Using a 0-100 grading scale based on six categories, we rated each of the games, although you may notice our grading styles differed. Also included are brief descriptions of each of the games, links to the manufacturers' Web sites (when applicable), and our subjective observations.
Brief background on us: Ken is a researcher in artificial intelligence, and not averse to applying a thick dose of humor and frivolity. He likes card, board and trivia games, especially those with some fun and randomness, but has been known to dig into more serious intellectual challenges on occasions. JJ is managing the development of a training program for the enforcement arm of the financial industry. She likes games that require thought and strategy, but doesn't want them to feel like work, either in the learning, the setup, or the play (e.g., chess, Scrabble). Clue is about the right mix. She's very fond of card games. By the way, she promised to be kinder and gentler in her reviews this year.
It should be noted that the gaming was intensive (40 games in roughly as many hours), so our impressions were taken on the fly. We undoubtedly missed some subtleties that would have changed our experience, but we're giving it our best shot. Nonetheless, take these reviews with a grain of salt, and read between the lines.
Finish Lines: A party
game in which players try to complete well-known phrases, titles, lyrics,
quotations, etc.
Ken's grade: 73. Essentially another form of trivia
game, whose level of difficulty was usually a little low for my tastes. The
board was unexciting.
JJ's grade: 88. Really just another trivia game,
but with a pleasant difference. It's unclear whether the requirement for
perfect precision in the answers was a good thing or not. I enjoyed seeing
subtle differences in how people recalled things. The scoring method was
awkward, with tiles subject to being knocked around. This game might get
old before too long, with people remembering many of the cards.
iMAgiNiff
: Party game in which players imagine what each other (or famous people)
would be if they were a dog, car, color, etc, choosing the best of six offered
answers. Those who select the answer chosen most often advance.
Ken's grade: 90. A lot of fun for a loose group; this
game isn't likely to go stale.
JJ's grade: 97, though she later thought she might have
graded this too high in the euphoria of the weekend's start. Very good
party game! I wouldn't mind owning it or giving it to certain people as a
gift. Like a lot of these games, it will only be fun if played with a
group with the right frame of mind.
3 Stones: Abstract strategy game in
which players try to get three pieces of their color in a row as many times as
possible. Some of the pieces are neutral, in that they can benefit both
players. The catches are as follows: You must play pieces in the same rank or
file as the last one played, and, more importantly, pieces are drawn out of a
bag, so on your turn you may be playing your piece, a neutral one, or your
opponent's.
Ken's grade: 84. It worked well. The game can be
frustrating when what you want doesn't emerge from the bag.
JJ's grade: 76. Even I thought this was
a good game, because what I lack in abstract strategy skill is mitigated
by this game's sizable element of chance. I think I would find it playable
over and over again for that reason. I wouldn't mind owning it.
Time's Up: Party game in which, a la
Celebrity Taboo, players try to get their teammates to name as many famous
people as possible in a short period of time, but there's a serious twist:
The game is played in three rounds. In the first, play rotates until all
40 names in play are guessed. In the second round, the same names are used
and guessed, but cluegivers are limited to one-word clues, and guessers are
limited to a single guess per clue. The final round is similar, but
cluegivers are not allowed to utter a single word now.
Ken's grade: 86. Unspectacular packaging, but the game
plays great, especially late at night when things get silly. The non-verbal
needs really encourage lateral thinking. Update: We recently picked up
this game, and it hasn't lost a step. Extreme fun in a creative crowd!
JJ's grade: 98. This is my favorite from this year.
It is a combination of two of my favorite games: Taboo and Charades. The
restrictions in Round 2, plus the opportunities for everyone to eventually
guess at most everything evens it out. It should be playable over and
over, but an expansion set would be welcome.
Zertz: Abstract
strategy game in which marbles of three colors are placed on a shrinking board.
Players try to capture marbles by jumping or by cutting them off from the
rest of the board. A player wins by collecting marbles in one of several
combinations.
Ken's grade: 75. The marbles are beautiful, but I
didn't care too much for the board (essentially a group of small, open-bottomed
cups organized into a hexagonal pattern).
JJ's grade: 41. Beautiful game, whose instructions
were clear, but this game will only appeal to those who enjoy
chess/checkers type games. Not my cup of tea.
Action Baseball: Baseball card game
in which each player has a hand drawn from a deck. The offensive player
selects a card to play, representing some attempted play, and the defensive
player seeks a card to counter it into a much more favorable result.
Ken's grade: 87. An intricate game that plays very
well, and while baseball familiarity is needed, someone with a reasonable
amount of exposure can quickly fill in any terminology gaps and play. The
scores seem to be run up as if it were Action Slow Pitch, but hey, the same
thing's happening in the Majors, no?
