PuzzleNation Product Review: ThinkFun’s Block Chain

block chain intro

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

Mechanical brain teasers can be incredibly complex, requiring many steps all taken in a particular order to achieve a goal. They can be devious, hiding components from sight and forcing you to deduce or luck your way into maneuvering the brain teaser in a certain fashion or from a certain angle.

But they can also be fairly simple in design and still retain a level of challenge and difficulty that makes the a-ha moment when you solve it just as sweet.

One of the traits that most ThinkFun puzzles or brain teasers have is accessibility. There’s nothing hidden from the solver. What you see is what you get, even if the path forward isn’t exactly clear.

The only thing that separates success from failure with a ThinkFun brain teaser is patience and puzzly skill. From age 8 to age 80, everyone starts on the same playing field.

block chain 2

This is exemplified by their latest brain teaser, Block Chain.

The concept is simple. You have three linked four-sided blocks. You can rotate each one independently of each other to show different faces.

block chain 3

You can also tilt the outside blocks in the chain up or down so that they slide over the center block, or swing the outside blocks so that they slide into the center block.

block chain 4

By swinging one block in and tilting the other block over, you create a single cube with different images on each face. Your job is to spin, swing, tilt, and tinker with each block chain until you form a cube that fulfills a certain condition.

And each package contains three different challenges for solvers to tackle.

block chain 1

One simply requires you to make all six sides match to fit one of two possible themes. For instance, this pirate-themed one could be all gold coin patterned, or all treasure chest patterned, depending on which side you twisted, swapped, and slid into place. So there’s two puzzles here, one on each side.

The second follows a more Rubik’s Cube-style solve style, as you have to manipulate the block chain so that a different color appears on every side of the cube.

The third involves multiple paths on each four-sided block, so you have to twist and maneuver the blocks so that the paths line up properly along each edge where the paths “meet.”

This was the most difficult of the three, because the patterning required much more attention from the solver. After all, you aren’t just matching a side — like the colored or themed ones — so the positioning of each block in the chain is more exact and deliberate than it is for the other cubes.

robot 1

Block Chain brain teaser sets come in different themes — pirate, robot, and unicorn, for instance — adding a really fun visual aesthetic to what could be a fairly bland-looking puzzle. And their relative simplicity helps them serve as marvelous introductory puzzles for new solvers.

Although older solvers will blow through these fairly quickly, I definitely found myself returning to them more than once, enjoying the simple tactile joys of maneuvering the blocks around and over each other to make different shapes. They’re essentially a puzzly little fidget cube you can idly toy with as you solve!

Once again, ThinkFun has managed to walk that tightrope and balance simplicity of design with satisfying solving to create a delightful puzzling experience. Block Chain brain teasers have already become a welcome addition to my desk, keeping my hands occupied while I puzzle over the day’s obstacles.

[Block Chain costs $10.99 and is available through ThinkFun and Amazon.]

unicorn 1


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

Puzzling in the Past with the Fantastic Club Drosselmeyer Radio Show!

Over the previous four years, the organizers of Club Drosselmeyer have hosted an event in Boston set in a nightclub during World War II. The events have featured era-appropriate costumes, music, puzzle solving, dancing, and even a swing-time version of the Nutcracker Suite!

But given the current global circumstances, this year they redesigned their magical December event, and for the first time, folks outside the Boston area took part in a virtual Club Drosselmeyer puzzle experience presented as a radio show from the same era.

The first event was this Saturday, and your friendly neighborhood puzzle blogger was in attendance. And I just have to say… I was absolutely blown away by the show.

I’ve done a lot of puzzle-from-home things, from crossword tournaments to escape rooms, but none of them had the same style, ambiance, and energy as the Club Drosselmeyer Radio Show.

Allow me to explain a bit more.

