Building Better Bonds with Board Games

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[Image courtesy of Toy-TMA.com.]

Earlier this year, we discussed a study indicating that playing board games was good for your relationship. The results of the study revealed that the act of playing board games actually coincided with the creation of new chemical bonds of affection for the person with whom you’re playing the game.

Well, as it turns out, it’s not just romantic relationships that benefit from the board game experience, as another article suggests that social relationships also benefit from communal play like board games.

From the article on QZ.com:

Board games, along with role playing and table games like Magic: The Gathering and Dungeons and Dragons, allow players to enter into a controlled state of conflict. The process of engaging in that conflict is fun even when you lose, and the outcome is likely to be different the next time around.

A good board game builds in enough chance so that any reasonably skilled player can win. Even in chess, famously associated with warfare and military strategy, the emphasis is not on who ultimately wins, but on the ingenuity that players display in the process.

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[Image courtesy of Den of Geek.]

It’s a simple combination, really. Board games offer not only an achievable goal — something that can feel rare in our ever-complicated world — but a sense of fairness to the proceedings that might feel equally rare. Everyone is operating on the same footing, everyone is capable of the same actions, and (ignoring previous experience with the game) everyone has a fair chance of succeeding.

Heck, in most games, taking turns is built into the game. Board games are orderly affairs. Even the chaotic ones operate under a standard set of rules that are reassuring and clear. Life is rarely so simple.

In addition, there is the comfort-building social aspect of getting together to play games. Conventions like Gen Con and holidays like International Tabletop Day are designed around the joys of shared play, and more and more, you see game stores, hobby shops, libraries, board game cafes, and other locations offering game night activities and bringing people together.

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[Image courtesy of Review Geek.]

I wonder if there are any games that are commonly regarded as strong relationship builders. I’m sure cooperative games would rank higher than most, but then again, sometimes the spirit of competition can also bring people together.

Fellow puzzlers and PuzzleNationers, is there a particular board game that you prefer for family or friendly game nights? What about games you enjoy playing with your significant other? Let us know in the comments section below! We’d love to hear from you.


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Solo Solving and Single-Player Board Game Fun!

Have you ever been in the mood to play a board game or do some non-paper-and-pencil puzzling, but you don’t have anyone around to play with?

Well, there’s no reason to fret, fellow puzzlers, as there are plenty of options out there for solo gamers and puzzlers.

Today, we’d like to suggest a few options for a terrific single-player solving experience!


The Abandons

I’ll start us off with one of our most recently reviewed games. The Abandons is a one-player maze game where you’re exploring a labyrinth that’s different every time you play. You’re at the mercy of the draw pile for the most part, but the more you play, the better you get at managing your meager resources and exploring the seemingly endless corridors. Can you find your way out?

[If you’re looking for a similar gaming experience, you can also try One Deck Dungeon or Brad Hough’s The Maze.]

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Puzzometry

For a more traditional solving experience, Puzzometry presents classic puzzle-solving with a modern twist. This next-level jigsaw-style solving will push your Tetris skills as you twist, turn, and maneuver the pieces into seemingly endless combinations, trying to find the one solution that completes the grid.

There are several different Puzzometry puzzles — the standard one, an easier junior one, and a squares-based one — but each offers its own challenges.

Knot Dice

Can you twist, turn, and spin these dice to complete beautiful, elaborate patterns inspired by Celtic knots? That’s the name of the game with Knot Dice, a dice game as challenging as it is gorgeous.

This is one of those games I find tremendously relaxing as I trace the various patterns and try to form different designs.

Chroma Cube

Deduction puzzles have never been so colorful! Each challenge card offers a different layout of set cubes, along with clues to unravel in order to place all twelve cubes. The clues grow trickier with every card, ensuring that you’ll constantly find new challenges as you solve.

Thinking Putty Puzzle

Our friends at ThinkFun are masters at putting together single-player puzzle-game experiences, and Thinking Putty Puzzle is just one example. It sounds simple at first: connect two colored dots with a length of stretchable putty. But when you have multiple colors on the board and you can’t overlap your paths, suddenly it’s a much more challenging deductive endeavor.

Lightbox

A puzzle box unlike anything you’ve ever seen, Lightbox creates different patterns of shadow and light as you shift and arrange the various plastic plates that make up the box. As you twist and reset them, different electrical connections are made, and different plates light up.

This is another puzzle game that I find quite soothing, even if I can be frustrated by the seemingly endless combinations available.

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Pandemic

Although co-op games are designed to bring together several players as they work to defeat the game itself, many co-op games also offer satisfying single-player campaigns. Pandemic allows you the chance to singlehandedly save the world from four deadly outbreaks, if you’re quick and clever enough!

