PN Product Review: GeoLogic

[Note: I received a free copy of this puzzle in exchange for a fair, unbiased review.]

Imagine embodying the forces behind the Big Bang. Science fiction writers do this all the time, bringing into being entire new planets, studding them with swathes of land and bodies of water, devising chemically unfamiliar atmospheres. While I am a writer, fiction is not my forte, meaning that the wonders of world-building are typically out of my wheelhouse—at least, they were. Enter Thinkfun’s GeoLogic: World-Changing Logic Puzzle. This puzzle sells itself as an opportunity to “create your own world,” and “become a planetary architect,” promises that appeal to me as a science fiction fan. The puzzle is recommended for ages eight and up, and requires only one player, though planet-building can be a team activity too.

GeoLogic offers a route to science-fictional world-building other than the written word, bringing the invention of alien landscapes into the hands-on, three-dimensional realm. Born from a conversation between inventors Ken and Jeremy about the concept of a thirty-sided game die, the puzzle consists of a thirty-sided planetary core, fourteen snap-in-place pieces representing five biomes, and sixty challenge cards. Cards range from easy to expert, each indicating where certain biome pieces should go on the planetary core to start. The solver is then left to figure out where to insert a list of remaining biome pieces in order to completely cover the globe’s surface.

The challenge cards are optional; they are intended for players who would prefer to test spatial-logical skills rather than engage in more free-form, creative play. This mode of engaging with GeoLogic still has a science-fictional appeal; it just happens to fall more into the category of consuming science fiction than acting as its mastermind. If you dream of discovering new planets through a process of trial-and-error, then you’ll likely find using the challenge cards a perfect way to spend an afternoon, working your way up the ladder of difficulty levels.

If you’d rather ignore the challenge cards instead, you can take the game up on its suggestion that you “get creative and design your own planets.” As the box asks, “Want to create the largest landmass known to humans? Or oceans that span half the globe?” Now’s your chance! This approach to GeoLogic does require a certain amount of spatial-logical skill, as the goal remains the same: cover all thirty sides of the planetary core in some combination of awkwardly-shaped desert, forest, mountains, tundra, and ocean. If you are looking for a purely creative exercise, you might find the limitations of where the different biome pieces fit to be a frustrating hindrance to your imagination running wild.

An example of a built world that does not meet the goals of the game.

The solver most likely to be enchanted by GeoLogic, by my estimate, is the Tetris fan who longs for a more tactile experience—snapping the pieces into place on the core is very satisfying—and who can appreciate a sprinkling of science-fictional creativity. Those driven to the product by the idea of creating new worlds are less likely to feel fulfilled, but the core and biomes could certainly be used as a jumping-off point for contemplating what different worlds are possible. Dreaming big and freely when it comes to alternate worlds is important, yes. Possibly more important, for those interested in changing the world we’ve been handed, is knowing how to still dream big when complex limitations are imposed upon us from outside.


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PN Product Review: Star Trek Fluxx: The Archer Expansion and The Porthos Expansion

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

Crossovers have always been part of the fabric of Star Trek. The Next Generation‘s debut episode had Dr. McCoy (and later cameos by Spock and Scotty), Deep Space Nine‘s debut had Picard (and later Worf joined the cast), and Voyager‘s debut actually launched from Deep Space Nine. Intermingling across time and space made the franchise feel like one enormous, interconnected, living universe, and it made each show stronger.

So it’s only natural that the folks at Looney Labs would want the same thing for their Star Trek-themed editions of Fluxx. Star Trek Fluxx and Star Trek: The Next Generation Fluxx could be played together with The Bridge Expansion, but there was no way to introduce cards or characters from Star Trek: Deep Space Nine Fluxx or Star Trek: Voyager Fluxx.

Until now, that is.

Yes, now you can combine all four decks into one massive, constantly changing game with The Archer Expansion and The Porthos Expansion.

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For the uninitiated, Fluxx is a straightforward card game. You collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put different keeper cards and goal cards into play in order to win. So you might find yourself working toward completing the goal at hand when suddenly somebody plays a new goal, and the object of the game changes.

Along the way, players affect how the game is played by utilizing action cards and new rule cards which alter what players can and can’t do. Suddenly, you’ll have to trade your hand with another player, or start drawing three cards each turn instead of one.

The game can turn against you or spin in your favor in an instant; that’s both the challenge and the fun of playing Fluxx.

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The Archer Expansion introduces elements from Star Trek: Enterprise, as well as time travel references that allow the cards from other Star Trek Fluxx decks to overlap (including having Goal cards in play from multiple decks).

