This Game’s Gone Globle!

A few months ago, I posted about the suddenly ubiquitous game Wordle. Since then, I’ve been introduced to quite a few variants (at varying levels of masochism), but the handful I consistently come back to are foreign language Wordles (Duolingo‘s blog has a list of those here) and Globle.

Globle is effectively the geography edition of Wordle. Each day there’s a mystery country, and as you guess each nation it gets color-coded by its geographical distance from the correct answer. That distance is listed numerically as well, under the map and the list of your previous guesses. Your list can be organized by order of input or by which is closest; personally, I’ve found the latter quite useful when dealing with island nations, where I can at least approximate which continental areas it’s closest to.

Since there are so many countries in the world, this game has no guess limit; you only lose if you give up. Because of that, I consider it to be a low-pressure, fun and challenging sort of educational resource: I’ve become a lot more familiar with where countries are in the world – and in relation to each other – and even learned about countries I hadn’t known existed. It’s fantastic!

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Can You Pick Up Those Sticks?

Pick up Sticks is another classic, of the Jacks and Tiddlywinks variety. I actually have a combo set of all three, which is why they’re getting posted in such quick succession.

Setting up Pick up Sticks is really easy. You take all the sticks, save one, hold them upright in one hand (hand on the table) and then you just… let go. Whatever crisscrossing spread they’ve landed in is what you’ve got to work with!

The goal is to pick up the sticks (shocking, I know), one at a time and without jostling any of the other sticks in the process. The exception to this is the stick you set aside at the beginning, which you can use to help pick up the other sticks. When your efforts move any piece other than the one you’re trying to remove, your turn is over and the next player gets a go at it.

I suspect scoring varies by set, but for mine it’s color-coded: 10 points for yellow, 25 for red, 40 for blue and 50 for green. This can serve to even out the game, if all the easy pickings for the first player are yellow and red, or pretty much settle it from the get-go if they’re blue and green. Depends on the luck of the draw… or more accurately, the luck of the fall. Beyond that, it’s sort of like Operation, without the buzzing and with a lot more angles to go at it from.

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Agent 299, Report!

Agent 299 is a great game I was introduced to at GameholeCon – it takes a little strategy, a little memory, and a little deck. Seriously, the whole game is 10 cards, 9 if you exclude the rules. It’s a pocket card game!

It’s also a game of the rarer sort, where you don’t look at your own cards. Cards are instead laid out face down, split evenly between the players, with the leftover card (in a 2- or 4-player game) face down in the middle. Who goes first is up to you to decide – we flipped a coaster – but whoever that is gets the rules card, which doubles as a First Player marker. Starting with them and working around the table, each player must perform an Interrogation. This can work one of two ways: firstly, by peeking at one face-down card in front of another player, and swapping one of their own cards (face-up or face-down) for any one of that player’s. Alternatively, in a 2- or 4-player game you may instead peek at the card in the middle and swap it with any card.

After all players have performed an Interrogation, the person with the First Player card must flip one of their cards face-up. Some of these have abilities that are usable once revealed, but only for so long as they’re in front of you… and again, face-up cards can be stolen! (Ok, swapped for, but if you’re getting a Blown Cover worth negative 3 points – and nothing else – for your super useful ability card… it’s not exactly an agreeable trade.)

The game ends when the active player can’t perform an Interrogation (everyone else’s cards are all face-up) or a Disclosure (all of their cards are face-up and they don’t have Secret Documents, which would let them skip this step), at which point scores are tallied from the cards you have in front of you. Check them all – most cards only score when face-up, but the Blackmail card gives you a 2-point bonus if you have it face-down at the end of the game. In the case of a tie, the winner is whoever has the Top Secret Documents card face-up… or, failing, that, the Secret Documents card face-up, or failing that, the Blackmail card, regardless of where its face is. It’s a very thorough hierarchy.

I like this game a lot, mostly for how portable it is – I’ve actually taken to keeping it in my phone case, in case the opportunity for a game arises. And don’t they always?

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What’s The Worst That Could Happen?

Those famous last words are, as it turns out, an excellent basis for a card game. The Worst-Case Scenario Card Game, to be exact. This game is all about comparing hypothetical bad scenarios and trying to guess how your opponents will rate them from 1 (bad) to 5 (the worst). Since many of these scenarios can kill you, the player to go first is whoever has the worst survival skills.

