Pyramid Arcade

The Looney Labs’ Kickstarter campaign for Pyramid Arcade is wrapping up today and I wanted to get a little post up to explain why I’m so excited to see this project succeed in such a big way. 

The pyramids were originally conceived in Andy’s novel, The Empty City, but the concept wasn’t fully fleshed out until readers expressed interest in the game that was described in the story. Andy spent much of last couple of decades creating games with the components described in his novel. Over the years, they have taken on many iterations: solid and hand-poured, folded cardboard, wooden, gigantic versions for convention play, and the stackable versions that most people are used to playing. They were sold in a standard boxed single game format (Zendo & IceTowers), as separate components with free online access to the rules (like Andy’s favorite pyramid game, Homeworlds), and as portable independent games (Pink Hijinks, IceDice, and Treehouse). The pyramids even appeared in a video game developed by Andy called IceBreaker. Pyramid Arcade takes many of these games and bundles them into one box! There are hundreds of games you could play with this set and rules for 22 from Andy, plus another ten from fans.

I worked with the Looneys for several years, and when I first started out with them I knew very little about the pyramid games. When I went to Toy Fair for the first time as a Looney Labs employee, I met Lincoln Damerst & Nikki Pontius (you can see both of them on  BoardGameGeek’s GameNight series) and they told me about the popularity of Zendo, a game designed by Kory Heath and a pyramid fan favorite - it's also on the 100 games list and I'm hoping to get to play with Kory one day :). Lincoln & Nikki also taught me how to play IceDice, a light press your luck game designed by Andy. I spent all of my down time at Toy Fair 2012 playing IceDice and I highly recommend you play this game. It’s portable, quick, and lots of fun. 

While these games were some of the early products sold by Looney Labs, they were eventually overshadowed by the success of Fluxx. Fans never stopped playing with the pyramids and the Looneys and I often talked about the need for one big deluxe bundle but we all knew how much work it would be (22 games at once instead of one is a tall order!) and there were so many other projects the team was busy with that hadn’t been tried before, like Loonacy and Just Desserts. There were also really exciting licensing projects - Batman, Adventure Time, Firefly, Ugly Doll, Mad Libs, oh my! Meanwhile we were also working on the new logo and visual update of the company brand, which meant touching every single game box, display, web page, sell sheet, business card, etc. UGH! Priorities! 

When the Looneys were ready to begin the project, I was wrapping up my time with them. They reached out to Eileen Tjan for the illustration, graphic design and some of the video work for Pyramid Arcade.  I found Eileen through some mutual friends a few years ago and highly recommend you check out her work. She designed the logo for this blog for me and she is also responsible for the update of the Looney Labs logo and packaging for the core edition of Fluxx. She was based in DC when we first started working together and now works from Chicago, having recently established Other Studio there. She did such a great job understanding the richness and depth of the history of Looney Labs and representing it visually, and I am really happy to see how well she captured the history of the pyramids and Looney Labs in this project.  

Decades of effort from Looney Labs and its friends went into the Pyramid Arcade, so I hope you join me in backing the project! It’s an amazing game bundle unlike anything else I’ve ever seen and I’m so excited to get my copy - it includes some never-seen-before favorites of mine like Color Wheel, Fiesta Caldera, and Petri Dish. Andy calls it his magnum opus and I think he's right. And if you ever get the chance, play Launchpad 23 with Kristin (it is worth it just to hear her rocket launch sound effects). 

Game 3: Fluxx

I love Fluxx but anyone who knows me knows that I am biased.  I worked for Looney Labs for the past 3 years, so until September Fluxx was a big part of my life because it’s a big part of the Looney Labs product line.  Fluxx was designed by my friend, Andy Looney, almost 20 years ago and now comes in many shapes & flavors in addition to his design: Star Fluxx for the sci-fi fans; Zombie & Cthulhu Fluxx for the people that gobble up anything with zombies or Lovecraft; Holiday Fluxx for determining if your family really loves each other; and more recently Batman and Adventure Time Fluxx!  I’m also fortunate enough to have played most of Andy’s unpublished Fluxx prototypes - Math Fluxx is way more fun that it might sound, especially if you geek out over numbers like I do.