JJ's grade: 77. I was intimidated and repulsed
at first, but once I started playing it, I found it fun, even for someone
with only a passable knowledge of baseball. However, if I had not had
the opportunity to play this with a baseball expert, I would have been
completely lost.
The Ball and Chain Game: Abstract strategy
game in which most of the pieces are "prisoners" -- linked by chain to another
one, thereby limiting mobility. The object is to trap your opponent's "guard"
so that it may not move.
Ken's grade: 83. Some of the chains are shorter than
others, and it's often hard to tell them apart. Still, an interesting game.
JJ's grade: 52. The first game is intriguing,
but I fear the second one wouldn't be nearly so. It had a fun board
and a fun concept.
Blame it on El Nino: Card game in which most of the
cards represent countries or continents, and the rest are various natural
disasters. Players try to get rid of their cards through judicious use
of the disasters, which allow them to steal their opponents' continents.
Ken's grade: 84. A little simplistic, but fun. Can
also be used as a geographical education tool, just by looking at the cards,
or as an alternate game.
JJ's grade: 85. Fun and educational. Beautiful
cards, easy directions, and very playable. I plan on purchasing it.
Border Patrol:
A compact tringular wooden set splits into many geometric pieces and frames.
Rules are offered for a two-player game in which players try to get rid of
their pieces by adding to a central figure, as well as descriptions of puzzle
shapes to be formed.
Ken's grade: 38. The packaging is a major turnoff.
You unscrew some bolts, and the set most likely falls hopelessly apart.
JJ's grade: 12. Minimal directions, and the game fell
to pieces as soon as the cover was unscrewed. No fun whatsoever.
Chaos Tiles: The pieces come
in two odd shapes, convex and concave. Players add pieces to a central figure
such that they avoid making the forbidden 20-degree angle, while trying to
collect points by matching the colors on the pieces.
Ken's grade: 68. A pretty, well-packaged set. It is,
however, difficult to gauge some of the angles being created.
JJ's grade: 79. Very, very pretty, and I enjoyed
it once we figured out the angles. We found it very playable. Probably
not a gift for anyone unless you know they've played and enjoyed it.
Checkers 2000: A variant
on checkers in which each piece has a number from 1 to 12, and while able
to move forward or backward, may only jump over pieces with lower numbers
(friend or foe, capturing any foes it jumps).
Ken's grade: 77. A variant that held my interest.
The key becomes setting up sacrifices that will result in the opponent's loss of
higher value pieces.
JJ's grade: 30. Even though I don't care for
checkers, this was a kind of nice variant with a pretty board. Its twists
made it more interesting than regular checkers, but it's probably best for
younger children.
Connexus: Players try to match tops and bottoms of
pictures. The format is akin to that of Set.
Ken's grade: 85. An entertaining children's game.
The pictures have a lot of amusing detail, and the matching isn't always
trivial.
JJ's grade: 80. The cards were beautiful, and
everyone in the family can have fun playing. I'd take their suggestions,
if playing with younger children, and remove some of the cards. The tabs
and slots in the cards didn't always fit together very well, and I think
with children playing this game, they would be susceptible to
ripping.
Consequential!: Players
must guess words based on clues provided by their teammates. The cluegivers
are handicapped in that all the words in all the clues they give must begin
with a predefined sequence of letters determined by die rolls. For instance,
if F and I are rolled, the first clue word must begin with F, the second
with G, the third with H, the fourth with I, and back to F. Letters can be
skipped, but that bars the further use of that letter in the round.
Ken's grade: 59. An interesting idea, but sadly,
the examples provided with the game are misleading. The words to be guessed
are seldom as easy, and it is likely that the sequence of rolled letters will
provide prohibitively difficult cluegiving. We witnessed even a champion
wordsmith finding this virtually unplayable.
JJ's grade: 43. This was way too difficult, and
not fun for anyone in our group, all of whom appreciate word games. If
any of the actual words were as easy to do as the examples in the rules,
we would have enjoyed it. Meanwhile, our group of experienced wordsmiths
was struggling to get their teammates to guess one word, never mind an
unrelated five.
Double Play: A new word game using the invertable
versa-tiles,
in which each team or player creates a word from ten tiles (nine letter pairs
and a blank), and passes the tiles used in the word to the opposition. Each
side races to guess the other's word. The first one to succeed captures the
tiles used in the other's word, with the side that captures the blank tile
declared the winner.
Ken's grade: 49. It did not play smoothly,
unfortunately.