Participants could either order a box of physical material to be delivered to the house (your Drosselbox) or download and print the necessary materials. But either way, you had puzzles and helpful items in front of you during the show.

drosselbox

[Some of the contents of your Drosselbox.
Puzzle materials excluded to avoid spoilers.]

Then you log into your account online, which gives the Club Drosselmeyer team your phone number and sets up your unique radio show page, which you have running online.

Every participant — or group, since you could play with up to five people (or more if people wanted to share roles) — had a scheduled two-hour window for the full solving experience. The radio show itself serves as musical performance, ambiance, and a built-in two-hour timer for your solve!

Plus you would periodically call into the Drosselmeyer Industries Switchboard with your phone to interact with prerecorded performances with the characters. A push-button system allowed you to answer questions and input puzzle solutions, which is already really cool. But, during the scheduled performance times, at points, you would be kicked over to the ACTUAL PERFORMER who voiced the prerecording you had just interacted with!

I must confess, I was startled virtually every time a voice said “Hello?” and then called me by name.

The interactions were so cool, and really immersed you in this fun roleplay aspect of the game as you gave them your solutions and were directed what to do next. The performers weren’t just professional, they were charming and helpful and it was an absolute treat to have these unique interactions with them.

Plus, your phone interactions would affect your individual radio show as you listened. You could trigger plot-specific updates and one of SEVEN different conclusions based on your contributions to the night’s events!

Oh, and what were the night’s events? Well…

In this scenario, puzzlers take on the role of an air raid warden and a civilian defense unit during World War II. It’s supposed to be a quiet night in Massachusetts while you listen to your favorite radio show. But suddenly, an air raid siren blares into the night, and you’re called into action!

I won’t go into the puzzles themselves, since solvers can still interact with the automated system, but I do want to highlight the radio show itself.

The music and sound design were absolutely top-notch, really adding to the whole experience. The music varied from soft lilting pieces to absolute big-band bangers, and it all felt so perfect for the time period. (I actually had to go back to listen to some of the song performances afterward, because I was so in-the-zone with my puzzle solving that I barely registered them.)

There was a post-show videochat so that players and performers could show off their period-specific costumes and interact, and I had the pleasure of speaking to several of the performers. They were incredibly welcoming and interested in the players’ solving experiences, and the mellow after-show aspect was a delight.

drosschar0

[Just some of the characters you interact with through prerecorded messages AND live chats during the actual show!]

I inquired whether they’d be doing another Club Drosselmeyer Radio Show in the future, but the performers seemed quite anxious to get back to their usual live show format. I can appreciate that, but I sincerely hope they do this again. Eschewing videochats for a pure radio show-style feel was so engaging and felt so fresh and vibrant, and the phone interaction system (both automated and live) was truly impressive.

I simply cannot say enough good things about this experience. The puzzles were cleverly designed and varied in challenge (to allow for easier solving paths for less-experienced players or puzzle-light listening experiences), and the performances were outstanding. The entire team, from puzzlers to technicians to performers to musicians, should be very proud.

The Club Drosselmeyer Radio Show was an absolute blast. I loved every minute of it. (Yes, even the minutes wasted making dumb mistakes on a puzzle. *laughs*)

[Please check out their website here for all things Club Drosselmeyer.]


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

PuzzleNation Product Review: Homeworlds

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

One of the coolest moments in a board game player’s life comes when you’re immersed in a game, and someone walks by, stops, and simply must ask, “What is that?” Because you’re showing them something new.

Homeworlds got that reaction the very first time I played it at the office. A coworker walked by, saw what is essentially an array of colorful triangles on the table, and asked the question. They didn’t know what it was, but they were intrigued.

Honest praise doesn’t come much higher than that, does it?

Homeworlds is a difficult game to review, because there’s so much to cover. The rules are expansive and complex, even though the elements are simple. It’s three sets of Looney Pyramids each in four different colors: red, blue, green, and yellow. And yet, it might be the most involved, complicated game we’ve ever reviewed on PN Blog.

