Caution, perspective owners of Chateau Roquefort, some assembly is required. Do not attempt to do this by yourself. Why, you ask? Because no one, not even those who buy games just so they can poke things out, can believe how unusually pleasurable it is to everso gently punch the many pieces out of their frame - lovely, thick, two-sided, brightly printed, silk-textured cardboard pieces so well pre-cut that seem to fall out on command. It is an indelible experience of something well-made. Something made for kids and parents and especially people who like to collect things.
And even more especially for parents who like to collect things who also like to play with their kids who also like to collect things.
Chateau Roquefort is another beautifully made, European game from Rio Grand Games. It's a game of strategy and memory. The board remains mostly covered during play. On your turn, you can uncover part of the board, and you just might reveal images of different kinds of cheeses. Also on your turn (you have 4 moves per turn), you can move one of your mice (you have 4 mice) onto the board, or from the entrance to one of the horizontally or vertically adjacent squares, or from a square to yet another similarly horizontal or vertically adjacent square. You can also slide a row or column of squares, perhaps to reveal new kinds of cheeses, perhaps to reveal an empty hole, perhaps to cause one of your opponent's mice (as many as 4 players) to fall into said revealed pit.
It is probably true that children as young as six can play the game. However, they would have to be exceptional - given that there are many, many pieces, the loss of which would pretty much significantly impair the replayability of a unique and expensively beautiful game.
The object of the game is to win cheeses. You win a cheese when two of your mice are on squares revealing the same kind of cheese. There are many different kinds of cheeses. And you can only win one of each.
This is an unusually intriguing play principle - trying to position two of your pieces so that they are both rest on the same kind of cheese. On a unique kind of board (sliding tiles, always only partially revealed). Conceptually, it's probably elegant enough for a six-year-old to understand. But we believe that it is best suited to kids who are old enough to appreciate the beauty of the game, the necessity for taking good care of it, and the complexity of the relationships between all the different kinds of moves you take on one turn. It's probably a little too cute (wonderfully designed little wooden mice) for most boys of that age. But, given all those caveats, for the right players, kids, adults, and especially families, the game is the kind you may very well treasure, for ever.
There are some concerns about storage - given that there are so many pieces, and that the board is actually integrated into the box. You'll find a thorough discussion of the ramifications of all this in this review. Our conclusion: despite all the caveats, the game is MajorFUN.
Can't Stop is the Majorest FUN of one of the MajorFUNnest game designers I ever had the honor to know. The late Sid Sackson was a passionate, modest, and remarkably accessible game inventor and collector. His expertise, his appreciation for an elegant design, his love of play is everywhere evident in this most accessible of his games. And, thanks to Face 2 Face Games, you, too, may soon find yourself delightfully unable to stop.
Can't Stop is a dice game in which players try to be the first to claim 4 of the 11 rows (corresponding to all the combinations of two dice) on the Can't Stop board. You have 4 dice. You throw all of them, and then combine them into pairs - however you want. So, if you throw, for example, a 3, 4, 5, and 6, you can move one space forward in the 7 and 11 columns, or one space forward in the 8 and 10 columns, or two spaces forward in the 9 column - thus giving you just enough decision-making power to make you feel responsible for whatever fate awaits.
Can't Stop is perhaps the ultimate fate-tempting games. Because, you see, your turn doesn't end with one throw. Oh, no. You can throw and throw again. Until, don't you know, you don't have a legal move. If you only had stopped right before that, you could have progressed significantly up the board, coming everso closer to claiming a row of your own. But you didn't stop, did you. Oh, you could have. You should have. But, no. O'ertaken, once again, by the sheer bravado of your unassailable hopefulness.
You have three white pieces to move, and a bunch of markers to plant. You throw the dice and move one or two of the pieces. You feel somewhat sanguine about your next throw, knowing that you'll have at least one more piece to move regardless. Of course, any column already claimed by another player can't be used. Which is good (because any move that you can't make is not counted as a possible move) and not so good (because you have fewer opportunities to win).