Although the original four games will be overwhelmingly represented in your now massive mixed deck, multiple playthroughs quickly revealed that clever players still managed to use the expansion cards to their advantage more than expected. The sheer variety of Goals available meant that no one could keep track of every possible way to win, so a casual scan of the Keepers on the table wouldn’t reveal if anyone was close to winning.

And for anyone worried that mixing the decks would make it hard to return the cards to their original decks, the team at Looney Labs is one step ahead of you.

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From top to bottom, you’ve got the unique fonts for Star Trek Fluxx, Star Trek: TNG Fluxx, The Bridge Expansion, Star Trek: DS9 Fluxx, Star Trek: Voyager Fluxx, The Archer Expansion, and The Porthos Expansion. Although it’s easy to mix up cards from the expansion decks, there’s no mistaking any of the cards from the main four decks.

Speaking of expansions, let’s take a look at the other new offering on deck.

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The Porthos Expansion introduces a few more Star Trek: Enterprise characters (including Captain Archer’s dog Porthos), but is mostly focused on tying together the five Star Trek shows through new Goals and Keepers.

Easily the highlight of the deck is Data’s cat Spot, though I’m also a fan of the Starfleet Medical Goal and the New Rule card that grants an extra card to every player if Star Trek is on TV while you play.

Not only that, but the cards are packed to capacity with inside jokes and fun references to events from the series. (The “Former Borg” card even feels like a reference to the recent Star Trek: Picard show.)

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Star Trek fans could easily lose plenty of game time unearthing all of the connections, quotes, and moments from each show that are represented across both expansion packs. Seeing all the ways the franchise is interconnected is truly a joy, both as a Star Trek fan and a regular Fluxx player who is always looking for new opportunities to snatch victory from my fellow players.

Yes, mixing all four decks virtually guarantees much longer games — the sheer volume of cards makes matching Keepers and Goals tougher! — but if you’re looking for a dynamic, enjoyable way to get more out of your Star Trek Fluxx decks, these expansion packs are a brilliant way to go.

The Archer Expansion and The Porthos Expansion are both available from Looney Labs for $5 each. And you can find the Star Trek Fluxx decks for The Original SeriesThe Next GenerationDeep Space Nine, and Voyager for $20 each.

And you can check them out, alongside dozens of other great puzzles and games, in this year’s Holiday Puzzly Gift Guide!


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PN Product Review: Coaster Games

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

Games come in all shapes and sizes these days. Some are so elaborate that they practically come with their own wheeled suitcases to transport everything, while others happily fit in an Altoid tin.

But even with today’s market for micro-games, it’s rare that six different activities can all fit in your pocket at once.

Still, the game designers at The Dark Imp have managed to do precisely that with the subject of today’s review. Please join us as we explore Coaster Games, a six-pack of games each designed to fit on a drink coaster.

Coaster Games is designed to be played with nothing more than the coasters themselves, something to write with, and something to write on. Some games are for two players, while others are for 2 or more. And each one offers a totally different sort of gameplay.

Alien Farm is a hand-drawn version of Sushi Go, where you place different aliens in different spots on your farm, hoping to maximize your score at the end of the game.

Letter Market is a curious mix of Boggle and Scrabble. You have 25 points to spend on letters, and the letters have different values. You’re trying to write down as many valid words as possible, using the letters you’ve purchased.

Ice Cream Truck is a wagering game where you try to make the most successful ice cream truck business on a budget. Each round, you wager some of your money on either ice cream or investments and see how the weather affects your business.

Free the Frog is like a mixing pot of Hangman, Charades, and 20 Questions. One player is the frog, and chooses a word to break the spell. All the other players are trying to guess that word using the questions available on the coaster.

Treasure Split is essentially the Prisoner’s Dilemma made into a game. You and your fellow player walk along a path, picking up treasure. But you have to secretly decide whether you’re splitting the loot or stealing it. Each has its benefits, but the path is different depending on the choices both players have made.

Sleuth Box is like Battleship, but there’s only one spot your opponent is hiding. But you’re hiding somewhere too, and each of you has to sleuth out the other’s location.

Each game has its pluses and minuses, but even if one isn’t your cup of tea, you’re bound to enjoy some of the other offerings. Free the Frog was an instant hit, and we were able to vary the game’s difficulty through our choices of vocabulary.

Similarly, Sleuth Box inspired lots of replays. We would quickly start to develop techniques to find our foes, which our opponents started to counter the more we played. Instead of replays detracting from the fun, it allowed for some very cool, intense showdowns of cleverness and guile across a half-dozen sessions in a row.