And to be fair, we’re going to spend way less time than usual covering the rules. There’s simply too much to explore, and to be frank, throwing a novella of rules at you doesn’t tell you about the game and why it’s worth your time.

So let’s try it a little differently today.

Homeworlds is chess plus Risk set in space. But unlike those games — or basically any strategy games with territory control and resource management elements — which require lots of different pieces and a host of tabletop real estate to enjoy, Homeworlds can easily be toted around and played on any flat surface. And it still manages to encapsulate all the complexity, variety, and tactical planning of those games.

You and your opponent are both playing spacefaring races that are trying to wipe the other player’s influence from the universe. You can do so by eliminating their fleets (through capture or destruction), destroying their Homeworld, or forcing them to leave their Homeworld defenseless.

There are specific rules governing how you build your fleet, how you travel to different star systems, and what you can do when you arrive there. These are all dictated by the colors of the ships in your fleet, which allow you to build new ships, travel, attack, or transform ships (swapping them out for ones with different abilities).

Any pieces not currently in use by the players sit in a communal bank, waiting to be pulled and deployed as either new star systems or new ships. (I love this aspect of the game. It’s like every time you travel to a new star system, you pull that place out of the ether and place it onto the table in front of you. You essentially make each game space you need to use.)

The communal bank adds a third player of sorts to the table, since you must always keep an eye on the bank to not only manage your resources but prevent your opponent from capitalizing on your moves. For instance, you must pull the smallest sized pyramid available for a given color. But size of the pieces does matter. So if you impulsively pull the last small green pyramid, you’ve left the bank open for your opponent to grab a medium or a large pyramid, leaving them with a more powerful ship than you.

Trust me, it’s a lot to take in at once, like the first time you play chess and you’re overwhelmed trying to remember how the little horse-shaped ones move while all the other pieces are doing their own thing. Unless you watch a detailed how-to video, your first few games of Homeworlds are going to be a wash. Because, like chess or Risk, there are important steps you need to take first before you can really get into the game.

But those early learning sessions are still great fun. You slowly drink in all the rules. You figure out choosing your Homeworld can affect the entire scope of the game (by determining how many or how few spaces away your opponent’s homeworld is). You puzzle out devious little tricks like sacrificing one ship in order to take multiple actions, sometimes even undoing that sacrifice in the same term, like you’ve built a perpetual motion machine or found a loophole in the rules.

As the game progresses, what was an overwhelming jumble of complexity becomes an elegantly balanced logic tree of possible options unfolding in front of you.

Catastrophes you might have accidentally caused in earlier games — or studiously avoided in later ones — become tactical moves you intentionally inflict in order to tilt the battle in your favor. Any reader who has sacrificed a piece in chess in order to capture a more important piece from their opponent knows exactly what we mean here.

That fluidity of play, the endless potential to affect the game, makes Homeworlds as exciting and dynamic as possible. In Risk, for example, one country is always the same number of moves from another. But in Homeworlds, an aggressive play can make the trip from your Homeworld to your opponent’s Homeworld perilously quick.

This game will undoubtedly be daunting at first. The instructional booklet alone is two or three times bigger than that of any other Looney Labs game I can think of. But when you get past that, you’ll find a game that is endlessly rich, challenging, and satisfying, one where every new game feels like a positive step forward.

You get to look out at that same eye-catchingly baffling array of colors and shapes that made someone stop and ask you “what is that?” and in an instant, you see moves, countermoves, chances to be taken, and gambits to be foiled.

And that’s pretty cool.

I don’t think there’s another game in the expansive Looney Pyramids library that gets so much out every aspect of the pyramids. The color, size, and arrangement of each is absolutely essential to the gameplay, and choosing the wrong pyramid at the wrong moment could be the difference between victory and defeat.

Homeworlds perfectly captures everything great about strategy games, tosses aside extraneous game boards, tokens, and pieces, and delivers a killer play experience at a fraction of the price.