If you have the good sense to stop at the right time, you remove the white pieces, and use your markers to indicate your progress along those columns. If you have the bad luck not to stop in time, all the white pieces are given to the next player, whatever progress you might have made on your turn is obliterated, and the game goes on.
The game always seems winnable, until it isn't. As more and more columns are claimed, the temptation not to stop becomes evermore profound. And the likelihood that you should've when you could've evermore self-evident.
Can't Stop can be played by 2-4 players. Or by that many teams. For anyone old enough to play checkers and appreciate the value of profound chagrin.
One of the especially playworthy aspects of celebrating the Fourth of July is the patriotically-motivated urge to engage the entire family in family gamelike events. These family gamelike events are designed to complement the traditional "Before the Fireworks Family Picnic" and are characterized by activities of the horseshoe ilk. Of all the horseshoe-ilk games, the game of Washers is perhaps the most family-appropriate, and the most American. According to the International Association of Washer Players, "The history of the game is cloaked in mystery but lends itself to colorful conjecture. 'Betcha I can toss this here washer into that oil can over yonder,' someone might have wagered years ago. Most certainly humble roots fathered the game as participants used readily-available parts, a hallmark of the game that survives even today."
The association recommends "standard round metallic washers, 2.5" in diameter with a 1" center hole." In case you were wondering. In case you weren't, you can play Washers with just about anything round and flat, or perhaps not so round or not completely flat.
For those of us who seek immediate, commercially-available, official-looking, moderately-priced gratification, there's Bulls-Eye Washers from Fundex. You don't have to dig any special pits (as the IAWP states: "although not absolutely necessary to the game, pits add an aura of legitimacy, provide for easy maintenance of the soil, and aid in scoring measurements.")
The washers have that perfect heft and pleasantly graphic markings. And the boxes (one might call them "portable pits") are easy to cary and set up. They each contain the recommended 3-point-worthy PVC target, surrounded by a tastefully green carpeted secondary target area. I especially appreciate that the targets are so adjustable - you can put them any distance apart, so that you can play the game almost regardless of age or ability. Some kids find that standing almost on top of the box is more than enough of a challenge.
Wide is the variety and comparative delights of the game of Washers. At perhaps another commercially-available extreme, we have the game of Chuckers.
The people who've developed Chuckers like to call it a "family tossing game."
By "tossing game" they mean a game that involves, well, tossing things, as does, for example, horseshoes, and a variety of bean bag and target games, and of course washers, which is strangely enough also called, "cornhole," and most relevantly perhaps that quoits game where you throw rings around pegs.
So, in a way, if you know any one of these games, you'll know how to play Chuckers. In another way, because it combines different aspects of traditional games to result in a completely different, and, arguably, a far more majorly fun game - because it's a family game.
By "family" they mean a game that can be played by just about anybody - especially if you're kinda loose about the rules. Which you can be, easily. Because the game is almost self-explanatory. Because the game is so well made.
And because the game is as much luck as it is skill. Very interesting - how combining luck and skill, in just the right manner, so that you really half believe that you can master the thing, learn the right control, the precision positioning of finger and ring and foot and eye, while at the same time, you half know that it's really luck, not skill - sheer luck that your ring thing landed around the farthest peg or into the farthest target or wound up leaning on a peg, giving you exactly 21 points! Just enough luck so that anyone, regardless of skill, can win. Even you.
The rings you toss are made of rubber and steel. They've got, what you'd call, "significant heft." The things you toss them into are even more significantly hefty. Thick, sturdy, and yes, what you could only call "industrial strength" plastic. They are connected by a rope which is exactly as long as the recommended distance between the two targets. It's a game you can leave out for a while, at a family party, in a playground, a park, a classroom...
All of which is to say that, in addition to commercially-available inspirations, there are perhaps a minor infinity of washer-like games, that can be made out of a similarly minor infinity of materials - sand dollars and sand pits, old CDs and shoeboxes, dead golf balls and toilet paper tubes.... To we of the make-your-own-washer-game perspective, the entire modern world is an invitation to play. (see also Shoeshoes )
If you've already read about the game of Washers, and you happened to come across the story about Laundry Balls, you should most definitely be reading the very article you are reading now, because this is yet another throwing, backyard-type game you can make out of junk, or buy commercially, and propogate great fun.
