Card game / 3+ players (or 2 players with a spare pile)
****
This exercise in sequential deception was a big hit with the five-year-old, especially when mixing two decks (including jokers) to stretch credibility further.
Card game / 3+ players (or 2 players with a spare pile)
****
This exercise in sequential deception was a big hit with the five-year-old, especially when mixing two decks (including jokers) to stretch credibility further.
Chess
~600 AD / Abstract strategy game / 2 players****
My five-year-old's never been very enthusiastic about draughts, which I thought was the junior stage she should get to grips with before introducing the more confusing characters to the board, but she found this diverse cast much more appealing and picked up the movements quickly, if not the strategy and general arseholery as of yet. I'll enjoy this brief time where I look comparatively competent.
Monster High 348 Cartoon Puzzle
***
It's been a long time since she had a new jigsaw, but she still gets them out occasionally for want of better ideas, so here are nine, or three, or one huge one, depending on how bored you are and how many toys Dad's confiscated. The quality control of children's puzzles remains consistent with the same character appearing in the same picture twice.
Red Dwarf: Beat the Geek
2006 / Video trivia game / 1-2 players
**
I may not be fast, but I get there in the end. I evidently wasn't especially interested in playing the Red Dwarf DVD trivia game even back when I could play DVDs, but mild curiosity saw me eventually vicariously play along via someone else's much poorer performance on YouTube before getting bored after a few minutes. The new Holly material's a bit cringey and there's little entertainment to be had, but it's at least better than listening to an album by Olivia Newton-John.
2019 / Solo/cooperative dice game expansions / 1-2 players
Another Oniverse game that's heavily reliant on expansions for rounding out the experience, it recaptured the feeling from Onirim of delving to increasingly perilous depths, especially when you pile them on cumulatively. While you're always at the mercy of the dice, there are enough tricks to learn that make it winnable most of the time. It helped that I enjoy playing it so often.
The Flagship ****
A slight but essential complication, keep them coming. Having to finish another ship isn't a notable hassle, and the special abilities are probably overcompensation, but the rulebook recognises this and suggests hard modes for most of these, if that's a problem you're facing.
The Hourglasses ***
Another job to think about, but also lots more handy discard opportunities that again probably makes things easier. One idea across 36 cards isn't that interesting though, and this could have just been part of the base game.
The Stone Clouds ****
Quirkier than the boring Hourglasses, these fiddly tokens and annoying cards only seemed to make things harder at first, with no payoff – until I realised how they fit around the ship tokens and my comprehension similarly unlocked. The challenge is the point, and beating it is a buzz. It's slightly disappointing that each batch of birdies didn't get unique artwork though (see also the next two expansions).
The Piers ***
Getting yourself increasingly into debt for bad investments adds an unhealthy dose of relatable stress to your after-work activity, but like the Stone Clouds, it's extra satisfying to beat.
The Hammer Bird Eggs ***
These stubborn chicks initially just seemed to get in the way until I realised how handy they can be for swapping out dud cards (or trying to, at least). Potentially game-saving when you need a specific card to come up, potentially game-ending if they flood the display, though that hasn't come up yet.
The Hellkite ****
It took a few games of losing to the big bad to realise I should prioritise the offensive to break down the barriers and start getting the sweet rewards, but then some other appendage gets neglected instead. If you're mixing everything in, there are so many combinations and calculations to keep track of every roll that you're bound to miss some optimal actions when they come up, but it's good to have the options.
To the Stars!: Stellarion >
2019 / Solo/cooperative dice/card game / 1-2 players
Surprisingly my favourite in the niche of dice-based Oniverse games, and beating One Deck Dungeon for elaborate Yahtzee, this dice-finagling exercise looked to be one of the less appealing in the series and most likely resales in theory, but it charmed me in play as I literally helped dreams take flight. Then I couldn't put it down for a month.
It's customarily reliant on its expansions to add depth and replayability, at least a couple of which should probably be part of the base game from the start, before things get weird.
Albrecht Altdorfer, The Battle of Alexander at Issus (1529)
"I like this one. All the people, the message in the sky and the sun and the moon, it's very detailed. It's my favourite one."
Tsuguhara Foujita, Girl in the Park (1957)
"I like this one because it's bright and detailed."
Sam Francis, Around the Blues (1962)
"I don't like that one, it's rubbish."
Agnolo Bronzino, An Allegory of Venus and Cupid (1545)
"This is rude, because they're naked. There's a bottom there, a bottom there, there's even a willy. It's rude. I like it!"
Josef Albers, Homage to the Square (1964)
"The best thing about it is nothing. The worst thing about it is that it's just totally yellow. That's the worst one."