[Homeworlds is available from Looney Labs and select online vendors for $20, and is part of PuzzleNation’s 2020 Holiday Puzzly Gift Guide, so be sure to check out this game and other offerings from Looney Labs in this year’s edition of the Gift Guide!]


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

PuzzleNation Product Reviews: Martian Chess

martianchess0

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

There are an unbelievable number of chess variants out there.

You can play with narrower boards and fewer pieces (TrimChess), or wider boards and additional pieces (Capablanca Chess). You can play All Queens chess, 3-person chess, or that multi-level chess game from Star Trek. In previous posts, we’ve discussed variations like ChessPlus (with pieces that merge and can move like two different chess pieces) and Tour de Force chess (where pieces can be recovered after being captured, or beheaded by a guillotine).

After years of writing this blog, I felt fairly confident that I’d seen pretty much everything that could be done with chess.

And then Looney Labs introduced me to Martian Chess, and showed me that the iconic piece-capturing strategy game has plenty of gas still in the tank, especially where creative game designers are concerned.

martianchess1

Martian Chess only employs three types of game pieces — a large pyramid, a medium pyramid, and a small pyramid, based on Andrew Looney’s infinitely adaptable Looney Pyramids — and each piece moves a certain way.

Small pyramids (or pawns) move diagonally like a bishop, though only one space at a time. Medium pyramids (or drones) move vertically or horizontally like a rook, though only one or two spaces at a time. Large pyramids (or queens), just like queens in Earth chess, can move in any direction any number of spaces.

martianchess5

You maneuver your pieces in order to capture whichever of your opponent’s pieces you can, and that goes for any piece. Martian Chess does away with the concept of checkmate, since there is no king to capture here. No, Martian Chess is all about scoring points (1, 2, or 3, based on which piece you capture) and outmaneuvering your opponent. The player with the most points at the end of the game wins.

Oh, there’s one more important wrinkle here: you can only control pieces in your zone.

Each player in Martian Chess has a 4×4 game board in front of them. You can move pieces from your game board to your opponent’s board, but as soon as you do, that piece becomes theirs to control.

martianchess3

[Two possible moves. On the left, I move a drone one space and retain control. On the right, I move a drone two spaces into my opponent’s zone, and it becomes hers to control.]

This absolutely changes the way you approach the game. In Earth chess, you’re encouraged to push forward and press your advantage. In Martian Chess, though, you have to be far more strategic, because as soon as your piece crosses the canal into the other player’s zone, they can use it however they like.

I confess, my brain melted during my first few games of Martian Chess, because I had to deprogram myself from years of previous chess playing. It completely changes how you look at attack and defense. Sure, if you’re going to cross the canal and lose control of a piece, you probably want to do so while capturing one of theirs for points. But sometimes, that sacrifice can serve to block one of their upcoming attacks, or provide a screen for one of your own.

martianchess4

[We’ve each captured one pyramid, but mine is valued 1
and hers is valued 2, so she’s ahead on points.]

The game ends when one player has no more pieces in their zone. This adds another fresh element to the game, because you’re managing both your resources in terms of game pieces in your zone and the number of points you’ve scored.

If you’re ahead in points, but low in game pieces, it might be strategically worth it to push those remaining few pieces over the canal and empty your board, cashing in your lead early.

Other times, you’ll want to play it slower, looking for opportunities to zoom ahead in points and then take advantage.

One of the things I like about Martian Chess is that it feels like you’ve immediately been pushed into the tense second-half of a chess game. In Earth chess, the early rounds can be a little drab as players start pushing pieces into position for bigger moves down the line, but all the action comes later. In Martian Chess, you’re immediately in the deep end. I really dig that.

Easy to learn but hard to master, Martian Chess is a sharp reimagination of a game we all know, but one that feels intriguingly unfamiliar each time you break out the box and give it another go. It really does feel like chess from another world.

