Fire Boy and Water Girl

“Don’t die. No! No, green mud, jump jump jump…” Game over. This is about how games of Fire Boy and Water Girl go when I’m playing with my best friend. Technically, I’m not sure that it’s supposed to be a two-player game, but that’s how we always played it within our friend group. After all, there are two characters, and it’s easier to each take one than to play two characters doing completely different things at the same time. Then again, sometimes you really don’t want to have to share the controls, especially when it’s your seventh time running that map because someone keeps missing the jump (though realistically, who that someone is varies. It’s been you, too).

See, in this game, Fire Boy is controlled by the arrow keys, and Water Girl is controlled by WASD (try keeping those straight in your head as you try to avoid jumping to your death with two characters at once) and each can only traverse their own elements. If either of them steps in the other’s element, they die. This means that sometimes only one can go in a certain direction. There are also colored gems that only the matching character can retrieve, also suggesting that they should be the one to go in that direction. Green mud kills both, and is the bane of absolutely anyone trying to coordinate a jump on a swinging log so that they both make it across the pit.

You are scored (well, graded, it’s a letter grade) based on how long the round took you, and once you succeed the branching levels from it open up for attempts. I say branching because not all of them have only one track; some have three or more options from which to choose. You can always go back and play the other tracks as well.

Each version of Fire Boy and Water Girl has different systems special to it, like the Light Temple’s mirrors and portals and stuff, but I’ll leave those for you to discover on their own. I usually play it on Cool Math Games (1, 2, 3, 4). There is an official Fire Boy and Water Girl site as well, which is the one I’ll link to hereafter. This one has five versions, in order: The Forest Temple, The Light Temple, The Ice Temple, The Crystal Temple, The Element Temple.

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Rock Paper Scissors… Lizard Spock?

At our elementary school, at the end of recess we all had to line up by our class as sit down, and it took a ridiculously long amount of time. As such, my best friend and I took to playing games: Chopsticks, Concentration, a few others, and one that she taught me: Rock Paper Scissors Lizard Spock. Apparently it’s from the Big Bang Theory. At least, I think that’s what it’s from.

Anyhow, the rules for Rock, Paper, and Scissors, in relation to each other, are the same as in the original game (I sure hope everyone here knows how to play Rock Paper Scissors!), but there are new rules involved, since there are more components. The original rules are phrased eloquently in a semi-rhyming pattern, as I recall, but I never bothered to memorize that, so here are the new rules, blandly put:

Spock is the “Live Long and Prosper” sign from Star Trek. Look it up. Lizard is just a curled hand, like you’re drawing a lowercase “r” with your hand so that someone in front of you or to your right can read it. (*deep breath*) Spock vaporizes Rock and smashes Scissors, Lizard poisons Spock and eats Paper, Paper disproves Spock, Rock smashes Lizard, and Scissors decapitate Lizard. (*exhales*)

Personally, I think the best part of the game is acting out the end result. For instance, possibly my two favorites are Lizard and Spock, and Paper and Spock. To quote actual incidents of each, “*choking noises* No… I see the light… *hand flaps and falls flat*” and “No! It… does not… make sense! Gah! *hand flaps and falls flat*”, respectively. Because this is what happens when you get over-dramatic teenagers (or tweens, when we started) to play what should be a reasonably simple, straightforward game.

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Fluxx Who?

Or maybe Doctor Fluxx? Ooh, that could be fun. “Got a problem? Doctor Fluxx can help! When you’re feeling down, just grab a Fluxx deck and play! Relax as you get Time, Money, and the Rocket you always wanted! Change your goals to something that works for you! Watch as the rules that stop you from winning in life are discarded! Email doctor.fluxx@looneylabs.com for a free consultation today, and we’ll tell you what deck will target your problems the best! Doctor Fluxx — helping people one game at a time!”

Doctor Who Fluxx

On second thought, maybe it’s for the better that they called it Doctor Who Fluxx. Less confusion. For the most part, Doctor Who Fluxx is like the other Fluxx variations (see Science and Firefly Fluxx here, respectively): specialized Keepers, Goals, and Creepers, as well as some specialized New Rules, Actions and Surprises. For this version, the change that stood out to me the most was the grouping system in the Keepers. Some were marked as “The Doctor” or “Companions” with a little symbol on the side. Sometimes, you need a specific Doctor for the goal, but sometimes any one of them would suffice. The same goes for companions.