The first time I played Fluxx was rather dizzying. Kristin, Looney Labs' CEO & Andy's wife, coached the table of new players but it took a few hands before the hilarious chaos really sunk in. The winning conditions of Fluxx are simple - usually to collect two keeper cards that match the goal card that is in play. What happens between the default “draw one, play one” rules that mark the beginning of the game and one player satisfying the goal card is anyone’s guess, or what I like to call controlled chaos.  You might talk like a pirate to draw an extra card on your turn, you might dig through the discard pile to find the action card that lets you steal another player’s keeper, or someone might play a hand limit that makes you discard everything but one card when you’re holding the keepers that would let you win on your very next turn.  

Some people say that there is no strategy to Fluxx, that it’s too random, that winning is dependent on the cards you draw, which vary wildly, as does the length of the game.  It’s true that the goal of the game is incredibly simple - it’s like playing Go Fish for matches, but that is exactly what I find appealing.  It’s very simple to teach to non-gamers and it's obvious what it takes to win but the combination of that simplicity and the fun of using the cards you have to prolong your turn keep and digging for what you need to win happens in a way that anyone can pick up and learn. You don’t need to understand anything about gaming, you just have to be able to read the cards to play, which makes it a great introduction to more complicated card games.  

I’m very grateful to Kristin & Andy for letting me work with them on Fluxx over the past few years. I’ve been able to be a part of working with many talented artists (Ian McGinty, Adam Levermore, Brooke AllenDerek Ring, Eileen Tjan), deciding which games go to print but the most fun I’ve had with Fluxx is seeing how many people LOVE it. People that play it during hospital stays, during camping events, waiting in line at conventions and with their loved ones at parties.  It really hit me one day what a phenomenon Fluxx had become when a little girl came to a local gaming event and brought a Fluxx deck she had designed - Dog Fluxx - complete with chocolate, squirrel & veterinarian creepers. She had been playing with her parents since she began to read. It’s such a fun platform for any theme and I feel super lucky to have been a part of it.  And I can’t wait to see the super shiny Firefly Fluxx come out early next year! 

BTW, if you're on Instagram and you haven't already followed Looney Labs, you shouldDebbie Lee takes the prettiest game pics for the crew at the Lab!

Game 1: Twixt

Twixt

With my first new game of this blog, I learned something... that I might play a lot of games in this series but I might also lose a lot of games. And with that, I bring you Twixt by Alex Randolph.  As soon as I decided to start the blog, Andy gave me one of his three copies of this 1962 game. Andy also taught me to play the game and it quickly became clear that I was going to need to study up a bit more before being competitive. Andy has designed some impressive abstract strategy games with the Looney Pyramids and grew up playing Twixt against his brother, who he tried to reassure me beat him just as easily as he won against me.

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The goal in Twixt is to build a connection from one side of the pegboard to the opposite side before your opponent. You build a connection by placing pegs and connecting them with the same color links. It took a bit just to get the hang of the distance that worked for linkable pegs.  I dug around on BGG and found Twixt Live and T1j and started playing online. I've played online quite a bit and at a couple of game days with friends. I like Twixt because once I understood it, it became incredibly fun to play against other friends who got it. 

One of the fun things about Twixt is that it's part of the 3M bookshelf series. It is also a 1979 Spiel des Jahres recommended game. The cover art and components for the game are really impressive compared to modern games in my opinion. Mike said in the panel that Twixt is better than Blokus, which is probably true.  Twixt is certainly deeper than Blokus and it was great to learn.  I'll keep playing Blokus with my friends that don't game very often but Twixt is very accessible, even if it's tricky enough that one wrong move can sink your strategy.

I'll consider this one crossed off the list, even if I still need to schedule a rematch with Andy. I'd love to hear if you've played Twixt - it's currently going for $155 on Amazon but I'm sure it's easy to find a used copy for less and the online option is great.