Game 5: Can't Stop

If you haven't played this classic, correct that immediately! Can't Stop is a very accessible press your luck game by Sid Sackson, and it's super fun. My vintage copy came from eBay but Can't Stop is now back in print by Eagle-Gryphon Games and in local game stores AND there's a phone app available that is great for pass and play. On each turn, you roll the four dice and divide them into two combinations of two dice each. You move a white placeholder pawn up a space for those combinations in up to three of the numbered columns from two to twelve. After your three placeholders are each allocated to a column, you can choose to continue to roll but if you can't make a combination from subsequent rolls that allows you to advance at least one placeholder pawn per roll, you've busted. Busting is not good. You lose your progress for your turn. I do this a lot. If you have more self-control than I do, you'll stop rolling before you bust and you'll get to put a marker of your color in the columns you advanced in. The first person to advance three markers of their color to the top of the columns (laid out like a bell curve on an octagonal stop sign-shaped board) wins the game.

I played Can't Stop for the first time at a game night hosted by the Looneys a couple of years ago. I did pretty well (but I didn't win - Gina is the champion of Can't Stop at the Looney game night). Even so, I was hooked pretty quickly. I hadn't played in awhile but came back to the game when I visited the Steve Jackson Games office a couple of months ago. I played with Phil Reed, his wife, Gina, and Rhea, the SJ Games Marketing Director - it was a particularly funny game because neither Phil nor I seemed to be able to get on the board at all. It felt like Rhea & Gina made enough progress that each time I rolled I had to do so much catching up to get even with them that I literally couldn't stop rolling the dice. Which inevitably resulted in busting and not getting on the board again. I learned nothing from the tortoise and the hare. And this tension is why this game is so good.

Sid Sackson is awesome. Every time I post about Can't Stop, game designers friends say things like, "Sid Sackson is the man." Eagle-Gryphon ran a Kickstarter a few years ago to republish a signature series of some of his games. He won the Spiel des Jahres in 1981 for Focus and he was nominated for Can't Stop in 1982. He's also the designer of many beloved games like Acquire. And from the very little I know, he's contributed so much more to game design and the game industry. 

When Phil and I played, he mentioned Sid Sackson's book, Gamut of Games, had a piece on Solitaire Dice I should read. If you're interested it is available as a free download for Kindle (for Prime members). Solitaire Dice is the beginning of Sid working out Can't Stop. All you need is five dice and paper and pencil to play. You're attempting to balance allocating your combinations of two dice among the fewest number of columns and balancing your fifth "reject" die allocation among three different numbers over the course of the game. Once you've rejected one of your three chosen reject numbers eight times (tracked by tally on paper), the game is over. You lose points for any combinations between two and twelve you've hit fewer than five times. If you've hit a combo five times, it zeroes out, and anything above a tally of five scores inversely to the likelihood of rolling it (70 points for each eleven combo more than five but only twenty points for each seven combo over five tallies since it's more likely to be hit). Sackson offers advice on how to play the game multiplayer with everyone working off the same rolls of five dice but hiding their allocations from each other. It's amazing to see the difference in elegance between Can't Stop and Solitaire Dice. It's a great insight into game development. I always thought the stop sign design of Can't Stop was ugly and wasn't a big fan of the aesthetic of the game but I really appreciate how functional it is. And you really can't argue with a game that has stayed alive in some fashion since 1980 - 36 years now. A+, will play again :), #DontStopTilYouGetEnough

 

 

Heading to GAMA

Hello internet gaming friends!  It's been way too long since I last posted so I've made a little catch up ditty to share on my way to the GAMA Trade Show before I get back to posting games from the list.  I've only been home for 4 weeks in the last 3 months because there have been a lot of changes afoot including some fun plans for 2016 so I've listed and linked it all up to make it easy to share:

  • Deciding to move west from DC to Portland! I will be doing a cross country drive in the beginning of June before Origins with my brother!!!  I'm hoping to stop at game stores along the way so please send suggestions if you think of them!
  • Attending BGGCon for the first time last November. Which. was. so. fun. I played so many prototypes, dexterity games, games from the list of 100 games, and games I'd not tried yet that had been recently published. I'm very excited to return this Fall! Crokinole 4ever!
  • Planning my trade show and convention schedule for 2016. Right now it looks like I have 20 trade shows and conventions planned for 2016. How you doing, frequent flier miles? The best part is that a few are just for fun, like DiceTower, BGGCon & GrandCon.
  • Learning to play CCGs, starting with some secret prototype stuff, then some vintage Magic decks, and now HEARTHSTONE! My Magic post draft is really weird already, because as I learned to play, I kept thinking of each mechanic in terms of Fluxx mechanics - I know this is kind of backwards but unlike a lot of gamers, I have no history with Magic and a LOT of history with Fluxx.
  • Thinking about the women in gaming panel that I'll be part of at GAMA on Monday at 7 pm. If you'll be in Vegas for the show, please show up and participate!
  • Playing the new Patchwork app - which came out just in time to replace Monument Valley, my last app obsession. I also noticed that Monument Valley and Threes each have some really cute merch for sale - I want a wooden totem so bad!
  • Trying to step up my Instagram game - it's not as popular for games as Twitter but I really love it. Let me know if you're posting there!
  • Enjoying all the attention escape rooms are getting. I did a REALLY difficult one in January at Escape Room SF that our team couldn't solve but it had great puzzles.  There are a lot of boxed escape room games coming out too - I'm excited to play this one from Think Fun in the next couple of weeks. 
  • Waiting to play Pandemic Legacy and it's killing me - but I need to be in the same city for a bit so I'm still holding off and hoping it happens this month after GAMA.  And I need to grab a copy of Tokaido Deluxe if I can still find one. Collecting games is hard when you are planning a move!
  • Planning a really fun party game about one of my favorite TV shows with some of my favorite people in the industry - a nice surprise that came out of Toy Fair in February.  Another highlight of the show was seeing the reactions to the Munchkin Guest Artist Editions that I showed off with Steve Jackson Games. I also fell in love with a new company from Switzerland called Helvetiq that has really beautiful packaging and elegant, light games and puzzles.
  • Visiting some really great places in New York after Toy Fair - from spying some of my favorite street artists' works to Brooklyn Game Lab (game design for kids), NYU Game Center (game design for grown ups), and Twenty Sided Store (a shop in Williamsburg with nice owners, and lots of RPGs). 
  • Loving this post recognizing games that represent women well by Candice Huber.
  • Playing Bunco with my friend Katie's group that has met monthly for 30 years. They were very kind to include me in their tradition this month and I'm hoping to get to go back before I move. Those ladies know how to party!
  • Realizing how many restaurants and art exhibits I have to visit before I leave DC in a couple of months!

Thanks for reading my list of -ings! My post about Can't Stop is next in the queue!

Game 4: Threes

Have you played Threes? It’s AMAZING. I heard about it last year, downloaded the app and have played this game an embarrassing number of times since then. 708 times to be exact, most of the time on airplanes… I’m not just wasting away hours of every workday gaming, I promise! Somehow it doesn’t leave me feeling as guilty as playing Candy Crush always did. Threes is an elegant puzzle that was originally released on iOs and won the 2014 Apple "Game of the Year” award. The game is designed by Asher Vollmer, illustrated by Greg Wohlwend and scored by Jimmy Hinson.

Playing Threes is as simple as it gets as you can see by the amazing demo below: you combine the 1 and 2 blocks on a four by four grid to create 3s. 3s and 3s are combined to create 6s and so on. The trick is to make the combinations with as few moves as possible because a block fills the grid with each combo you create. The goal is to create combos until really high number blocks are made. The game ends when there is no room left on the grid for new blocks to be added. I have seen some ridiculously high combos-- so far mine is 768 for a total score on that game of 21,609. I’m still working toward a 1536 block and I think I’ll throw a little party when I get there. Well, I’ll probably be on an airplane so it may not be much of a party but I’ll be pretty excited. 

If you haven’t played Threes for yourself, I highly recommend you download it and get yourself addicted. It’s now available for free on iOs. It’s also on Amazon, Google Play, Windows Phone, Xbox and there is a web interface. I think it’s worth noting that if you haven’t played or heard of Threes, you may have played 2048 and if so, I’d recommend this article from Wired that explains why you should delete 2048 and download Threes.

Asher was kind enough to reply to my email asking what else he is up to and he pointed me toward Royals, which I had a lot of fun with. You should also check out Puzzlejuice. I’d also recommend heading over to his website where he announces any updates or new projects and links to so many talented people you can get lost for hours exploring their projects and dreaming up what they might do if they made projects for the tabletop industry. HINT HINT to you publishers out there.  

Now for a little self promotion: please head over and like my Facebook page.  To help it get going, my friend Travis who runs the very awesome Millenium Games in Rochester has offered to send out a copy of Smash Up! Munchkin to the 100th person to like the page. Steve Jackson Games recently announced that I'm working as their U.S. Sales Manager (YAY!) and Smash Up was one of my first posts for the blog, so it's a fitting gift. Thanks for reading! :)

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 2: Smash Up

smashup

I played Smash Up for the first time a year or two ago and I really wanted to play at that time because it was everywhere - demo'ed at cons, in my favorite local game stores, at the Looney game night. It even seemed popular at trade shows and buyer meetings... which doesn't happen for every game.  A lot of games are perfect for certain niches but when you start seeing people whose careers and hobbies are built around games playing something new over and over again, you get the sense that it must be good.