Or, you might consider the immediate satisfaction gained from purchasing this ready-made version, called Top Toss, which has the added benefit of a less-than-traditional trapezoidal design for that "I really deserved that score" feeling.
Or, perhaps you might consider reading the Wikipedia article to find out all about the rules and origins and stuff.
You might even consider something like the "Spin-It " version of the game, which, as you can so clearly see from the thoughtfully attached illustration, has 4 different goals (each a different color), on a wheel-like apparatus which turns as soon as a bolo attaches itself, thus, giving rise to a different goal of a different color and scoring value, or not, depending on how many bolos therefrom append.
Take three of world's most popular games - Monopoly, Scrabble and Sorry - and turn them into new games that you can play in 20 minutes or less. What do you get? Would you believe you get some genuinely new, significantly fun games?
You have to abandon your expectations just a wee bit to appreciate what Hasbro's new Express Games series. The Express version of Monopoly isn't what you'd expect if you're thinking Monopoly, as in the board game, with all that money and those wonderful playing pieces and the trading and the sheer vengeance of watching someone land on one of your hotel-laden properties. It's a kinder, gentler dice game, where your major opponent is your own greed. And the Express version of Scrabble? Also a dice game. Where you play on a smaller board. And after you move, you remove, actually, the word that the previous player made. Which makes for a new challenge each turn. A new game, really, where the focus again is not strategic, but on your skills as a wordsmith.
And then you have Sorry. Again, there's no actual board. But if Express Scrabble and Express Monopoly both express a swifter, and less competitive contest, Express Sorry is everything you'd want in a game of vindication and retribution. Again there is no board. Dice, pawns and discs. Each of up to 4 players or teams has a disc to indicate which color pieces she is trying to gather. The dice indicate which of the four different-colored pawns you can collect from the center disc, or from the other players' discs. The dice have, of course, a wild side. But even wilder is the "Slide" side which allows you to change the color you are trying to collect, or to slide any of the opponent's discs to a new color.
All of the Express games are far more than 20-minute versions of the board games they are named after. They are more than reinterpretations. They are different games. Games in their own right. And they will take you by surprise. Very fun, unique surprises that you will want to experience many times, with just about everyone you know.
You know how every now and then you come across this beautifully packaged set of dominoes, sometimes in a tin, even, and the dominoes are in deed very nice - hefty, colorful, smooth - and sometimes there's even some kind of lovely plastic thing that sits in the center of the table or some place, and keeps score or turns around or even makes noise - and yet it's still dominoes? You know what I mean. Dominoes, in a nice package, but it feels like dominoes, and it looks like dominoes, and it plays just like dominoes. And you can't help feeling just a little disappointed, just a little like you were hoping maybe for a really different game, something new, something that maybe used dominoes, but was more interesting, more challenging, more, well, different?
Despair no more, my playful friend. For Highrise Dominoes is in deed a wonderfully different game. And the base that is included in the lovely tin is really functional, really central to the game.
The object is to build a tower of dominoes. First, a basement is built - 8 dominoes placed, face-up, in the bottom of the turntable base. From then on, players take turn building on to the base, the rule being that the domino has to match the numbers it rests on. And yes, you can lay your domino so that it rests on two different dominoes. And once that domino is laid, you can lay another domino on top of that. And the higher the level, the higher the score.
It's a completely different experience of dominoes. There's so much to look at. Which is why you're so happy that the turntable turns.
There are clear plastic blocks that are used when the dominoes you want to match are on two different levels. Which is fine, unless the dominoes are on two different levels that are more than one level apart. And then comes the joyous agony of having to maybe (gasp) draw another domino.
There are also wild dominoes, there's a double, with both halves wild. And there are others with only one wild half. But, boy, do you get to love those wild ones! Seeing as they are often the only ones that you can play. Which you really want to do. Because the first player to use all her tiles can get many, many points.