[Martian Chess is available now from Looney Labs as part of their Pyramid Quartet, and will be part of this year’s Holiday Puzzly Gift Guide, launching next Tuesday, so keep your eyes peeled for all sorts of puzzle and game fun!]


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

PuzzleNation Product Review: Top Trumps Pub Quiz

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

One of the flagship games under the Winning Moves UK umbrella is Top Trumps, a one-on-one game similar to War where you try to capture all of your opponent’s cards with your own. Superior value wins. But unlike War, Top Trumps cards have multiple attributes based on the theme of the set.

For instance, The Mummy — a card from Ancient Egypt Top Trumps — has an age of 3,330 but a beauty of 2. You’re pitting the attribute scores on your card against those on your opponent’s card. So if you want to capture the card in your opponent’s hand, you’ll probably want to ask their age and not their beauty ranking.

The Top Trumps game cards feature lots of different ranked scores, but the cards are also rich in trivia and interesting facts. So it’s only natural that Top Trumps would breed a trivia-based spinoff game, Top Trumps Quiz with a Twist. Each Top Trumps Quiz with a Twist game is based on a particular topic: dinosaurs, Disney, Star Wars, World of Sport, etc.

That’s all well and good — especially if you’d happily pit your top-notch dinosaur know-how against that of your friends and loved ones — but what if you’d like more variety in your trivia topics?

Well, Top Trumps has got you covered there as well with their latest spin on the brand: Top Trumps Pub Quiz.

Each team opens their drawer on the carrying case and removes five cards, each with a different topic. The teams then go back and forth with trivia questions, one at a time.

If both teams answer Question 1 correctly, they move on to Question 2, and so on until the card is complete or your results differ.

If both teams answer Question 1 incorrectly, they move on to Question 2, and so on until the card is complete or your results differ.

If one team answers correctly and the other doesn’t, then both cards are captured by the team with the correct answer. That’s one pair. You need three pairs to win.

And if both teams manage to make it through a card without one side or another capturing the pair, those cards sit on the table as an unclaimed pair, and will be captured by the team with the first correct. So it’s possible that a single correct answer could wildly swing the progression of the game from one team to the other, or even determine the victor entirely!

There’s also a memory-testing feature built into the game, if you so choose. You simply gather up the ten cards from this particular round, shuffle them, redistribute them, and quiz each other again. How well do you retain information you just learned? You’ll find out with the Memory Game Twist!

The trivia obviously ranges in difficulty depending on the subject, but for the most part, it’s a fair middle-of-the-road test of general knowledge across a vast array of categories. But a key thing to remember is… this game was developed in the UK. So American trivia hounds might be surprised by specific references to English geography, pop culture, and so on.

For instance, the football category isn’t American football, it’s soccer. (A serious weakness in my trivia game, as it turns out.) In another example, the first card our team drew referred to Battersea Power Station, which most of the opposing team had never heard of.

It might throw you off slightly, but it’s also an interesting challenge. How much do you really know about the world outside your bubble? And it’s the luck of the draw, after all. Someone on the other team might know European football inside and out, but struggle with a Star Wars question. You never know.

The cards are in full color, offering some eye-catching visuals to accompany the quintet of trivia questions on each card. And while we’re discussing aesthetics, I can’t talk about the game without mentioning the carrying case.

This container is one of my favorite game designs I’ve encountered recently. The carrying case feature two separate drawers to keep trivia cards separate. You can use this to maintain your distance from your opponents and prevent any accidental answer peeking, or leave the drawers open to keep score, or simply use them to organize your cards and prevent you from reusing trivia cards too soon.

But the visual aspect is what really sells it. With its amber casing with sparkly flecks that catch the light, plus the solid white top, the case resembles a freshly-poured glass of beer, the perfect accompaniment to a pub quiz atmosphere. The drawers snap open and tilt outward, as if you’re about to toss back some knowledge. It’s simple, yet utterly perfect, a clever twist on their standard Top Trumps Quiz with a Twist storage case design model.