JJ's grade: 28. It's a vast improvement from last
year's versa-tiles, but I still don't care for it. The depiction of the
letters remains very difficult.
Double Quick: A word
game in which players race each other and a battery-operated timing device
to form (ultimately) 22-letter crosswords. After each step is completed (which
until the final one involves using all but one of your exposed tiles), players
pass an unused tile to an opponent and expose two new tiles.
Ken's grade: 88. Challenging, invigorating, and
fun.
JJ's grade: 85. I liked this frantic, fast-paced,
initially confusing game. It's good for a group of 3-4.
Gobblet: Each player has three identical sets
of four pieces of varying size, such that larger ones can engulf smaller ones.
Each turn, a player can move a piece onto a 4 x 4 board to an open space or
a piece occupied by a stack topped by a smaller piece, or may similarly move
on the board a piece topping a stack. The object is to get four stacks topped
by your color in a straight line.
Ken's grade: 48. The game played reasonably, but
aesthetically, its $55 list price does not seem justified.
JJ's grade: 48. I just didn't get it. It's
well-made and seemed to intrigue a lot of people, but it failed to provide
enjoyment for me.
GRO: Battle for the Petri
Dish: Low-budget abstract strategy game based on the behavior of germs
growing in a petri dish. The object is to dominate your opponent's culture.
Ken's grade: 80. I really thought the germ analogy
worked well.
JJ's grade: 30. For $5, how bad can it be?
Certainly worth the money. A strategy game that I wouldn't want to
play again, but I'd certainly consider purchasing it for some people I
know.
Hoppers: What do you get when you cross
Hi-Q with Rush Hour? This! Like Rush Hour, the game provides setups and
solutions for 40 puzzles of varying difficulty. But these puzzles are
essentially Hi-Q games with frogs serving as pegs.
Ken's grade: 83. Truly an attractive "board".
JJ's grade: 80. An attractive version of a standard
solitaire game, it's very well-made. I'd consider purchasing it for
someone else, especially children 10-14.
Icehouse:This set
of pyramidal pieces is finally getting widespread distribution. The set on
display consisted of a set of 60 pieces, plus rules to four games.
Ken's grade: 60. The games were either too complex for
immediate playtesting, or they were not explained clearly enough. For the Ice
Castles game, the green and yellow colors were not always distinguishable when
stacked.
JJ's grade: 39. Very pretty, but the directions
were not completely clear, and I just didn't care for the play.
The Kaleidoscope Game: Intriguingly
packed in a large (roughly 2 feet high by 6 inches wide) transparent cylinder,
this game involves players trying to land on and collect various colors of the
spectrum.
Ken's grade: 79. Beautiful colorful board, although
the indigo and violet are hard to distinguish. The play is extremely
reminiscent of Monopoly, though there's not the same endless endgame.
JJ's grade: 70. Prettiest Monopoly game I've ever
seen. I liked it because it had a definite end, and wouldn't go on until
people fell asleep from boredom.
Leapin' Lizards: Another product of the
Rush Hour gang, this set consists of 40 puzzles whose object is to jump
up to five lizards among six lily pads (you can only jump to a free one, and
not all pads are connected) such that each winds up on the pad matching its
color.
Ken's grade: 55. This game really did nothing for
me. It may be better for youngsters.
JJ's grade: 72. I had fun with this. It's very
pretty and very well-made. I'd purchase it for children in the age 10-14
range.
Lunar Lockout: Another solitaire puzzle
set from the makers of Rush Hour. In this one, an astronaut is trapped on
the surface of a gravityless, frictionless heavenly body. To return to
his ship, he must orchestrate himself and the robots (knowing that any
move not blocked will result in an infinite trip into space) such that he
can wind up at rest directly on the airlock.
Ken's grade: 68. We'll excuse the nutty physics, but
Ricochet Robot did better with this idea.
JJ's grade: 66. This again is very pretty and
well-made, and suitable for ages 10-14. I found it a little confusing.
Mad About Movies: Trivia board game
focusing on the silver screen
Ken's grade: 47. Extremely derivative of Trivial
Pursuit, and adds nothing to its Silver Screen Edition.
JJ's grade: 55. It's just the movie category of
Trivial Pursuit. There are no twists, no turns, nothing different.
Mamma Mia!: A
memory-oriented card game in which players try to fill pizza orders based on what's
currently in the restaurant kitchen.
Ken's grade: 75. Nothing fancy, but it's a fun,
sometimes frustrating game.
JJ's grade: 90. I can't wait to own this game.
It's a quick, easy card game, a good time-killer, and very playable over
and over.
