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Bernie DeKoven, funsmith

having fun, just for fun

Chateau Roquefort

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 Major FUN.


from Bernie DeKoven, funsmith

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Send virtually anything to virtually anyone, virtually for free

If you happened to find yourself in such a position, and you wished to express, materially, in a virtual-sort of way, your personal appreciation for my ongoing existence, you might very well wish to send me a gift of some sort - especially if it didn't cost you anything. The question remains, however, what to get me. I've narrowed it down to: Pottery Classes, a Digital Camcorder, and a dress-up outfit. As an added incentive, if you happen to choose the one I really, really, really wanted most in the world, given only those three choices, you'd get three thumbs-up points and so would I! So, see, I really do want you to guess the one I really want, because then we both gets thumbs-up points. So the game is about giving each other things, things that'd be nice to be able to give each other, virtual, no-cash-value gifts that nonetheless are genuine acts of thoughtfulness.

This is GiftTRAP Live, Virtual GiftTRAP, yes, the Major FUN award-winning GiftTRAP of that very same name. Only, it's online now, and it's all grown-up into a game for online social networks, if you know what I mean.

On the one hand, it's a kind of an eCard, so to speak, a nice virtual thing you can send people. Way more personal than a joke. Just as much fun. On the other hand, it's a great way to start that "what do you really want for your birthday, or holidays" conversation. So it's like Web 2.0, see, interpenetrating virtual and actual space. Now that you know that I'd actually prefer the dress-up outfit, you know where to shop for me. And you can shop online, even. And it's like one of those Mass Multiplayer Online Games you sometimes read about, like Second Life, only the life on GiftTRAP's stage is kinder and gentler and more fun.

It behooves me to admit to a personal interest in this project. It was a comment I made back to the Nick from GiftTRAP that kicked off this whole project, and I've been lucky enough to kibitz on various iterations of this game as its evolved.

Which is why I get to be the first to blog about it going live.



from Bernie DeKoven, funsmith

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Q-BA-MAZE

Q-BA-MAZE is a marble run construction toy, in the tradition of Boyongolo, the HABA Ball set, the Quercetti Marble Run, the Skyrail Marble Run Roller Coaster, and, of course, Cuboro. In the tradition of, and yet, unique, and uniquely worthy of our collective attention.

Actually, all these toys, and many more like them, are worthy of our collective attention. Building a marble run engages both creative and scientific reasoning. Every design must ultimately "work," not only aesthetically, but also mechanically. No matter how good it looks, if the ball doesn't go where you think it should, or if the run isn't as long as you hope it should be, you're just going to have to build it differently.

Now, back to Q-BA-MAZE. I promise not to use the word "amazing" more than once - after this. First, allow me to use the word "cube." As in Cuboro, the basic building block is a, well, block. Unlike Cuboro, there are only three types of blocks, they are made out of a durable polycarbonate, translucently acrylic-like plastic, and they fit together in most satisfyingly interlocking configurations. They can slide into each other along their sides, they can be stacked on to each other, they can be built up and out into cantileverishly cunning constructs. They also work. One of the three, the one that opens on both ends, works in a most curiously delightful manner. It is a switch, of sorts. With no moving parts. But when a ball drops into it, the ball will often hesitate before traveling left or right, sometimes hesitate a most tantalizingly long time, as if deliberating. And this turns out to be a particularly delicious deliberation, adding just that extra touch of surprise, just that extra change in rhythm that makes the whole, multi-colored construct that much more surprising, that much more engaging.

Q-BA-MAZE comes with a bunch of steel balls - not because they're easy to lose, and definitely not because they're easy to swallow (hence, the small child advisory), but because the more balls you drop into it, the more complex the pattern of the fall, the more fun it is to watch - a visual equivalent of the difference between melody and symphony.

Watch the video, read the blog, construct your own myriad of delights, or build any of the configurations you find online, like this one, if you happen to have purchased the 50 count set (36 blocks and 14 balls).

You'll be amazed.

via Major Fun

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Booby Trap, at last!

Booby Trap is what you'd call a "classic kids' game." It's been around since the 60's (originally a Parker Brothers game), and has been recently re-released by Fundex. For kids old enough to appreciate the patience, dexterity, observation skills, and luck necessary to win, Booby Trap is a study in fascination.

An assortment 63 pieces (three different discs, each of a different width and color, each with a peg handle in the middle) is literally squeezed in the playing frame so that they are as tightly packed as possible. The squeezing is achieved by attaching a rubber band to a "tension bar" on one side of the frame. The goal of the game, then, becomes to remove as many of the discs as you can without disturbing the tension bar.

The larger pieces are, of course, worth the most points, and are, equally of course, the most difficult to remove. And yet, oddly enough, if you are very observant, or lucky, you might easily pick one that, despite appearances to the contrary, lifts out with the greatest of ease and heart-lightening joy. Of course, after someone's judgment or luck proves to be less than successful, and the bar moves, and other pieces get sprongged off the board, the tension, for the next player, is considerably, so to speak, released.

