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Home > Columns > Unplugged > #67: Three Flavors of Family Fun

Unplugged #67: Three Flavors of Family Fun
by Dr. Matt Carlson
June 11, 2007
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If you like dexterity games, puzzle games, or pattern matching; I have a game for you.


While some gamers only enjoy long, drawn-out, thought provoking strategy games, others welcome any and all pastimes to their gaming table. Here is a happy trio of boardgames that are great gaming family gaming fare. Each requires little in the way of long-term planning or strategy, but they all are great fun and can be easily adjusted to fit any gamer's abilities.





Chopstick Dexterity MegaChallenge 3000 by
Pair-of-Dice Games
For 2-3 players, about 10 minutes long.

Just the name shouts out "this game is about having fun". It is a dexterity game where players use a set of chopsticks to carefully pluck wooden pieces out of a central plastic bowl and deposit them in their own dish. One player flips over a wooden token to reveal a colored shape. Players then vie to remove all the wooden pieces from the bowl that match either the shape or color displayed on the wooden token. For instance, if a green star is revealed, players race to pick up all the stars and the green pieces in the central bowl and transfer them back to their own scoring dish. Once all the eligible pieces have been removed, players score points for each correct piece in their scoring dish. If you manage to grab the piece that is both green and in the shape of a star, you break any ties in the score. The high scorer receives the green star token and all the pieces are returned to the bowl. A new token is flipped over and play continues.

This impersonal description of the game does not do it justice. The sheer chaos that erupts as two or three people use chopsticks to fight over little wooden shapes in a plastic bowl is hilarious to behold. To prevent utter chaos, there are a few small rules to obey. Players can interfere with each other, but only within the confines of the central bowl. Once a piece has been removed from that area, players can't continue to joust with their chopsticks. Secondly, any piece that drops outside of the bowl is no longer eligible. Thus, aim true to place your hard-won pieces in your scoring bowl. If you miss and drop your piece outside of your scoring bowl it doesn't count for your score and you can't go back to pick it up.

Whether your goal is to teach your family how to use chopsticks correctly so you can impress the neighbors when you dine at the local Asian restaurant or you just want a hilarious addition to a family evening's entertainment, you can't go wrong with Chopstick Dexterity MegaChallenge 3000.







Ricochet Robots by
Rio Grande Games
For 2-20 players, about 45 minutes long

While not a new game (it's been around for nearly a decade) I have only recently had a chance to play the game Ricochet Robots. In the short time I've owned the title; it is the most requested game I've seen in a long time. My wife and the wife of a gaming friend have been consumed by this game and want to play it at any opportunity. As they are both academic types, I suspect the game's spatial reasoning component to be a part of the attraction.

To play, four double-sided boards are shuffled and placed together to form a large 2x2 square. Each board is covered by a grid interspersed with walls, colored symbols, and colored obstacles placed at a 45 degree angle to the grid. Four colored robots are then randomly distributed on the board and a colored token is revealed. The token matches one of the many colored symbols on the board. Players race to find the shortest path for the correct robot to take to reach the matching colored symbol. For example, if a yellow moon is revealed, everyone attempts to find a path for the yellow robot to move so that it arrives safely on the yellow moon symbol on the gameboard.

This would be simple, but the robots may only move in straight lines, turning only when they run into a wall. The only exceptions are the colored obstacles. If a robot bumps into an obstacle it bounces off at the appropriate angle (as if it were a beam of light or a bouncing ball) and then continues on its way. However, robots do not bump into obstacles that match their own color ヨ for example, green robots go right through green obstacles. To make things even more fun, robots stop when they bump into each other, and ANY robot can be moved in a planned path. Thus, the shortest route may involved first moving several other robots before you get around to moving the correct colored robot to its final destination.

When a symbol is revealed, players mentally try to plot out a path for the robot(s) to move. The first player to find a path calls out a bid, according to how many robot moves their path requires, and then flips a 1 minute timer. All players, including the original bidder, then have 1 more minute to find other solutions. Any bid is valid, including bids that have already been declared, but a bidder can only change their own previous bid by bidding even lower. Once the final minute is up, the lowest bid displays their path. If it is a correct path, they get to keep the token that was revealed at the start of the round. Note, ties for lowest bid are given first to players who have the fewest number of tokens that they've previously won, and secondly by the player who calls the bid first. Thus, the game helps players who are behind. They are essentially given a full extra minute to try to match or lower the first bid. While this can be rather nasty for the leader ヨ making it more difficult to win a token, it is a nice feature that keeps slightly slower players in the game.