Megallo: A game like those 3-D tic-tac-toes,
with a couple twists: a die roll determines which plane you may place your
piece on, and the four layers can be ordered in any way convenient to the players
for the purpose of victory.
Ken's grade: 74. There were a couple flaws to this
game, one being the shape and size of the board making it difficult to pass the
die, and another being the presence of dead die rolls (when you roll your
opponent's number).
JJ's grade: 41. A pretty game, but just another
3-d tic-tac-toe type game without a lot of originality. It might be good
as an introduction of more complex games to young people, but while I preferred
this game to some of its kin, it didn't really appeal to me.
Music Mayhem: A free-for-all Name
That Tune with real music and a DJ (one of the players).
Ken's grade: 59. A decent idea, but the game demands a
good music collection, and an appropriate collection of players. It doesn't
play that well, though some of the proposed and unproposed variants are
interesting.
JJ's grade: 36. Too much trouble! Way too
expensive when you have to provide all the music and all the equipment to
play it. The logistics of getting this game together were a total nightmare.
Mutual Mania: Simulates the mutual
fund market. Players can buy and sell issues of varying risk, and watch
their prices fluctuate.
Ken's grade: 66. Playing one game failed to indicate
that anything other than luck was involved. In addition, the creators were
apparently unable to come up with an endpoint better than "play for an
agreed-upon amount of time".
JJ's grade: 25. Essentially just another Monopoly
game, it could have some value as an educational tool to help people
learn about the markets, but it would need some modification for that.
Octi: Abstract strategy game played on an
ornate "carpet", whose goal is to capture the opponent's home squares.
Can also be played as a partnership game. An unusual feature of this game
is that resources must be expended to give or increase mobility to/of a piece.
Ken's grade: 70. In spite of the rave articles
in Games magazine, it didn't excite us much. Perhaps this shouldn't
be a surprise; the article ranked it comparable to chess in intricacy and
subtlety, and frankly, if we were first exposed to chess in such a setting,
with little time to learn and play it, we wouldn't have gotten much out
of it either.
JJ's grade: 20. Another abstract strategy game that I
just didn't care for. I thought the concept of enabling movement with
inserted pegs was kind of neat, but they kept falling out.
Opinions: A Trivial Pursuit-like
board on which players try to gain votes and be "elected" president. One
of the main mechanisms for winning votes is to debate an opponent on a
subject (and taking a position) assigned by the game, and be judged the
victor by the neutral players.
Ken's grade: 66. I really liked the debate
portion of the game, particularly the often-faced prospect of having
to take an indefensible position on an issue, and making "lemonade" out of it.
Unfortunately, while I saw this as an opportunity for creativity, some
players approached such with dread, and could not get themselves to argue
a reprehensible point. Sadly, the debates comprised too little of the game;
players had enough choice of directions to move that they could avoid entirely
the debate spaces, and win votes through the drawing of cards or landing
on the right spaces. And when that happened, the game got boring in a
hurry. Also, the game was a bit too short; someone could acquire the needed
votes in about five turns quite easily.
JJ's grade: 88. This is fun for people who enjoy
spontaneity and creativity. It can be painful for people who are shy, or
lack the ability to be creative on short notice. The ability to concede,
rather than debate, provides a nice easy out, but can also make the game
kind of wimpy. Players also have the opportunity to win votes in ways other
than debating, so theoretically a player can win without engaging in what
is the heart of the game. I thought with some modification, this game could
be a useful training tool to help get people comfortable with the idea of
public speaking. On a lighter note, our group thought it would be fun to
provide players with the option of buying votes, thereby buying their
way into office.
Q-Turn:The "board"
consists of 16 wooden disks, which are marked with arrows that dictate
the directions(s) in which pieces on them may move. In addition, the
arrows symbolize rotations that may be imposed on the different disks.
The object is to get from one corner of the board to the opposite one, and
back.
Ken's grade: 71. The game's not really thrilling,
and the board's not too aesthetically pleasing, but it's an ok play. Not
too likely to hold one's interest over time. I did like the compact container,
as long as it doesn't get lost.
JJ's grade: 56. The pieces, when rotated, have
a tendency to knock others around, necessitating significant realignment.
One plus is that the set fits into your pocket, making it very nice for
camping trips, plane rides, etc.
Reminiscing: The Millennium
Edition: Trivia game based on events in the player's lifetime. An unusual
feature is that players are sometimes called upon to relate a personal
experience.
Ricochet
Robot: Four robots careen across a frictionless floor, only stoppable by
walls or other robots. Players plan a sequence of as few moves as possible
that will get a particular robot to a target point. It can be played
solitaire; in a multi-player format, players race the clock to outdo an
announced solution.
