My Favorite Things
A growing list of my favorite games for all sorts of reasons and
occasions.
Tue Mar 18 19:56:55 UTC 2008
Top Ten Party Games:
- Balderdash/Beyond Balderdash
[amazon.com]
- Barbarossa
[amazon.com]
- Ostrakon
[amazon.com]
- Buzzword
[amazon.com]
- Attribute
[amazon.com]
- Wits and Wagers
[amazon.com]
- Boggle/Big Boggle/Boggle Deluxe
[amazon.com]
- Hart an der Grenze
[Shop]
- Wise and Otherwise
[amazon.com]
- Pictionary
[amazon.com]
Top ten games for two on a plane:
- Travel Ingenious
- Canal Grande
- Mystery Rummy: Jack the Ripper
- Mystery Rummy: Jekyll & Hyde
- Schotten-totten
or Battle Line if you prefer
- Liar's Dice
- Travel Blokus
- Lost Cities
the board is really not necessary; scrunch up the piles
- Cribbage
scoring track optional
- En Garde
Top ten games for three on a plane:
- Tightrope
or Relationship Tightrope if you prefer
- Travel Settlers of Catan
- Schnäppchen Jagd
- The Bottle Imp
- Travel Ingenious
- Can't Stop
also works for two
- Guillotine
Make the 12 x 1 list into a 4 x 3 rectangle. The top part of each
card is pretty much flavor, so you can save space there. All you
really need are the points, special instructions and the color, all
of which are on the bottom. The one exception is Marie Antoinette
(who moves to the front of the line with "Let them eat cake" card,
but players should be able to remember that she's in the
line).
- Shit!
This leads to a second game: watch the flight attendant's
reaction when he/she finds out the name of the game!
- Liar's Dice
- Travel Blokus
- Cribbage
Thanks for the suggestions of Shay Gal-on, Philip Apps, Gordon Hua and
Andrew Martin. Bon voyage!
Top ten trick-taking games:
- Mü
Where we are: in a fantastic world of lovely panthers,
unicorns, hedgehogs and such.
What makes it good:
This list is in no particular order, but if it were this one has a good
claim to being on top just because it's so ambitious. Not only did
Doris&Frank
invent a fascinatingly new type of deck – including
the new idea of printing points on various types of cards – they
hitched it to an all new and decidedly machiavellian bidding system
which never grows old. Probably the only real drawback are the players
themselves who too often fail to keep chiefs honest by not bidding
them up enough. Probably the most challenging choice for five.
- Sticheln
Where we are: in a humid land where one is likely to be stuck
What makes it good:
This one should come with a sub-title: the "anti-trump game", or maybe
the "all-trump game", as everything but the led suit is a
trump. It could also be called "pure evil" or "royal disaster" as
either can transpire at a moment's notice. There's no predicting what
opponents will do here. Just when you think you've made an ace play,
they come out and stick you with the worst possible card. But by the same
token, just when you think you're totally exposed, they may spare you
in favor of their own selfish goals. The game can be as much about
knowing the players as knowing the cards, a rare quality in this type
of game. This is the only one that can comfortably handle four to
eight (!) players
- The Bottle Imp
Where we are: in a Hawaiian fantasy of Robert Louis Stevenson
What makes it good:
The first of four very good games for exactly three players, it is also
playable by four. Here the ever-changing definition of what is trump along
with the additional task of not taking the last trump really provides a
unique challenge. The fact that all this fits perfectly with the Stevenson
story is a wonderful icing on the cake.
- Schnäppchen Jagd
Where we are: at the thrift shop and garage sale
What makes it good:
The second good game for three that also works for four is all about
changing trends and goals. Ostensibly one is collecting items of only one
type,b ut to get these items it's necessary to take on other ones, so that
at a certain point one is in the business of collecting several other ranks
as well. Which ones should be pursued and which avoided? It's a situation
of having to make hard and fast rules in a fluid situation. Simjilar is the
meta-game of general acquisitiveness. Are the opponents trying to collect a
lot or trying to keep their collections pure? Once detected, it's probably
wise to do the opposite, at which point they may switch and you'll have to
evaluate whether it's too late to swtich again. As it's another great thematic
match as well, the only problem is that at this moment this one remains
mysteriously out of print.
[To be continued]
Thanks to Jonathan Franklin for the inspiration and suggestions for this
list, even if I may not have followed all of the latter.
Top ten games to try on the lovely person you've just started dating:
- Kupferkessel Co.
Where we are: in alchemy school, learning to mix ingredients in our
copper pots
What makes it good: This is very simple, yet amazingly
still an interesting
challenge for the seasoned player. A common cry heard from those new to games
is "Ooh, games are too complicated." Well, with this one you can point
out that it is meant to be played by ages as low as 6. The colors and
weird images are quite a visual treat as well. Says something about the
quality of German production too – even the insert is illustrated.
»review
- Lost Cities
Where we are: exploring the world of the early 20th
century
What makes it good: The dilemma of which card to play gives just
the right degree of challenge. Extra large illustrated cards convey the
theme nicely and it's certainly possible for either side to win, regardless
of experience level. Only the scoring can be a little hard to explain.
»review
- Can't Stop
Where we are: climbing the Himalaya or just topping the chart
What makes it good: While the first two are not boring, they don't
quite offer the same level of sheer excitement that this dice game can
provide. Pressing your luck is a phenomenon with which most can identify.
»review
- Café International
Where we are: at a swanky, cosmopolitan restaurant
What makes it good: But if the last is too exciting, this is
more on the funny side with colorful characters. Players have a job that
isn't alchemy or exploring or mountain climbing, but here are in a
comfortable environment with which most can identify. There are tactical
moments, but for the most part they are not too demanding.
»review
- Rat Hot
Where we are: staying with the food theme, in the store house
of two spice dealers
What makes it good: This is a stacking game which isn't overly
demanding, but which offers considerable scope for ingenuity. Many people
have played Dominoes at some point in their life and while this one
-- featuring stacking – is rather different, it has enough of the flavor
to be easily grasped. The threat of too many rats appearing offers a fun
degree of pressure.
»review
- Carcassonne
Where we are: building towns in medieval France
What makes it good: Besides the fact that the tiles and
pawns are very nice in look and construction, the players join together
in building something which is a nice metaphor. The facts that the player
has only one tile to play at a time and that it is public and that players
tend to work on their own projects makes it easy for a player to give
objective advice if necessary.
»review
- Expedition
Where we are: leading scientific expeditions around the world
What makes it good: Sometimes it's fun to go back to the
childhood idea of a large, colorful board and this is just the ticket.
It shows that even a larger-sized game can be simple and yet fun without
being long or complicated.
»review
- Rosenkönig
Where we are: the English Wars of the Roses
What makes it good: At a certain point it's fun to try some
games with a bit more direct confrontation. There's no real war here,
of course, but players more directly manipulate the game to disrupt
one another here. But it's limited by one's cards so it's not too
combative.
»review
- Schotten-Totten
Where we are: in the Scottish highlands after a storm
What makes it good: This is another direct confrontation
and it builds on Poker, which most have played. It has more
strategy than most of those on the list. The possible sudden death ending
gives an extra level of excitement.
»review
- Tally Ho!
Where we are: into the woods
What makes it good: It's often not a fair game, but the
puzzles along the way and the ongoing puzzle of the entire game can be
fascinating. The asymmetry adds an extra dimension of interest and there's
a very palpable feeling of danger once those bears start in motion.
It's easy for either side to win here as well.
»review
Which games do you like in this regard? If you have any suggestions,
let me know and I'll add them here.
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