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Murder of Crows

Yes, that’s what a group of crows is called. But no, that’s not actually what I’m going to talk about today. Not that way. I’m here to, for the first time in a couple of weeks, actually talk about a game! Yeah, I know, it’s about time, but there’s a reason we re-branded….

Murder of Crows

Anyhow, there’s this game called Murder of Crows that I got in my stocking for Christmas. Crows are actually barely involved, it’s mostly about the murder. Each of the five letters (yeah, there are five letters in “murder”: the “r” only counts once) has an effect when played. It either affects the players’ hands or their murders, which are the cards set out in front of them. When you play a card, you put it in the stack for that letter (“r” has two stacks but one effect). The goal is to get the six stacks necessary to spell out “murder.”

Once you spell murder, you get my favorite part of the game: the story. Each letter has a part of a sentence (who, where, why, how…) that, when put together, create a story. As a writer, I love this method, and it gives you some interesting stories, like the guy who killed someone in a dark alley with nail clippers thanks to a misguided sense of justice. Not as well worded here as it was with the cards, but just be glad you didn’t get the pictures. The bloody nail clippers are the stuff of nightmares.

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2048

No, not the year, the game. What game, you ask? Well, that’s why I’m here to talk about it. 2048 is an online game that I was first introduced to as a Chrome extension on the school Chromebooks. Somewhat like fidget spinners (see previous post), I was hesitant to try it. After all, it was just a fad, and how interesting could a bunch of numbers on the screen be? But I caved, and, the fad long passed, I am one of the people who still plays it regularly.

2048 is a math game that uses incessant doubling. How does it work? You start with two numbers somewhere in the grid (which is four by four). These first numbers are either two or four. You use the arrow keys to move all pieces in the grid as far in one direction as they can possibly go (obstructions being the edge or other numbers). If they hit another piece of the same number value they join to become double their value. With each move, either a two or a four is added to the grid in some random open space. Each time you combine numbers, your score goes up by the value of the number they turned into (an eight plus an eight equals a sixteen plus sixteen points). The game ends when you fill up every space on the board and cannot combine anything.

Officially, the goal of the game is to reach 2048. At first this confused me. I’d already reached 2048. Heck, my record is seven thousand something. Finally, a friend of mine realized that I was confused and explained to me that the goal wasn’t the score, it was the actual number tile 2048, which I had and have not reached, but he had. Void of this, I look at the goal as attempting to beat my high score, which the extension saves so that whenever I pull it up at school I can continue attempting to reach it.

There are alternate versions of 2048, enough so to have an entire website of variations. These use images to represent the numbers. There’s an Infinity War version, Sherlock, Doctor Who, Harry Potter… and that’s just scratching the surface (there are multiple of these, so I just chose one of each to put up here). Especially considering that I don’t like math games, 2048 is lots of fun and something I can safely say I am glad to have tried.Facebooktwitterredditpinterestlinkedinmail

Prepare for a Knuckle Sammich!

Or, well, it isn’t so much a Knuckle Sammich as a Kobold sammich or just a non-descript sammich… but that doesn’t sound as cool, so Knuckle Sammich it is!

In Knuckle Sammich, everyone is a Kobold, trying to eat the most sammiches without getting eaten by your friends (oh yeah, did I forget to mention that Kobolds have cannibalistic tendencies?) and serving King Torg (“All Hail King Torg!”). Because Kobold paws are quite small and don’t have opposable thumbs, they can only hold one card at a time, so when they draw a card at the beginning of their turn they must immediately play one of their two cards.

Knuckle Sammich Card Game (Kobolds Ate My Baby!)Cards have five important parts. There’s the meat, the flavor, when in activates, what it does, and the footnote. Meat is only really important if a card someone plays specifically says so. The numbers range from -1 to 13, and there are also variables such as how many beverages are on the table or how many sammiches you’ve eaten. Flavor can be chicken, bacon, beer, Kobold, baby, pretzel, everything, and, if you have the Kickstarter special, pickle. Again, these only really matter if a card brings it up.

Cards can activate in three different locations: In Your Paw, When Played, or On Your Plate (your plate is the pile of cards you’ve played). In Your Paw cards react to what someone does while you’re holding the card. There’s a card called Cursing where if one of the players swears while you have Cursing in hand you eat them. Eating a Kobold means that they place their paw face-down on their plate and are out for the rest of the round, and you get to eat a sammich. When Played is exactly what it sounds like, and On Your Plate means that it is the most recent card you have played (so, at the top of your plate).

