Michael Svellov | 1 Feb 08:15 2008
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Re: Hase & Igel - Ravensburger 2008 ed.

Greg Aleknevicus:
> Making it impossible to reach the first hare space on turn one
> would actually make the problem WORSE.

That was my own reaction as well. 
But I thought that the Designer would know better than me :-}

Mik

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Tom Vasel | 2 Feb 11:27 2008
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[Review] Hyper Slide

I have fond/not-so-fond memories of the Simon series of games as a
child, as we struggled to press the red, blue, yellow, and green
buttons in the correct order.  In fact, a few years ago there was a
ferocious debate on whether or not Simon was considered a game (for
the record – I think it IS a game) at www.boardgamegeek.com, and it
was removed.  Hyper Slide (Hasbro, 2007 – Todd Kurtzer, Hiram Johnson
and Sam Unsicker) is a game that will immediately remind folks of
Simon but is better, more modern, and works for two people.  The game
is an electronic device in which players slide disks underneath as
fast as they can.

	I know that many reading this article will not be as impressed with
the technology allowing the device to figure out which disc is moving
underneath it, but I was amazed at how well it ran.  Hyper Slide has
become a smash hit in my house and with my board game club at school,
with someone asking me to play it daily.  I've played the game over 50
times since I've gotten it, and I still enjoy it – despite the
electronic voice and my occasional quick thoughts of hurling it at the
wall.  It could use a louder volume, but other than that, it's a
tremendous, quick-moving dexterity game that should appeal to folks
from a variety of ages.  It is of high quality and easily portable.

	Hyper Slide looks similar to a large phone receiver and is basically
a red arch with two buttons at the top and space underneath to slide
four discs (red, blue, yellow, and green).  Players simply press a
button to turn it on (has an auto-turnoff time of two minutes) and
then choose one of the three games to play.
- Fast Pass (one or two players):  Players start with the discs of the
colors that the device tells them to, and then the game begins.  Hyper
Slide will call out a color, and the player who has that color must
(Continue reading)

Mark Jackson | 4 Feb 17:39 2008
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Five & Dime 2007: The Results

I'm starting to post the results for the 2007 Five & Dimes. The most
detailed coverage is on my blog:

http://akapastorguy.blogspot.com/2008/02/five-dime-2007-most-played-games.html

...but I'm betting the conversation will be more heated over on the
Geek. (The first post already questions my defintion of "filler" -
which makes me think of Thriller & that odd commercial of lizards
dancing to sell me water that showed yesterday during the Super Bowl.
My mind works in weird & wonderful ways.)

http://www.boardgamegeek.com/article/2056807#2056807

Join us, won't you?!

--

-- 
mark
aka fluff daddy
http://www.theswitchingyard.com
http://akapastorguy.blogspot.com

Oh, people can come up with statistics to prove anything, Kent. 14% of
people know that.
   -- Homer Simpson --

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spielfrieks | 5 Feb 03:07 2008
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New poll for spielfrieks


Enter your vote today!  A new poll has been created for the 
spielfrieks group:

What features would you most like to see all game publishers include in their packaging?
(Choose up to ten.)

See the boardgamenews.com article if you'd like more
details.
http://www.boardgamenews.com/index.php/boardgamenews/comments/sterling_babcock_an_open_letter_to_publishers/ 

  o Include game name on all four box sides.  Readable whether box is vertical or horizontal. 
  o Put suggested number and age of players on the side of the box, in the same position. 
  o Make square boxes truly square. 
  o Make sure all game pieces fit in their alloted spaces. 
  o Standardize game box sizes to one or two types. 
  o Make the insert appropriate for that game's pieces, or generic with lots of deep wells. 
  o Make a shelf for the board and a big space for bagged pieces below. 
  o Make tile storage so that tiles sit vertically and don't slip out. 
  o Make a thumb tab for the tiles. 
  o Make card storage vertical so that they don't slip out. 
  o Make card storage big enough to keep the cards in Ziploc bags. 
  o Make card storage able to hold cards in protectors. 
  o For flat-laying card wells, make them as deep as the entire box. 
  o Leave space for sundry pieces rather than individual wells for each piece. 
  o Leave room for expansion pieces if the need is reasonably likely. 
  o Create inserts based on the cardboard sprues NOT being in the box. 
  o Shrinkwrap the box with the cover extended, so that when the sprues are tossed, everything fits snugly. 
  o Label the sprues with the game name and sprue number. 
  o Connect the tiles to the sprues by their sides, not their corners. 
(Continue reading)

J C Lawrence | 5 Feb 10:19 2008
X-Face
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Re: New poll for spielfrieks

On 5 Feb 2008 02:07:32 -0000 
spielfrieks  <spielfrieks@...> wrote:

> What features would you most like to see all game publishers include
> in their packaging?  (Choose up to ten.)