[Forbidden Island, Castle Panic!, and other co-op games are also worth your time if you enjoy this kind of gameplay.]

Do you have any suggestions for good single-player puzzles and games, fellow puzzlers? Let us know in the comments section below! We’d love to hear from you!


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PuzzleNation Product Review: Shadows in the Forest

[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that. And this concludes the disclaimer.]

Strategy games come in all shapes and sizes, so if you want to stand out these days, you have to bring something special or unique to the table. And with Halloween fast approaching, a strategy game with some spooky mechanics would really hit the spot.

ThinkFun’s latest strategy game, Shadows in the Forest, fits the bill nicely, delivering one bright idea with a twist: it’s played in the dark.

Designed for 2-7 players, ages 8 and up, Shadows in the Forest is essentially an elaborate round of Hide and Seek.

One player is the Seeker, a lantern-wielding explorer who is wandering the woods searching for Shadowlings, peculiar creatures that lurk in the shadows and are vulnerable to light. The other players are the Shadowlings, working together to stay out of the light and thwart the Seeker.

So how do you play?

First, you set up the board, assembling and placing the physical obstacles — trees, stumps, rocks, etc. — that will create shadows for the Shadowlings to hide in.

Then, place the lantern on one of the red stones in the pathway on the board. Turn on the lantern and shut off the lights. (You’ll want it as dark as possible to really immerse everyone in the game and make the most of both the lantern and the glow-in-the-dark die that comes with the game.)

Now the Seeker has to shut their eyes as the other players place the Shadowlings in the shadows created by the lantern.

Once the Seeker opens their eyes, the game begins.

The Seeker uses the die to determine how many spaces the lantern moves. Any Shadowlings revealed by the lantern during the Seeker’s turn are frozen in place, and the Seeker takes their masks. Those unmasked Shadowlings are unable to move until they are unfrozen by other Shadowlings.

Once the Seeker’s turn is done, the Seeker closes their eyes, and the Shadowlings move. Unlike the Seeker (whose lantern has to stick to the path), the Shadowlings can be moved anywhere on the board. They don’t need to stick to the path or adhere to a die roll to determine how far they can travel.

The only rule for them? They cannot move anywhere the light touches. They must stick to the shadows. (There’s no jumping, climbing, or otherwise bypassing the light. The Shadowling’s movement can curve or turn, but must be an unbroken line along the board.)

[This Shadowling is caught in the light, and therefore frozen.]

The goal of the Seeker is to freeze all of the Shadowlings and take their masks. The goal of the Shadowlings (who play as a team) is to gather every Shadowling on the board in the same shadowy place.

It’s an intriguing hook for a game, but unfortunately, the instruction manual is vague and not terribly intuitive. It does a poor job of explaining both how the Shadowlings move and how they unfreeze Shadowlings touched by the light.

In each of our test games, we had to resort to house rules and clarifications in order to play the game. For instance, even while hiding, we decided the Shadowlings should face outward (away from the obstacle), so their masks would shine brighter if the light revealed them. Additionally, we made Shadowling players trace their intended path along the board with their finger first, in order to reveal if they touched the light of the lantern at any point.

As for the freezing/unfreezing rules, we decided that any Shadowling that lost its mask couldn’t move, even if the lantern’s movements plunge them back into the dark. Only when another Shadowling touched them in the dark could the mask be returned and the Shadowling unfrozen. (This may very well be the intended way to play, but the instructions are unclear, so it’s hard to tell.)

Once we’d established these ground rules, the game really came together.

[Can you see both Shadowlings?]

It becomes a battle of strategy. The Seeker tries to reveal and freeze the Shadowlings in place while searching for others, while the Shadowlings must outmaneuver the lantern, stay in the shadows, rescue their pals, and mass in one place.

It’s amazing how a simple movement of the lantern piece can not only bisect the board and pin down the Shadowlings, but alter the shadows on the board in unexpected ways.

The obstacles are easy to assemble and disassemble, and the battery-operated lantern (batteries included!) throws off a surprising amount of light for its size. The Shadowlings are adorable, each with their own little look and personality, and yet, easily vanishing into the darkness. This game has style to burn.

Although adults can play the game, we found that games either ended very quickly (if the Seeker rolls poorly or the Shadowlings were massed on the far side of the board from the lantern) or lasted a very long time (similar to chess games where the pieces on both sides are depleted and players simply chase each other around the board endlessly).

But when playing with younger solvers, the Shadowling team play and the convention of playing in the dark made for a unique gaming experience — particularly if an adult is the Seeker, and one adult joins the Shadowling team of younger players. Seeing the kids conspire against the adult to lurk in the shadows is a delight.

