggs and their corresponding octagons as needed. You can even, if you're playing with people of my memory strengths, you might also consider increasing the number of guesses a player can make when octagon-hunting.
Chicken Cha Cha Cha - available in the US from Rio Grande Games. Not complex. Not profound. Most definitely Major FUN. Labels: Family Games, Kids Games

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