Obviously, the most important part of the card is what it actually does. I used the example of Cursing earlier for In Your Paw. A common card is Fork, where you guess a Kobold’s flavor, and, if you’re right, you get to eat them. While the action is the most important part of the card, it’s also pretty straightforward, so I’m just going to move on. My favorite part of the card is definitely the footnote. Occasionally it’s something useful, like “You both get a sammich if you tie,” but most of the time it’s just funny. Some of my personal favorites are, “You would be surprised at what a Kobold considers soup,” “Kobolds have been known to not stop eating when they reach the plate,” “Kobolds will never understand why ‘adventuring parties’ don’t have a buffet,” “Random horrible death is the leading cause of death in Kobolds. Being lunch is in the top ten though,” and “#Drunk #Yolo #BeerAndPretzels #AllHailKingTorg.” I was shocked to find out that not all cards are fortunate to have a footnote. Oh, and I suppose the title of the card is mildly important. But not important enough for me to actually talk about.

A round ends when there is one Kobold left or when all Kobolds have been eaten, a card says to end the round or the deck (“Kitchen”) runs out and a Kobold needs to draw. The survivor (if there is one) and King Torg (“All Hail King Torg”) each eat a sammich before everyone is brought back to life, their paws and plates discarded, and a new round started. The game ends when the Pantry is out of sammiches, or if King Torg (“All Hail King Torg”) eats nine sammiches, automatically winning the game. Whichever Kobold (King Torg [“All Hail King Torg”] included) has the most sammiches by the end of the game wins and is crowned The Victor of Lunch! All Hail King Torg!Facebooktwitterredditpinterestlinkedinmail

Fleeing the Complex

Well, I’m not just talking about Fleeing the Complex. I’m also talking about Infiltrating the Airship, Stealing the Diamond, Escaping the Prison, and Breaking the Bank. But the website is called Fleeing the Complex. I wouldn’t count Breaking the Bank, but it’s referenced in Infiltrating the Airship and in Escaping the Prison, and stars Henry Stickman, so I will.

Each game has a plot, choices to make, crazy reactions to those choices that make no sense, hilarious effects, numerous references (“‘You’re a bender, Harry.’ -Gandalf.”) and epic fails. Breaking the Bank doesn’t have much of a plot on its own, but the rest have an intro and extensive inter-weaving of events meant to make it as enjoyable as possible. I would love to give more examples, but that would spoil the fun!

Perhaps my one complaint with these is that the timeline is confusing. Infiltrating the Airship referenced Escaping the Prison, Stealing the Diamond, and Breaking the Bank, Escaping the Prison made a reference to the teleporter’s previous uses and also made it clear that it came after Breaking the Bank, and Fleeing the Complex mentioned the character Charlie, who Henry met in Infiltrating the Airship. By this, I’d guess that it goes Breaking the Bank, Escaping the Prison, Stealing the Diamond, Infiltrating the Airship, and then Fleeing the Complex. I confirmed this by going to the Henry Stickman Wiki. I guess I didn’t need to do a complicated tangle of deduction? Oh well, it was good practice.

Anyways, these games are madcap silly and loads of fun. One of the reasons they’re so great is that each game has multiple endings, and, with the exception of Breaking the Bank, several ways to win, each with its own label. For example, Stealing the Diamond has three endings: The Aggressive Ending, The Epic Ending, and The Undetected Ending.Facebooktwitterredditpinterestlinkedinmail

Cobra Paw

Cobra Paw? Sounds interesting. What’s it about? Snakes? Wait, snakes don’t have paws. Mutant snakes? No, but that could be an amusing game. Cobra Paw is about ninja cats snatching up stones. Why? Long story. It’s in the rules, if you want to know. Cobra Paw: Ninja-like know how steals the game!

You place all the stones in the center of the arena (table or designated patch of floor.) The combatant with the smallest paws rolls the Catnippon Dice first. When the dice are rolled all players must attempt to find the stone with the matching pair of symbols. The first to “snatch” it gets it. Snatching is done by placing your finger/s on the stone. If there’s a tie, whoever’s finger is closest to the divot in the center gets it. If the stone rolled has already been snatched from the pool, you may snatch it from the player who has it. The goal is to have 6 stones, or 8 if it’s a 2-player game.