The active player, entitled “The Victim,” starts their turn by spinning the Victim Wheel – this will affect scoring later. Next, they’ll draw 5 scenario cards from the deck and lay them out face-up in the middle of the play area. For instance, your five scenarios might be “only eat one food for the rest of your life,” “wake up to find tarantulas in your bed,” “snowmobile off a 100-foot drop,” “recurring nightmares for weeks,” and “exposed to high amounts of radiation.” At this point, everyone will grab their numbered chips – color-coded by player, with X’s on the backs – and The Victim will rank the disasters by which they deem the worst, while everyone else will rank the disasters by what they think The Victim deems the worse. This is very much a “how well do you know your friends?” type of game, and it would probably be morbidly fascinating to play with people you don’t know. Yet. Because all good friendships start with uncovering one’s deepest fears, right?

…Alright, maybe not. Regardless, each player places their chips X-side up next to the corresponding cards, ideally with The Victim’s chips on the far side from everyone else’s. Once everyone has placed their chips, The Victim will go through one card at a time, first revealing everyone else’s rankings, then their own. The goal is to match numbers with The Victim! For each successful match, a player gains one point… unless the Victim Wheel landed on Score Your Chips!, in which case each match is worth the number of the rank. Other Victim Wheel effects include Double Up! (all players double their points for the round) and Bad Is Good! (players who match The Victim’s #1 chip get a 1-point bonus). The Victim’s score for the round equals whichever other player scored the highest, including bonuses, and a score sheet is included in the box. In a 3, 4, or 6 player game, there are 12 rounds, while in a 5 player game there are 10, so everyone gets an equal amount of turns being The Victim. And whoever has the most points at the end wins!

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Check! …ers

I mean, it’s the same board. Though if you were really hoping for a post on chess, don’t worry! You can find that right here. (Why did it take me so long to write about checkers, especially when it’s the same board? I’m glad that you asked, imaginary other half of this conversation! I forgot that I knew how to play.)

How To Play Checkers, a strategy-free overview: each player starts with three rows of four pieces, all on the same color of space. Taking turns, players move their checkers to one of the forwardly diagonals of the same color; if there’s another piece in the way, you’re stuck, unless it’s your opponent’s and the next space down the line is empty. In that case, your checker can pole-vault themselves over the enemy, gloat and send them to checker jail – that’s how you capture pieces! If you’re really lucky, the space you landed in yields the opportunity to do that again, and you don’t even have to wait for your next turn. Just chain reaction your way down the line! Once a checker reaches the opponent’s back row, it becomes “crowned,” (flipped over to display ridges or wearing another checker as a hat, depending on your set) which means it can now move backwards, too… still only one space at a time, like a pawn that got promoted to branch manager instead of queen.

The game is over when you’ve captured all of your opponent’s pieces, when one of you gives up and surrenders, or, occasionally, when the traffic is so backed up that none of your checkers have anywhere they can legally move.

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Tiddlywinks, Go!

Who’s that- Wait, no, sorry, Tiddlywinks may sound like a Pokémon, but it’s actually another classic game! Where Jacks requires speed and coordination, Tiddlywinks is more focused on aim. And physics, if you want to be technical about it.

As you can see in the picture above, the play mat looks sort of like an archery target if archery targets were smaller, thinner, and laid flat on a horizontal surface. You may also notice that players are seated on corners, not sides, and that we each have a little felt rectangle over our arrows – these are the launchpads from which the “winks” are fired.

Winks are the small, color-coded disks you see scattered across the play area. You turn starts by placing one of these on the felt pad. Then, using a larger disk of the same material and thickness, players press down on the edge of their wink, launching it forward. Once players have alternated their way through all their winks, points are determined by the values of the rings they landed in. The cup in the center is a valid target, and if you manage to get a wink in there it’s 50 points! It’s a challenging angle, though, with a significant potential for overshooting – a lesson we learned the hard way.

There’s definitely a learning curve to the amount of force you use and the angle it’s applied; whether you approach that with physics equations or trial-and-error, it’s a neat new skill to learn! Besides that, the game is quite simple, making it perfect for a lazy afternoon of uncomplicated fun.

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Monkeys? In a Barrel???

I’ve previously blogged a story by the name Barrel of Monkeys, but not the actual game… which struck me as an oversight, so guess what I’m talking about this week?

Barrel of Monkeys isn’t as old as Jacks, but it’s definitely another classic. Your container is – surprise – a barrel, and the contents are a set of monkeys*, each with arms curling in opposite directions. To play the game, you hold one monkey by its upper arm (Pick a side. Congratulations, that is now the upper side) and hook another monkey’s arm through the first one’s lower. Continue to make a chain in this fashion until something drops! It’s not at all complicated, but for young ones it practices fine motors skills, and even older players may find their arms protesting the static hold. That, and if you have cats they will definitely contribute their own Challenge Mode. If you don’t have cats – or they’re not interested – you can make it harder yourself by combining multiple sets!