1) Minimise air in boxes.
2) Include spares
3) Component manifest
4) Standardised game box sizes
5) Just forget about inserts, but if you have toi have them, make them
   generic wells that are big enough for expansions.

--

-- 
J C Lawrence                        They said, "You have a blue guitar,
---------(*)                        You do not play things as they are."
claw@...                       The man replied, "Things as they are
http://www.kanga.nu/~claw/          Are changed upon the blue guitar."

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Scott Russell | 5 Feb 13:29 2008
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Re: New poll for spielfrieks

I checked several, but I almost only checked,

"Make game work for colorblind people,"

to make it stand out.  The rest is just fluff.

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Mik Svellov | 5 Feb 15:27 2008
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Re: Re: New poll for spielfrieks

Scott Russell:
> I checked several, but I almost only checked,
> "Make game work for colorblind people,"
> to make it stand out.  The rest is just fluff.

True. I only checked two, one of which was the colorblind option (can't even
remember what the other was).

Mik

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Tom Vasel | 5 Feb 15:56 2008
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[Review] Quick Count

I can't conceive of why people would enjoy this game.

That's not a good way to start out talking about a game, but it's
true. Quick Count Football (Spelman Media, 2007 - Jeff Spelman) is a
small card game that claims to be a "fast paced and strategic football
card game."

Well, they got the first part right - it's fast paced, but
unfortunately not strategic in the slightest. Players are simply
playing a counting game with cards, hoping to draw lucky combinations.
They then score these combinations using football points which
supposedly adds theme to the game.

Playing the game is quite simple, using a deck of fifty-four cards -
most labeled as "Run", "Pass", or "Catch", with a number from 5 to 75
on them.

Each player draws three cards to start the game.

You draw one card at the beginning of your turn from either the deck
or the top of the discard pile.
If you have a run card, you may play it and draw again.
If you have a pass and catch card that match exactly, you may play
them and draw again.
Otherwise your turn is over, and you discard a card.

When playing cards, you must reach 100 exactly to score a touchdown.
This gives the player seven points. Cards are saved up until halftime,
at which point players reshuffle and start over. At the end of the
game, the player with the largest score wins.
(Continue reading)

Todd Jensen | 5 Feb 15:56 2008
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Re: Re: New poll for spielfrieks

On Feb 5, 2008 8:27 AM, Mik Svellov <svellov@...> wrote:
>
>
>
>
>
>
> Scott Russell:
>  > I checked several, but I almost only checked,
>  > "Make game work for colorblind people,"
>  > to make it stand out. The rest is just fluff.
>
>  True. I only checked two, one of which was the colorblind option (can't
> even
>  remember what the other was).
>

I found absolutely no motivation to check any.  Most game publishers
do not print their own games, they send them to job printers like
Ludopackt or Scheer, and when the games get to the warehouse, the
publishers are often as surprised about the results as any consumer.
If a company is big enough to print their own games, like
Ravensburger, they are often too big to care.

--

-- 
Todd Jensen

"To understand is not to forgive. It is simply better than the
alternative, which is not to understand."
--Alec Nove (1915-1994)
(Continue reading)

Mik Svellov | 5 Feb 16:02 2008
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Re: Re: New poll for spielfrieks

Todd:
> I found absolutely no motivation to check any.  Most game publishers
> do not print their own games, they send them to job printers like
> Ludopackt or Scheer, and when the games get to the warehouse, the
> publishers are often as surprised about the results as any consumer.

True, but they still design the how the boxes, inserts, rules and componnets
should look - otherwise *would* all games have been standardised a long time ago
:-)

Mik

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Gmane