The rule booklet is one of the funniest parts of this game, because of the way the rules are stated. Tournament essentials are “21 Clawfuku Stones, 2 Catnippon Dice, and the will to compete.” Because obviously, you have to want to play to play. Other rules have additions to explain them, like, “Bickering over who touched a stone first makes Master Meow very sad,” or the constant justification of certain rules by codes of honor, such as “It is considered shameful to cover the stone with one’s paw.” My favorite is the very last rule: “Competitors who continue to play dishonorably may be forbidden from the Cobra Paw tournament and may even be cast into the Litter Box of Shame!”

This game also has three variations from the original, Ghosts of the Fallen, No Touchy and Two Ninja Stand-Off, but I won’t explain them here, since I haven’t played them yet.Facebooktwitterredditpinterestlinkedinmail

Ninja versus Ninja

Or Dojo vs Dojo, or Martial Arts Masters Using Their Students As Pawns For Their Own Personal Gain By Having Them Infiltrate The Opposing Dojo. But Ninja vs Ninja sounds cooler.Ninja versus Ninja

At the beginning, your ninjas line up in a sort of blocky V formation in the back of your dojo. Or, well, more of a U, I suppose. Anyways, all of the ninjas besides the shadow ninja and the ninja master line up in a cool formation in the back of their dojo, while the shadow and the master stand at the side. The shadow isn’t really a ninja, just the shadow of one, but the shadows only mirror the ninjas when they’re in the other dojo.

For whatever reason, the two dojos seem to be directly across from each other, with only three blocks seperating them from each other. Thr street, perhaps? Whose idea was it to put the two schools on the same street, let alone directly across from each other? That must be terrible for business!

A ninja is only allowed three turns for a mission, which starts as soon as they step on the middle blocks. Does this mean that they live in the dojo? And only one ninja can leave the dojo at a time, which also seems silly. Wouldn’t a mission be easier if they had multiple people on it?

The shadow follows the ninja into enemy territory, like a true shadow does. How far the ninja can move into enemy territory depends on a pair of swords, which are rolled as dice. (Seems a bit dangerous, doesn’t it?) Which side of the sword faces up determines how far he can move, like some creepy omen saying, “The sword is on it’s right side, so you may only move one space, or you shall be cut down.” Weird dice.

It is impossible for a ninja to walk through another ninja, but if he stops in a space that is already occupied by an opposing ninja, he is morally obligated to cut down whomever stands in his way. Sheesh, dude, just say “Excuse me” next time.

The ninja must return to his dojo by the end of the third turn of his mission, or he falls over dead. Don’t ask me why. This involves turning around and walking back, at which point his shadow detaches itself and stays put. When he returns, he is scored by… How far his shadow moved on the enemy wall? Which is actually the number of spaces he went into the enemy dojo. The shadow returns from the enemy dojo and the master moves that number of spaces into his.

The goal of the game is to kill all enemy ninjas, or to have your master move seven spaces into your dojo. Why seven? I have no clue.

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Run from the Minotaurus!

Yes, Minotaurus, not Minotaur. Minotaurus is a simple, quick LEGO game about teams of heroes and a minotaur that guards the Temple at the center of the board.Minotaurus, a Lego game

As could be expected with a LEGO game, first you have to build it. This phase is pretty straightforward: follow the building instructions. Once you’ve built the board, the game can begin.

Choose the color of your little LEGO people’s armor (apparently that’s how you distinguish nations in this game?). The youngest player goes first, rolling the special die, which you constructed along with the board. The original die has 3-6, gray and black. If you roll a number, you move one of your heroes that amount of spaces (one pip on the board is one space, and no diagonals). If you roll a gray, you move one of the gray walls to wherever you’d like on the board, so long as there is at least one path from every starter corner block to the center. If you roll the black side of the die, you get to move the Minotaur eight spaces, again in whichever direction you choose.

If the Minotaur catches a hero during any of those eight moves, the hero goes back to their starting block and the Minotaur goes back to the center. The goal of the game depends on how many players you have. The game rules state that if there are only two players, you have to get two of your heroes to the Temple, and if there are three or four players, you only have to get one to the Temple.

That said, the rules aren’t concrete. There’s another side to the die that can replace the number three, if you chose. It’s green, and when you roll it, you can choose to move one of the hedges. You can also change the goal. By changing the rules, you could theoretically play this game solo, but I think it’s more fun with other people.Facebooktwitterredditpinterestlinkedinmail