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A Games Party Without Party Games
A Games Party Without Party Games
So, you let people toy around. Maybe they can try a round or two of a
game, and then go to another. Or just stand around and kibitz. The
games look like fun. The people who are playing them look like they’re
having fun. And for some, just watching people play will be fun enough.
The rest can wait their turn.
Balanko (Balanko)
One player releases the rolling ball. The other player releases the
swinging ball, hoping that the swinging ball will hit the rolling ball
into a high scoring pit. The only other thing you might want to
know, suggested-rule-wise, is that the ball-roller, sitting on the
opposite side of the game, can try to catch the ball-swinger's, uh,
ball. Which is actually a good idea, given that if she doesn't catch
the swinging ball, and the rolling ball is still rolling, her opponent
can try to catch it and again take yet another swing.
Balanko is the kind of game that will be as much fun for kids as it
will be for adults and probably even more fun for kids and adults
together.
Rukshuk (Zabazoo)
Players each draw seven rocks from the rock bag, thereby
randomizing the scoring potential and challenge, since you really
can't tell what color rock you'll be getting until you actually get it.
Got it? A Rukshuk card and the sand timer are then turned over
to reveal the challenge for the round and to start the rocky
contest. Players can build and rebuild their rock construct,
attempting to place whatever higher scoring color rocks they
have in their indicated multiple-point positions, or not. Once all
the sand has fallen, all construction ceases, and the scores are
calculated accordingly.
The scoring is equally ingenious. You get two points for each
block you've knocked over, as long as it rests in the center square
of the building platform. You get one point for the blocks that
remain on the periphery. And no points for blocks that are
knocked completely and entirely off the platform all together.
Thus, you must temper your destructive impulse, else you will
knock the blocks too far from the high-scoring center of the
building platform. And, as builder, you get to be both
constructively artful and strategically cunning in devising
structures that are prone to wide dispersal upon impact.
Then there are the strategy games. Those that work best in a
games party have the same properties that make dexterity
games so attractive: they look like fun, they’re easy to learn and
understand, and they’re visually appealing.
Qwirkle (MindWare)
There are 108 thick, wooden tiles - thick enough to stand on end,
like dominoes. Each tile is imprinted with one of six shapes in one
of six colors. Players take turns, adding to an increasingly
complex grid of tiles, the rule being that to place a tile it must be
either of the same color or shape as the adjacent tiles. You can
place several tiles, as long as they are in one line.
Each player starts out with 6 tiles, and replenishes her hand after
each play. The game continues until all 108 tiles have been
played.
Your score for the turn depends on the number of tiles in the rows
or columns adjacent to the tiles you've just placed. So, if one of
your tiles brings the number of tiles in a row to, say, 4, and the
number of tiles in a column to, for example, 3, you'd score 7
points for that one tile. If your tile is the sixth in a row or column
of tiles of the same shape or color, you'd score twice as many
points (12). As more tiles are placed, there are more choices, so
the search for the high scoring play becomes more and more
complex. The challenge is both visual and logical, clear enough to
engage a school-age child, and complex enough to invite serious,
adult competition. Most importantly, though it is a competitive
game, the competition is gentle and inviting. You win more by
your ability to find the best possible placement for your pieces
than you do by trying to keep your opponent from scoring.
Each card has from one to three symbols of one of three different
shapes, of one of three different colors, either outlined, shaded or
solid. This outlined, shaded or solid bit makes for yet another
complication, so the SET makers, if I may so designate them
(actually, it's SET Enterprises) have thoughtfully packaged the
cards in two separate decks. The smaller deck contains just the
solid ("filled") symbols, and is, consequently, much easier to play
with.
SET Enterprises also offers a daily puzzle. It's a great way to get a
sense of the game, and a genuinely absorbing challenge in and of
itself.
Stack (Talicor)
Stack is a strategy game you play with dice. A lot of dice. 14 for
each player.
First, you decide on what color you want. Then, you spill all the
dice onto the table, and smoosh them around in noisy, and
gleeful anticipation. Then you take turns stacking dice (hence the
name of the game), one die at a time, on any die other than your
own. A stack can be up to four dice high. The die that is on top of
the stack determines who gets the points. The higher the number
on the top die, the higher the value of the stack.That's about all
you need to know in order to play the game. Except that you can,
if so moved, roll a die instead of stacking it. The rest is strategy.
The set comes with four different colors. Which means that you
can have up to four different players. You can get yet another set
with four more different colors. So, if you're a family of eight, you
can still play together. If you have the wherewithal to buy the
deluxe, one-inch-dice set, go for it. The big dice add heft and a
certain deliciously preparatory noisesomeness. Oh, yeah, there's
even a velvitish bag for storage and transport, which you will
probably do, often.