In the end, Shadows in the Forest is a fantastic idea for a game that, while not executed to perfection, still makes for a fun time.

ThinkFun’s Shadows in the Forest is currently available at Target, Amazon, and participating retailers, for $24.99.


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Board Games: A Good Reason to Gather

Are board games the cure for what ails ya?

According to Quartz writer Annaliese Griffin, they just might be.

She suggests that board games provide a “temporary respite from the problems of 21st-century life.”

By bringing people together — something often lacking from today’s increasingly isolated lifestyles where people interact more through social media than face-to-face engagement — board games become a community builder, a catalyst for socialization.

From the article:

A good board game builds in enough chance so that any reasonably skilled player can win. Even in chess, famously associated with warfare and military strategy, the emphasis is not on who ultimately wins, but on the ingenuity that players display in the process.

In all of these ways, board games release players — however temporarily — from the maxim that life is divided into clear, consistent categories of winners and losers, and that there is a moral logic as to who falls into which category. As film and media studies professor Mary Flanagan tells The Atlantic, board games prompt us to reflect on “turn-taking and rules and fairness.”

[Image courtesy of Catan Shop.]

What’s interesting to me about the article is that she mentions Euro-style games like Settlers of Catan and Carcassonne — which are two of the industry leaders, no doubt — but still games that pit players against each other.

What’s interesting to me about an article that’s meant to be about how board games can make you “a nicer person with better relationships” is that the author focuses exclusively on competitive games. I am a huge fan of a smaller subsection of board games — cooperative games — which invite the players to team up against the game itself. You collaborate, strategize, and work together to overcome challenges, succeeding or failing as a group.

In cooperative games, the glow of your successes are heightened because you get to share them with your teammates. And the failures don’t sting as much for the same reason.

[Image courtesy of Analog Games.]

Co-op games like SpaceTeam, Castle Panic!, Forbidden Island, The Oregon Trail card game, and Pandemic — not to mention many roleplaying games like Dungeons & Dragons — reinforce the positive, social qualities of all board games. I highly recommend checking them out.

And with the rise of board game cafes like The Uncommons in New York and Snakes and Lattes in Toronto, plus play areas at conventions like Gen Con and events at your Friendly Local Game Shop, there are more opportunities than ever to engage in some dice rolling camaraderie.

You can even make it a regular thing. Every Wednesday, we play a game at lunch time, and it quickly became one of the highlights of the week. (This week, we celebrated winning Forbidden Desert on our Instagram account! I always intend to post something every Game Wednesday, but I often forget because I’m so focused on playing the game.)

Take the time out to enjoy puzzles and games. You won’t regret it.


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5 Questions with Board Game Designer Jim Deacove

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, board game creators, writers, filmmakers, musicians, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m excited to have Jim Deacove as our latest 5 Questions interviewee!

[Jim, left, alongside his wife, Ruth.]

For more than 4 decades, Jim Deacove has been designing games for Family Pastimes, a Canadian board game company (and family business) dedicated to cooperative gaming. With over one hundred games to his credit, Jim is one of the most prolific and passionate game designers at work today.

Whether he has players teaming up to serve hungry customers (Bus Depot Diner), keep the livestock happy while predators lurk nearby (Coyote!), or pull off a flawless magic show while avoiding being trapped in their own tricks (Amazing Illusions), Jim’s games are bright, colorful, creative, and many are appropriate for all ages. And that’s not getting into his puzzlier efforts, like AARI (an acronym/abbreviation-themed scrabble variant) or Gridlock (a sliding-tile puzzle game about a monster traffic jam).

Jim was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Jim Deacove

1.) How did you first get into board games?

When I was about 5 years old, my mother says I began making up board games with paper, crayons and various items from my dad’s woodshop. My inspiration came from looking at pictures of games such as Sorry and Monopoly in what was a popular Christmas catalogue, Eaton’s. We were too poor to buy them, so I made imitations of what I thought the games were about. As they say, the rest is history.

2.) Family Pastimes is rare, in that the company focuses completely on cooperative games, whereas most board games are built around competing with other players, not working with them. How is designing cooperative games different from designing more traditional board games?

I used to design competitive games in high school, mostly strategy games, because I played Chess a lot until in university, I lost the taste for blood. I also designed competitive games on sport themes, largely for my and my friends’ enjoyment. I once designed a world political game that took three days to play and I agreed with a player who said that life was too short to spend so much time on a game, designing or playing one.