Each game only lasts a matter of minutes (no more than 10 or 12 for the most involved ones), so new players are invited to sample all sorts of play styles, whereas people more familiar with each game monopolize their favorites for a few rounds before passing them along and picking up another one. This collection is a great way to keep a group occupied without making anyone wait too long for their turn, which can be a serious concern when you’re gaming with a big group or at a family gathering.

All in all, I was pretty impressed with Coaster Games. The gameplay for each was easy to pick up with a single playthrough, and none of the games invited burnout even after multiple quick replays. If you need a great stocking stuffer or travel game, look no further.

[Coaster Games is available from The Dark Imp for just £6.99.]


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PN Product Review: Countaloupe

countaloupe

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

Everyone knows the exquisite tension that comes with rolling the dice in any game.

You might be counting the places until you land your token on the last property in a much-desired set in Monopoly, the dice already bouncing across the board. You might be sitting with four matching dice on the table, watching the fifth one tumble and wobble, hoping for that elusive Yahtzee. You might be on the brink of destruction in Dungeons & Dragons and only a miraculous toss of your twenty-sided die stands between you and oblivion.

You’re completely beholden to fate, or chance, or maybe both. It’s a central part of gaming.

But what if you had a little more say in the matter? What if your cleverness AND your math skills meant you could turn a dice roll to your favor?

That’s one of the things that sets today’s game apart from the rest. So let’s roll them bones and test our skills against the latest offering from the fruit-fueled Bananagrams family of games.

Today, we’re reviewing Countaloupe.

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In Countaloupe, two to four players each have a deck of slice cards, numbered from one to sixteen. Your goal is to roll the dice and discard slice cards from your deck.

How do you do that? By looking at the results of your die roll and using a little addition.

To discard a card, you need one or more of the dice to form the value of a given card. For instance, to discard the 1 slice card, you need a 1 on one of your dice.

To discard the 2 slice card, you need either a 2 on a die OR a 1 on one die and a 1 on another. As the numbers of the slice cards go higher, you can use either a single die result (up to six, of course) or a combination of dice to add up to the value of your slice card.

And if you’re sharp, you can eliminate more than one slice card in a turn.

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Look at this roll. There’s a natural 3, so you can ditch the 3 slice card. But you also have a 1 and a 3, meaning you can ditch the 4 slice card. You have a natural 5, so the 5 slice card goes. Finally, you have a 1 and a 5, so the 6 slice card can be discarded. (The 7 slice card stays, because there’s no way to form a seven with the dice as rolled.)

That’s four cards in one roll!

And as the slice card values increase, so do the number of dice you can roll.

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At first glance, it looks like this player is out of luck. Those dice don’t add up to 7.

But if you notice, there’s a “X4” on the card. That means you roll four dice for this card, not just three! If that fourth die is a 1, a 3, or a 6, then that 7 slice card can be discarded. (Again, math is a huge help here in spotting different possible ways to make 7.)

That continues for slice cards 12 through 16, which give you five dice to play with.

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This is a lucky roll at such a high number. Not only can you make 13 to discard the 13 slice card — 1+3+4+5 — but you can make 14 AND 15 with the available dice, leaving only one card left in your deck before victory.

But your math skills aren’t the only way to affect the game. You’ve probably noticed that white die in each of the previous rolls. What is that for?

That’s the Chance Die, and it mixes up the circumstances of the table randomly.

  • If you roll SWEET, you can trade your deck for another player’s deck. This means you can just pick a deck where the player is ahead of you OR steal a deck where the dice in front of you will eliminate more cards.
  • If you roll SOUR, you must trade your deck with whichever player has the lowest number on top of their deck (meaning they have the most cards remaining to discard)
  • If you roll NOPE, you gain control of the Nope! Chip, which lets you either protect your deck of cards from a SWEET theft or play it on another player’s deck, preventing them from discarding any cards until they control the Nope! Chip in a future turn

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Essentially, the Chance Die adds a little more spice to the game and offers another tool — the Nope! Chip — to allow for more strategic play.

There’s also the game mechanic called Taking a Risk, where you reroll the dice and try to discard more cards, but that comes with the penalty of regaining discarded cards if you fail.

So as you can see, a game that would otherwise suffer from a lot of the pitfalls of other dice games — where a series of bad rolls early can leave you just sitting at the table as others race ahead — still gives you other options, like Taking a Risk, playing the Nope! Chip, or hoping for a SWEET roll, putting the power back in your hands.