All in all, Top Trumps Pub Quiz is portable, engaging, and nicely replicates the variety and spontaneity of a pub quiz. It’s quick to play, requires no game board, and will keep you coming back for more. What a treat.

[Top Trumps Pub Quiz is available from Winning Moves UK and certain online sellers, and is part of this year’s Holiday Puzzly Gift Guide, launching next week, so keep your eyes peeled for this game and more terrific puzzly products!]


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

PuzzleNation Product Review: Star Trek Voyager Fluxx

3DVoyagerFluxxBox_0

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

The mission statement of Star Trek, through all its different iterations in film, television, novels, comic books, and other media, has been plain as day: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.

Cue the theme song.

So it’s only fitting that the designers at Looney Labs continue to do the same with their Fluxx library of games. They explore strange new words — from Adventure Time and Batman to anatomy and astronomy. They seek out ways to breathe new life to their now classic card game by tying in different entertainment universes. And they boldly take the game where it has never gone before.

Again, cue the theme song.

Now, they’re venturing into the Delta Quadrant with their latest Star Trek-inspired twist on Fluxx — Star Trek Voyager Fluxx — so let’s take a look, shall we?

stvoyfluxx 3

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.

stvoyfluxx 4

[In this sample game, we have both Keepers we need to fulfill the goal, but we’re prevented from winning because we possess the Creeper card as well.]

Star Trek Voyager Fluxx marries the chaotic gameplay of the card game with familiar characters and themes from the iconic science fiction franchise to create an enjoyable play experience that shifts at warp speed. Even long-time Fluxx players are kept on their toes by the constant tweaks and variations each new set introduces, this one included.

Like the other Star Trek Fluxx games, Voyager Fluxx has a unique font for the card titles — allowing you to complicate the game by mixing it with other versions, and still quickly locate the cards for each set when you’re done — as well as Goals, Keepers, Creepers, Actions, and Rule cards based on the TV show.

stvoyfluxx 2

[From top to bottom, you’ve got the unique fonts for Star Trek Fluxx,
Star Trek: TNG Fluxx, The Bridge Expansion, and Voyager Fluxx.
(Not pictured: Star Trek: DS9 Fluxx)]

Whereas the Holodeck often came into play in the TNG edition of the game, Voyager Fluxx features coffee (Captain Janeway’s favorite), as well as the different time-travel ships Voyager encountered. (This plays into not only Keepers and Goals, but Action cards as well that affect the rules going forward.)

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

stvoyfluxx 1

Not only that, but the cards are loaded with inside jokes and references to events from the series. Classic lines are quoted, and the cards cover everything from various friendships and romances from the show’s history to some of its most controversial moments; I for one cannot believe they mentioned the episode where they broke the warp 10 barrier and turned into weird little lizards.

Heck, the Caretaker that kicked off the show’s seven-season storyline even appears, and can disrupt the game as powerfully as he disrupted Voyager’s first episode.

Fluxx has always been a game that invites opportunism, chaos, and flexibility, but even by Fluxx standards, Star Trek Voyager Fluxx might be the most malleable edition yet. The game shifts constantly, and long-time players will find themselves as uneasy and paranoid as newcomers to the game. (Given Voyager’s long trip through unfamiliar space, that seems like quite an appropriate mood to evoke. Well done on that one, Looney Labs.)

Every time I think like I’ve seen every trick Fluxx has to offer, they manage to surprise me. Although this isn’t the most complicated version of Fluxx I’ve ever seen — the absence of Ungoals is nice, though balanced by the Surprise cards that can be used at any time — it’s sufficiently fresh enough to keep players of all experience levels coming back for more.

[Star Trek Voyager Fluxx is available from Looney Labs and certain online retailers, and will be featured as part of this year’s Holiday Puzzly Gift Guide, launching next week, so keep your eyes open!]


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!