While the amount of monkeys in a set varies, the official scoring for multiplayer is has each monkey worth a certain amount of points. When you stop (either because someone fell or because you ran out of monkeys), you score however many monkeys are still on your chain, and the first player to reach the victory condition (points equivalent to completing the full chain) wins. Though as kids, we always just went for “whoever can make the full chain first.” It’s your choice by which rules you play! The objective for single-player is more along the latter lines, as you time yourself making the whole chain and try to be progressively faster.

*Monkeys are not required to play this game. You may alternatively utilize a Barrel of Pterodactyls!

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Ready for some Adorable Pandaring?

This game functions on the principal that while all pandas are cute, only some are Adorable — sacrilege, I know, but for the purpose of gameplay it makes perfect sense! Scoring is governed by the ever-shifting Panda Laws (aka Laws of Adorableness) that dictate which cards are adorable at a given time. There’s ten panda types, numbered, and four laws/categories to divide them into: odd pandas, even pandas, high pandas, and low pandas. The challenge? Having plenty of whichever is currently in style… or changing the Law to fit your hand!

Each player has four cards in hand. On your turn, if scoring conditions haven’t been reached, you’ll play one Panda from your hand face down, ignoring its effect, one face up, which you do resolve, and then you’ll draw back up to four. Panda powers are designated by type, some examples being #8 Cat Panda’s “Change the current Panda Law” and the #10 Party Panda who demands all hidden (face down) pandas be immediately revealed.

To understand the impact of the Party Panda, we need to revisit the beginning of the turn, specifically “if scoring conditions haven’t been reached.” See, the very first thing you do each turn is check the Red Panda in the middle of the table. If its quota of Adorable Pandas has been fulfilled – a number which varies on amount of players – a scoring round takes place. The quota only accounts for pandas that are face up, though, hence the Party Panda’s power!

To be clear, scoring isn’t the end of the game. It’s more of a… resetting intermission. All hidden pandas are revealed (if there are still hidden pandas to reveal), anyone with two or more Adorable Pandas gets one bamboo, and whoever has the most gets a second. The back of a 1-value bamboo is a 2-value bamboo, so just flip it! If there are at least three Banana Pandas in play, those each score a bamboo as well, and then all Adorable Pandas (plus successfully activated Banana Pandas) are reshuffled into the deck. All other pandas remain in play, and the active player chooses a different Panda Law to reign… which they’ll surely use to their advantage, since this all happens before they officially take their turn. Convenient, that!

As for victory, the first player to five bamboo wins the game! This is an pretty quick play, I’d say no more than 15 minutes once you’re familiar with the rules, so it’s great for when you’re short on time.

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Can you Catch The Monkeys?

Catch The Monkeys is one of those games like Tic Tac Toe or Hangman where you can get a printed board, or you can just draw one yourself. You could probably adjust the size as you like for longer or shorter gameplay, but the version I found is an 11×6 array of dots with ten monkeys in between them.

On your turn, you draw a line between two adjacent dots. That’s it! Then the next player draws a line. Simple, right? But also not – whoever completes a box (draws the fourth line to make a one-unit square) puts their initial inside it. Regardless of who drew the other three lines, the player who finished it gets the point! While normal boxes are worth one point, boxes with monkeys in them are worth five, and when all squares are drawn whoever has the most points wins.

Catch The Monkeys definitely isn’t hard to learn, but the strategy that goes into it will get you thinking. If deceptively strategic games are your cup of tea, you might want to give this a try! All you need is paper, a writing utensil and someone to play with.

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What’s behind The Secret Door?

Combining spatial recall and luck with teamwork, The Secret Door is a cooperative rendition of the classic Memory matching game. In this version, players are detectives trying to determine which three Valuables are behind the Secret Door, using process of elimination… and they’re up against the clock!

Like Memory, there are two of each Valuable, ranging from a treasure map to a statue to a stack of cash. However, unlike Memory, three of these are chosen at random and hidden under the Secret Door, and the rest are shuffled in with the twelve Time Cards before being laid out face-down on the board.

Once it’s all set up, players take turns revealing two cards. Any Time Cards discovered are set face-up along the top of the board, while matching pairs of Valuables go to the Vault at the bottom. Mismatched Valuables are then returned to face-down before the next player’s turn. Try to remember what’s where!

If you have enough paired Valuables in the Vault that you think you know which ones are missing, you can (collectively) decide to make your deduction and check it against the cards under the Secret Door. You only get one guess, though, so use it wisely!

If the twelfth Time Card is revealed, the game ends immediately. Time’s up! You’ll have to take your chances now, regardless of how far from a definitive conclusion you are. How many of the hidden Valuables can you guess right anyways? We seem to have a 2/3 trend, whenever time isn’t on our side. (Or is on our side… of the board. The photographed game above somehow had Time Cards on all three spaces of the astronomy tower, which was a very disappointing couple turns.)

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