It’s also strange to find yourself rooting for low rolls after playing so many other games where high dice rolls were desirable. I couldn’t believe the disappointment I felt on that first roll after tossing 5-6-6. I would love a roll like that in D&D!

Factor in relatively brisk sessions (usually around the 10 minute mark) and an immensely charming mascot that is begging for a spinoff game all its own, and you’ve got a recipe for a really fun game of chance and strategy that all ages can enjoy. It actually makes addition exciting. How is that even possible?

(Your replay value may vary, of course, but when we started adding a wagering mechanic, betting on how many cards you could discard on a given roll, it added a nice injection of freshness after a ton of replays.)

[Countaloupe is available from Bananagrams and participating retailers at just $9.99!]


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PN Product Review: Wonderland Fluxx

WonderlandFluxxBox4

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

Today, we’re reviewing the latest release from the fiendishly clever folks at Looney Labs: Wonderland Fluxx.

There’s only one way to properly start this review, so come down the rabbit hole with us, won’t you?

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For the uninitiated, Fluxx is a straightforward card game. You collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put different keeper cards and goal cards into play in order to win. So you might find yourself working toward completing the goal at hand when suddenly somebody plays a new goal, and the object of the game changes.

Along the way, players affect how the game is played by utilizing action cards and new rule cards which alter what players can and can’t do. Suddenly, you’ll have to trade your hand with another player, or start drawing three cards each turn instead of one.

The game can turn against you or spin in your favor in an instant; that’s both the challenge and the fun of playing Fluxx.

wonderland 1

I’ve reviewed a number of games from the folks at Looney Labs, particularly when it comes to new editions of Fluxx. In fact, I have a set series of steps I take when looking over and playtesting a new deck.

First, I spread out all of the cards in front of me so I can admire the artwork. Every edition of Fluxx has its own style — from the photorealism of Astronomy Fluxx to the almost Cubist style of some of the Star Trek Fluxx games — and I like to take in the aesthetic choices all at once.

Next, I pore over the keeper and goal cards. These are the heart of every game, and exploring which aspects of a given world — science, pop culture, nature, etc. — are highlighted helps immerse me in that world, which is part of the fun of playing a themed Fluxx game.

Finally, I delve into the action and new rule cards. This allows me to see how the new setting/theme is incorporated into the gameplay itself. Whether it’s the clever renaming of a rule card (one I’ve seen before) to reflect the new setting, or a brand new rule that mentions something intrinsically memorable about the setting, this whets my appetite for actual playthroughs to test the game’s refreshed mechanics.

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Reviewing Wonderland Fluxx made these steps a delightful experience. The art is, as you might expect, wonderful, full of whimsy and charm, often incorporating Sir John Tenniel’s actual illustrations.

The hand-sketched style immediately gives the game the classic feel of the stories, putting players in the mindset of shoes and ships and sealing wax, of cabbages and kings.

Some of the keeper cards also grant additional actions to the players who use them — like taking additional cards, resolving creeper cards that would prevent you from winning the game, canceling surprise cards played by other players, etc. — that make them more desirable and handy than Keepers in other editions of the game.

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They do so in thematically appropriate ways for the stories as well, like the “Drink Me” potion affecting gameplay or the vorpal sword dispatching the Jabberwocky creeper card. (Though I was surprised the Cheshire Cat keeper didn’t make something disappear.)

This pattern continues with the action and new rule cards as well, right down to how the rules are worded. Some cards evoke the demanding mercurial style of the Queen, while others are more playfully worded. As you might expect from a card introducing a rhyming rule, the text of the card is written in verse.

And naturally there’s a card that makes everyone get up from their seats and move around the table.

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[Hey, we’ve taken a crack at this riddle once or twice ourselves.]

These little touches are what keeps each new edition of Fluxx fresh and interesting. It’s not just a new deck with a new theme, it’s a genuinely different play experience from that offered by a different Fluxx deck.

Alice in Wonderland has been revisited and reworked in pop culture many times — from American McGee’s Alice and Jeff Noon’s Automated Alice to Frank Beddor’s Looking Glass Wars series and Batman’s Mad Hatter — but by choosing to stick closely to the original, Wonderland Fluxx already feels timeless, a familiar denizen of the family game closet, plucked off the shelf over and over again to enjoy.

Kid-friendly enough to welcome players of all ages, yet tricky enough to keep regular playthroughs fun and engaging, Wonderland Fluxx is a terrific gateway game, sure to open a door to a whole new world of tabletop play and surprises.