There is a rule which can be very difficult for younger children to observe - the one about having to move whatever you touch. The desire to test before plucking frequently overwhelms the need to play strictly by the rules. Those who are old enough to appreciate the sagacity of the touch-it-pluck-it rule will derive immense satisfaction, and the sometimes shockingly violent evidence, of the efficacy of their observational powers, and will be moved more quickly to laughter than to tears in either event.

This restored release of Booby Trap also includes a variation which allows for a shorter game. Six narrow boards are included, one for each of the up to six players. Each board shows a different sequence of pieces that must be selected. It's a good challenge, and, depending on what happens before your turn, and what size piece is next on your board, often surprisingly more than adequate.


From Major Fun

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Can't Stop, can you?

Can't Stop is the Majorest FUN of one of the Major FUNnest 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.

from Major Fun

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Hasbro's Express Games

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.


from Major Fun

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Dominoes like you never played them before

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.

From Major Fun

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Dots Amazing!

You need a real artist to take a simple children's puzzle, like Connect-the-Dots, and transform it into something worthy of mature, adult-worthy consideration. A real artist.

And that's just what David Kalvitis is, an artist. And that's just what he's accomplished with his many Dot-to-Dot books.

Let me give you a few examples:
Stars puzzles: You start at number 1, as you would expect, and continue connecting dots in order until you come to a star. Then you have to look for the next number, which could be anywhere else in the puzzle, and continue from that number to the next star. And on and on, number-to-number-to-star. Jumping around from place to place on the puzzle, you really have no idea what you're drawing, sometimes until the very last star.

Arrows: You see this big field of arrows - no dots at all. Just arrows. So there's absolutely no visual hints about what the puzzle is about. You look for a circled arrow and start there, following where it points until you come to another arrow, and you take off in that direction. Of course, if you make a mistake, just one, small, easily explicable error, you soon find youself wandering realms of graphic chaos. Which is why, despite Kalvatis' heartfelt recommendations that all his puzzles be done with a marker, we find ourselves frequently recommending a soft pencil with a very good eraser.

Compass: Here, you get nothing but an array of dots with a few symbols sprinkled in hither and yon. You look for a star and, then read the directions printed above the puzzle. And I do mean directions. Like, from the star, go: N (North(, and then Wx2 (two dots west), and then SWx2, and then on and on and on, and if you do it exactly right, you'll end up at an A. And then, from the A, you start on the next line of instructions....
For an elementary school teacher, the different puzzle types involve skills that are closely tied to the mathematics curriculum. For the rest of us, they are an invitation to return to a deeply satisfying, often remarkably peaceful pastime.

These are but three of the innovative, challenging and inviting variations of connect-the-dots Kalvitis has created for us. And, if you're a social puzzler, it turns out that many of them can be solved cooperatively - especially the big puzzles, or puzzles like the Star puzzles that you solve in segments.

There are five volumes of the "Greatest Dot-to-Dot" series, so far. The first four are a great introduction to the wide variety of puzzle types. The fifth volume is most appropriately called "Super Challenge," where you'll find puzzles that span two pages and hundreds and hundreds of dots. There are also four volumes of Kalvitis' Newspaper Dot-to-Dot puzzles - smaller, but every bit as innovative.

Each puzzle is a work of art in its own right. When you complete a puzzle, you are rewarded with images that are themselves often surprisingly vivid, sometimes rich in detail, sometimes spare and subtle. Often drawn in perspective. Never stiff. Never blocky. Always surprising.

from Major Fun

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Stack revisited

I am certain you recall that Stack received a Major Fun Award a little over 4 years ago. In fact, it was a recipient of several awards: the award, the award, the much-touted award, and even, oddly enough, it was found most . And you probably even recall why.

I, on the other hand, have been exploring the game in greater depth, especially recently as I work more and more with various groups of seniors hereabouts. And what I have been exploring, actually, is the, shall we say, "Super Stack" set - two different sets of the Stack game (the deluxe, jumbo, of course), each set having different color dice, thereby enabling me to play a game with 8 people.

The large dice that come with the deluxe version prove to be especially comforting for senior eyes and hands. Easy to read, even at a distance, enjoyable to hold because of their greater heft, and easier to stack because of their larger size. Having enough for eight people makes the game ideal for building a sense of community and friendship. Because the group is larger, people don't can play at a safe distance from each other (psychologically safe), but because they're all sharing the same set of dice, they feel connected. If we need to, we can easily divide into smaller, more intimate groups. But having all those dice means that each player has twice as many options to consider. On the one hand, it makes the beginning of the game that much easier and more inviting. On the other, it makes the endgame that much more dramatic. Stacks get built, options constantly get fewer and fewer, the need to play strategically gets more and more vivid.

Stack, even with only 4 colors, has never disappointed us as a game for almost all ages. But having twice as many dice turns out to be more than twice as flexible, twice as interesting, for at least twice as many people.


from Bernie DeKoven, funsmith

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