Focused more on planning and racing to a solution, Ricochet Robots isn't as hilarious and rollicking as the other two games mentioned in this column. However, anyone who was gripped by the elegant geometry of Teteris or spatial relationships of Bejeweled should check out this game. It is nothing more than a competitive puzzle, but in the right crowd it can grip a player's imagination and provide a "just one more game" feeling that is the mark of a great game.






Wicked Witches Way by
Asmodee Games
For 2-6 players, about 30 minutes long.

I had low expectations when I first tried out this game that consisted of nothing more than nine colored dice, a small game board, a few cards, and a funny book-like game box. However, in a day of playing more serious boardgames, I had more fun in 30 minutes of playing Wicked Witches Way than I did playing several longer, deeper strategy games. As it depends on a bit of luck and some good visual perception skills, humor arises whenever a player makes a mistake and pays dearly for their oversight.

The premise of the game revolves around witches flying in a broomstick race. Players take the roll of a witch and score points by arriving at the finish line while also collecting "stunt" cards which represent extra points due to fancy flying tricks performed during the race. Moving one's witch happens through rolling the dice and remembering the symbols rolled. This is the heart of the game. To start, one player rolls all nine dice which land with various orange and black symbols face up. Players then quickly scan the symbols in an effort to remember as many as possible. Once a player feels they've seen enough, they flip the game box (in the shape of a book) shut, covering up the dice. All players must then use their spell cards to reproduce either all the black symbols or all the orange symbols showing on the dice. However, any symbol that appears in both orange and black is excluded. Thus, if there is a black web, an orange cloud, and an orange web symbol, I would only want to play my cloud spell card. (The orange and black web symbols on the dice cancel each other out.) Once all the players have played their cards, the dice are revealed and players score points. For each correct symbol (either orange or black) listed on their cards, that player's witch gets to move forward one space. Thus listing three correct orange symbols moves your witch three spaces. Note that placing any card that has both an orange and a black symbol showing, or placing a card with a symbol that isn't showing anywhere will earn you no movement at all. In fact, if the player who closes the "book" makes a mistake they are forced to move backwards two spaces.

The game would be amusing, but not great if that were the extent. However, players that successfully recall and play cards that represent ALL the eligible orange symbols showing or ALL the eligible black symbols showing earn a special bonus. If you match all the orange symbols you move a bonus two spaces forward on the track. Matching all the black symbols correctly earns a player one special power card for each black symbol matched. These cards give players extra powers like the ability to adjust their cards after the dice are revealed, the ability to look at the dice for an extra 10 seconds after everyone else has played their cards, and a significant fraction of the cards are simply extra point cards which represent the tricks and stunts one's witch performs as they fly through the race. The current race leader is always handicapped with a curse token ヨ which prevents them from earning any of the all-orange or all-black symbol bonuses. This helps to prevent a runaway game by one person getting far out in front and actually encourages a strategy of remaining in second place as long as possible during the game before breaking out for a win. When a player crosses the finish line, the race ends and all players score points according to their location on the track. Points from special cards are then added to the player's score and the high score wins. In our first game, the winner was the only player who didn't complete the race! He had saved up a significant number of extra bonus point cards and nearly completed the race. The two factors together combined for a win.

Wicked Witches Way is a fast playing game that has simple rules but enough challenge to provide many hours of entertainment for anyone willing to take on its pattern-matching style of gameplay. The bonus cards add a fun bit of extra flair to the game, providing players with a few moments of strategy as they determine how they can best be used. Most of the fun in the game comes about as players get a bit too cocky and start closing the game "book" early thinking they've memorized the best set of symbols but have somehow overlooked that one die in the corner which will cause them to move back a few spaces.




Kid Factor:
Of the three games, Ricochet Robot has the oldest age requirement, requiring a bit of spatial reasoning to pull off. However, any child that is good at drawing plans, sketching designs, or even building complex Lego systems has a leg up on planning out robot paths. If the paths remain moderately short, the game is attainable by older grade school children and most middle school kids should fare OK. Meanwhile, the chopstick game is great for any age that can manage to hold on to the sticks and Wicked Witches Way should be suitable for ages 8+. Of the three, only Wicked Witches Way has a slight suitability issue. Aside from the theme of witches, each player is assigned a particular set of color-coded cards. The red player's witch is a rather saucy looking young witch dressed in a red dress with stockings and garter belts. Not too suggestive, but could be a minor concern for some. All three games are fairly flexible and have ways to handicap older players or help younger players along. The simplest solution for all three would probably be to give more time to younger players, starting them off with a bit of extra time before older players jump into the fray. With some practice, even younger players will probably provide older "more experienced" gamers a good run for their money...




For those new to GamerDad Unplugged, be aware that often the boardgames mentioned are not available in your typical local mega-mart or chain toy store. Thankfully, most game specialty stores (stores that primarily sell games) will either stock or know how to obtain them.



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