[Wonderland Fluxx is now available from Looney Labs and certain retailers.]


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PuzzleNation First Look: The Case of the Golden Idol

Case of Golden Idol steam logo 616 x 353

Video games have taken puzzles in some fascinating directions. From Limbo and Little Nightmares to Portal and The Talos Principle, puzzling constantly adapts and evolves across many platforms.

One of the most intriguing developments is how modern video games combine logic/deduction puzzles with visual mystery stories for the player to unravel.

After seeing our writeup of Return of the Obra Dinn, the team at Color Gray Games reached out to us with a puzzly investigation demo to try out, intriguingly named The Case of the Golden Idol.

Naturally, we couldn’t resist an offer like that. To put the game through its paces, we recruited friend of the blog Laura — puzzler, gamer, cat (and Cats) enthusiast, and former Tabletop Tournament Champion — to accept the case and give us a comprehensive review.

So, without further ado, let’s turn things over to Laura for her thoughts on the demo of The Case of the Golden Idol.


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In a cozy 18th-century inn, a crew of people whiles away the evening playing cards round a table. Upstairs, a man lies murdered in his room. Who was he? Why was he killed? Whodunit? And how?

These are the questions you’ll answer in the Steam demo for The Case of the Golden Idol, a pixel art detective game from two-person Latvian studio Color Gray Games. Cast in the role of crime-solver, your job is to investigate several cases and put the pieces together, a phrase that Color Gray Games takes quite literally.

The investigation element of Golden Idol — its “exploring” tab — will feel familiar to those who have played point-and-click adventures before. As you scrutinize each frame, you can click on points of interest to learn more information. As you do so, you’ll gather clues in the form of words — names, locations, objects, etc. — that populate the bottom of your screen, ready to be used in the game’s “thinking” tab.

There, you’ll drag-and-drop your collected words to match names with faces and reconstruct the events of the case in a fill-in-the-blank format.

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Golden Idol’s demo offers four cases in total. The first is simple enough to be solved in a matter of minutes, and the second is only marginally more difficult. Taken together, they feel more like a tutorial than anything else, giving you a grasp of the mechanics without taxing your mind very heavily.

Thankfully, the latter two cases beef up the complexity. They offer deeper mysteries that the player can sink their teeth into, and it’s here where the demo truly shines. At its best, The Case of the Golden Idol’s demo plays like an engaging, interactive logic problem. These cases serve you a platter of multiple suspects, all with motives and means, as well as red herrings to potentially lead you astray.

There’s little room for getting truly stuck, though. In each environment, the “hotspots” for clues are easy to spot. The art, while not as eye-poppingly pretty as other pixel games, is never muddy or unclear, and in each case, I found the clues with no frustration. Still, the demo offers a toggle that shows all hotspots with a bright visual cue, a great option for visually impaired players, or someone who just needs a bit of help finding that last missing word.

Golden Idol’s drag-and-drop nature does leave itself vulnerable to brute-forcing, however, especially as your solving nears its end. Each area of its “thinking” tab, once entirely filled in, will tell you if you’re right or wrong, and there’s no punishment for an incorrect guess. So if you’ve correctly identified your key players, for example, but don’t know the culprit, you could easily test your suspects one by one until you found the right answer. None of these cases has so many moving pieces that this is unreasonable.

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But doing this would sap the fun out of it, and if logic problems and murder mysteries are your cup of tea, Golden Idol is just that: a fun flex of your deductive skills, played solo or with a partner at your side to discuss theories with. Crack all of the demo’s cases and you’ll even see the threads (and the titular golden idol) connecting them.

How satisfying that overarching story will be, and how far Color Gray Games can go with their established mechanics, is yet to be determined. As a proof of concept, though, The Case of the Golden Idol’s demo certainly does enough to intrigue.

Ratings for The Case of the Golden Idol demo:

  • Enjoyability: 4/5Golden Idol isn’t for everyone, but if this is your niche, you’ll likely enjoy it. Its replayability is low, but such is the nature of mystery games.
  • How well puzzles are incorporated: 5/5 — The game is the puzzle; the puzzle is the game.
  • Graphics: 3.5/5 — Indie games have flooded with pixel art in recent years, and competition is fierce. I’ve seen art, particularly character art, that wowed more, but Golden Idol‘s lighting and colors still create a distinct atmosphere.
  • Gameplay: 4/5Golden Idol’s demo is mechanically accessible and easy to learn, and the loop of gathering & piecing together clues is satisfying, particularly in the more complex cases.

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