Rush Hour, Jr.: A near clone of
the succesful Rush Hour solitaire kit, oriented toward children. The
vehicles are children-recognizable, e.g., ice cream truck, police cars,
school buses.
Safari Rush Hour: Another near clone of
Rush Hour, this one set in Africa. The obstacle vehicles have been replaced
by African animals and termite mounds.
Scambio: A card game in which players try to collect
various holdings that are worth points. But be careful -- the play of some
cards may change the values of those holdings.
Sense-Ation!: Players advance by
using their five senses (plus ESP) to identify things or their properties.
While not particularly intended as a children's game, this game seems to have
been developed with older children as one target set of players.
Starters: Each player receives
three cards, each with a letter on them. Players race the clock to find
the shortest word that contains each player's set of "starters" in the
order in which they were dealt.
Tamsk:A game
of diminishing resources, in which you move your three pieces around the board,
but each space can only be visited a limited number of times. To complicate
matters more, each piece is a sand timer -- each time you move a piece, you
flip the timer, and if it expires, you lose movement for that piece. The
player who can make the most moves wins.
3-D Geometrex:A 10-block assembly puzzle.
Wicked Words: Players try to get their teammates to guess the different
words on a card.
Ken's grade: 49. It just doesn't work. The point
awards are inequitable for remembering vs. reminiscing, and the latter frankly
kills the flow of the game.
JJ's grade: 45. A nice concept, slightly different
spin on trivia. The real drawback was players having to drone on about
stories, with the players getting the points regardless of the quality or
interestingness of those stories.
Ken's grade: 78. Strong emphasis on planning and
visualization -- definitely not your run-of-the-mill game. A very good idea
that suffers from some not-so-large flaws in design and layout.
JJ's grade: 51. I liked this more than I
thought I would. The size of the playing area was intimidating, and it
would be better if there was a smaller version you could warm up to.
This game requires concentration, and can be a losing proposition when
distractions are present. It would be fun to play as a solitaire game.
Ken's grade: 78. Extremely little difference from
Rush Hour, save for the puzzles being a bit easier.
JJ's grade: 95. I liked it. It's not clear if it's
really for children, or just a smaller version. At any rate, it was fun.
Nothing original, but the same old Rush Hour, and that gets high marks from
me.
Ken's grade: 79. Cuts little new ground, but the
set is beautiful. Of the Rush Hours I've played, these puzzles were
the hardest.
JJ's grade: 87. I really liked Safari. It was
beautiful, and I already know one person for whom I'm going to buy it.
Ken's grade: 69. The forementioned changes occur
far too rarely. The game itself is a surprisingly humdrum experience.
JJ's grade: 35. Very disappointing. The gimmick
for having the wild cards just didn't work. Having to roll to determine
special cards was tedious, and having everyone looking for the same cards
without enough to go around did not make for a fun game. Not very
memorable.
Ken's grade: 54. Best I can say is this must have
seemed a good idea at the time. But what were they thinking? Having
11-year-olds running around the house in search of the items on the cards,
so that they can identify them? Or even 41-year-olds? Some of the cards
(smell someone else's dirty laundry) will not be very palatable. And what
about those wild cards? Will there be a lawsuit when someone is given
something dangerous to eat?
JJ's grade: 21. I thought this game was juvenile
and offensive. To quote someone else, I refuse to play a game that tells
you to smell someone's dirty laundry.
Ken's grade: 60. The need to do all players' letters
simultaneously was a severe drawback; this would work much better taking turns,
with all people working on the same letters, maybe with a bidding system
as was used in Ricochet Robot.
JJ's grade: 71. It looked like it would be fun,
but it was too difficult keeping track of everyone's letters.
Ken's grade: 85. Very different, and fun to play.
This doesn't seem like it would go stale.
JJ's grade: 65. I thought this was fun for an
abstract strategy game. It was appealing, the board was pretty and the
use of the timepieces ... it was a refreshingly different game.
Ken's grade: 59. Nothing new or intriguing here,
not to mention the poor packaging -- the blocks fall out of their frame on zero
provocation.
JJ's grade: 22. This is a very poor rendition of
an old game. It was not fun; it was not well-made.
Ken's grade: 75. As the description might indicate,
this game is very much like Taboo, and will probably be enjoyed by fans of
it. The differences are that the words don't have a taboo list; on the
other hand, they're generally more difficult than the ones used by Taboo.
Each regular card contains six words; they are all linked by a unifying
theme, known to the guesser, which may be based on the meanings of the words,
or on how they are spelled.
JJ's grade: 89. This was fun; like a combination of
Password and Taboo.
Mind Games 1999
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