But... I didn't get it. And yet, it's on this list and I know people that LOVE it.  So I set about furiously playing this past month to figure out what went wrong with those first demos.  And I'm here to report that I get it (and kinda love it) now!  I don't remember what I didn't like last year but my first demo this year felt familiar. 

About a month and a half ago, I was on a business trip in Atlanta with a bunch of other game publishers.  I played with about five or so guys, some of whom had never played before, others who clearly were fans of Smash Up.  We had the Pretty, Pretty expansion mixed in but because there were so many people playing a lot of playtime or turns to ask questions about how to use my minions and actions because pretty quickly someone had won. You're given these two types of cards and the minions have a power value.  A collection of minions (and some actions) on a base will eventually have enough power to smash the base.  When your minions contribute to the smashing of a base, you get victory points. The game has many different mini-decks and you get to choose two of these mini-decks to "shufflebuild" together the deck you play with.  This is where it gets fun, but back to that game in Atlanta...

I've never played Magic or any other CCGs and only played a few deckbuilders and I'm only guessing, but I think the guys who jumped into Smash Up so quickly are more familiar with those. The reason I say this is because I took Smash Up on a camping trip with some friends over Memorial Day weekend. Everyone there who played Magic loved it and caught on right away. I had Ninjas, which allow you to play out of turn but I kept hesitating to use them because it hadn't yet completely clicked for me that you must play to your decks' powers.

leosmashup

And this is what's so cool about Smash Up - each mini-deck has a set of special powers and when you take advantage of them, you realize it's super clever, funny and it's fun to get into character.  But it's also limited to 2 sets so the complications of collecting and building aren't there. I really started to enjoy the game when I played again with my friend, Leo, and we dipped into the Pretty, Pretty expansion.  The princesses are all really high powered minions, the kittens come back to life, the ponies work together to give you bonuses and the fairies let you mess with other actions and minions.  There's a great review (and photos) of the Pretty, Pretty Smash Up expansion on GeekDad. I love that AEG made this - it always makes me happy when these cool mechanics aren't lost to guts and gore. Smash Up does a great job of bringing in light art and fun mechanics for each type of faction it includes - there is a good balance of male and female minions and I think the art is inclusive, which I really appreciate.

andysmashup

So after playing about 30 times in the last month or so, I think it's fair to cross this one off the list. And it's definitely staying on my shelf.  Just narrating the game is fun - my favorite quote so far comes from Andy, who boasted last time we played, "I'm sending Queen Fluffy to Ponyland." Even Magic Ponies couldn't save him against the wrath of the Princess Kittens, though!

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.

Photo May 12, 10 57 42 PM.jpg

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.

PAX East

I went to PAX East for the first time this year and it was great. I am largely unaware of the video game business but PAX focuses on video games. My dad had an Atari, I had a Nintendo, I played Wii when it first came out and I played with a Kinect on a friend's Xbox years ago - but really I haven't used a controller (other than to navigate to Netflix) since the Nintendo. So running around PAX East playing video games was eye-opening. But this was also the first time that I had real life, non-work friends at a convention with me. Normally I am working, demo-ing games, having meetings - and I did all of that last month - but I was also able to meet up with my cousin to play video games and my friend, Matt, to go to panels. And the focus on video games made the tabletop area intimate. I played games from a bunch of other companies. It was just fun. 

I went through the program book and circled all of the panels that I was interested in and showed them to Kristin & Andy (the Looneys of Looney Labs), to see if they wanted to attend anything.  Andy saw Mike Selinker's panel, The 100 Games You Absolutely, Positively Must Know How to Play, and told me he thought he might have a game on the list so we went.  It was exciting to hear everyone boo or cheer in reaction to each game revealed on the list... but I had only played 33 of the 100 games. And hearing Mike describe each of them felt like the list was a syllabus to an education in gaming. He explained that he hadn't tried to list the 100 best games or the 100 most fun games but rather the 100 games you really must play.

So I've decided to play through the list - as a way to play more, to learn about video games and to try more tabletop games. It's going to take years to get through the list but I'm excited to learn so many new games. I'll post my progress here along with some photos and Mike's pitch for the inclusion of the game. I'd love to hear what you think if you play along!