Rukshuk, a.k.a. "The Game of Rock Balancing," is, as you might infer, a game about balancing rocks. Well, not actual rocks, but cunningly contrived, highly rocklike pieces, in 5 different colors. Highly rocklike - hefty, and irregularly shaped rocklike. There are long, flat white "bridge rocks" (each player gets two of these to be used as required). The collection of building rocks includes smaller white pieces, which only count for one point, but all have somewhat flat, and most accommodating surfaces. Thus one can easily imagine oneself building white rock towers and things. Whilst the blue rocks are only flattish on one side, so the idea of stacking one on top of another appears to be, shall we say, not such a good one. Then there are the green rocks (rated as "difficult"), and the highly irregular, 4-point-scoring red rocks (candidly rated "impossible") and of course the high-scoring, but extremely rare gold rocks. None of which is actually a rock.
Then there are the 25 challenge cards, each depicting rock constructs of various difficulty and geographic significance. The Pinnacle formation, for example, is purportedly found on the Galapagos Islands, whereas the Pigeon Rock configuration is somewhere near the city of Beirut.
Players each draw seven rocks from the rock bag, thereby randomizing the scoring potential and challenge, since you really can't tell what color rock you'll be getting until you actually get it. Got it? A Rukshuk card and the sand timer are then turned over to reveal the challenge for the round and to start the rocky contest. Players can build and rebuild their rock construct, attempting to place whatever higher scoring color rocks they have in their indicated multiple-point positions, or not. Once all the sand has fallen, all construction ceases, and the scores are calculated accordingly.
Rukshuk is a surprisingly well-balanced game, if you excuse the expression. It can be played as a solitaire, or with as many as fivc players. The pieces, the fantasy, the challenge cards all work together to make the game intensely involving, even for the nimble-fingered few, wirh just enough chance and strategic depth to entice the less-than-dexterous many.
Shakedown is a dexterity game of clearly MajorFUN proportions. Basically, you're balancing playing-like cards on top of a narrow platform, adding new cards with every turn. But that's only basically.
Let's start at the bottom. The bottom of the "tower" upon which the cards are balanced. The same bottom where all the cards are stored, and from which all the cards are drawn during play. Let's also take a moment to look at the tower itself, how it twists, as if to make it even more challenging to figure out exactly where the actual center of gravity might be. A lovely thing, actually. Colorful. Self-storing enough that you could throw the box away and take the game with you to every party and family gathering within which you find yourself and others. Note, further, that the cards, which are drawn one at a time from the base of the tower, are drawn from the base of the tower. The base. Whereupon the tower stands. Imagine therefore the increasingly precarious conundrum thereby imposed every time you attempt to extricate a card from the aforementioned - having to perhaps lift the tower upon whose top all those other cards are so cunningly balanced so that you can get your card and take your turn.
Let's continue to the deck itself. Some cards have different values. Other cards ask you to perform acts of evermore significant challenge, like "play cards with non-dominant hand" or "hold tower and spin around" or perhaps "previous player - blow once from 5 feet." And now, at last, to the top, considerably smaller than the base, and yet whereupon the cards are to be placed (two corners of each card not touching any other card).
All in all, an elegant, almost self-explanatory, somewhat Jenga-like game, requiring steady-hands, a willingness to fail, and just enough luck to keep you from taking it seriously.
Croqkick is one of my favorite games in this extensive collection of "Giant Games" from Lettuce Make Thyme. One of. There's also Giant Ludo to consider as well as, of course, a similarly giant game of Snakes and Ladders. The thing is, when games get giant, the fun gets bigger. Why? Because: 1) more of you is involved (body, mind, relationships), 2) you can't take the game seriously. Which means that despite your most competitive urges, the focus remains firmly on the sheer, unmitigated silliness of it all, and 3) you don't have to learn anything in order to play - because you already know the game writ small.
Croqkick is an obvious, and elegant example of all of the above. So, there are no mallets. So, as your P.E. teacher might say, the game helps develop soccer skills. And if you're in the UK or within cheap shipping distance, you can buy the game here, as well - "6 x giant metal hoops, 4 colored footballs, and a wooden winning post. All packed in a canvas carry bag."
This whole giant backyard game thing seems to be a European phenomenon. Lettuce Make Thyme is in Canada. One step closer for Amerikind.