I have always found designing games to be easy, once I get in the mental space that lets the ideas flow, this is usually assisted by a warm bath or by keeping a notebook by my bedside, because some of my best ideas have come while I am asleep. I record them upon awakening.

3.) What, in your estimation, separates a great game from a run-of-the-mill game?

Probably time. Some games hold up, others don’t and it is difficult to judge even then, because what is one person’s run-of-the-mill is another person’s great game. But even time is suspect. I know this will enrage some folks, but Chess has held the interest of humans for a long time and could be described as a great game, while Checkers has also held up, but personally I think Checkers is a run-of-the-mill game.

4.) What’s next for Jim Deacove and Family Pastimes?

I thought of retiring and taking up other pursuits that have been just a hobby up to now — cartooning, jazz drumming, oil painting, running a live theatre, finishing a variety of writing projects, etc. — but the game ideas keep on coming. The real world is so full of inspiring themes. For example, one of my new designs, Moon Mission, was inspired by the landing of the Curiosity Rover on Mars and witnessing the expressions of joy in the NASA Control Room when it happened. Who says a collaborative effort can’t be exciting?

My plan is to keep on going with new designs. I can’t help it. It’s my work. As I say to folks who chide me saying, “You have to start getting out more. You are 75 years old and your expiry date is nearing.” Hey, I reply, never mind the expiry date, I still have room on my “Best Before” date.

5.) If you could give the readers, writers, aspiring game designers, and puzzle fans in the audience one piece of advice, what would it be?

Make cooperative games. Please. We have enough of the other game experience. And, it’s selfish, I know, but I always enjoy playing someone else’s cooperative game for a change.

Oh, and keep your day job, and avoid having a garage, because that is where you will end up storing unsold cartons of your game.


Many thanks to Jim for his time. Check out Jim’s library of cooperative board games at Family Pastimes. I can’t wait to see what he cooks up next.

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Prep for College the Puzzly Way!

It’s summer here in the United States, which means many high-school graduates are already looking forward to starting college. But for those soon-to-be freshmen, as well as high schoolers looking for an edge before university, have you considered puzzles and board games?

Now, it comes as no shock to me, but this article from the U.S. News and World Report website might surprise some, since it lists puzzles and board games as two of its five tools to develop critical thinking skills before college!

Naturally, I’ve been an advocate of puzzles as a learning tool for a long time, so it’s gratifying to see a major publication sharing the same views and ideas.

From the article:

Collections of crossword puzzles, logic problems, riddles, sudoku, word problems and word searches can be found at your local bookstore or library. The puzzles in these books are a wonderful strategy to activate different parts of your brain for a round or two of mental gymnastics, and many collections even discuss what each puzzle is meant to target within the mind.

Allow me to expand on this for a bit. Different puzzles can target different skills, so which puzzles you solve can make a big difference when it comes to critical thinking.

Crosswords encourage deduction (figuring out words from a few common letters) and a facility with wordplay (dealing with crafty clues and alternate definitions), while word searches offer great practice in pattern recognition and quick reaction times.

And the demand that Sudoku puzzles place on active attentiveness and concentration exercises parts of the brain associated with forming new memories, encouraging better memory retention.

[All three of the above pics come from our line of puzzle apps! Perfect for puzzly pre-college practice! Shameless plug now concluded!]

But the article also mentioned that certain board games can be excellent tools for honing valuable mental skills for college.

Choose board games that require more than luck – namely, strategy – for players to win. Any game where players must carefully consider their next move, recognize patterns and remember details will aid in honing critical thinking skills.

The article goes on to suggest some classics, like Chess, Checkers, and Mastermind for learning chain-thinking (planning several steps ahead) as well as Scrabble and Boggle (speedy information analysis, as well as word formation) and Clue and Risk (anticipating and reacting to the gameplay of others).

But I think they’re excluding some prime examples of board games that could benefit younger minds.

  • You could pick a cooperative game like Pandemic or Forbidden Island, which not only encourage strategic thinking, but teamwork and the free exchange of ideas (something that forced group exercises in school never really managed).
  • You could choose a rapid-change game like Fluxx (either the board game or the card game), which forces the players to adapt quickly to constantly changing rules and gameplay (a perfect microcosm of problem-solving in the real world, where things rarely remain static for long).
  • You could select a mixed-play game like The Stars Are Right, which incorporates several forms of gameplay (in this case, pattern-forming, tile-shifting, and a strategic card game akin to Magic: The Gathering or Munchkin) and forces players to exercise different forms of strategy and puzzle-solving all at once.

Just think about it. You could turn Family Game Night or Family Puzzle Time into College Prep Time in a snap. It’s win-win, or perhaps even win-win-win. What could be simpler, or more fun, than that?

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