Category Archives: 7- 9 player games

Pit

If your favorite kind of game night is loud, fast, rambunctious, and full of laughs, then Pit (1904, Parker Brothers and others; $12; 3 to 8 players) is a must have. Read that year again: 1904. Pit has been around for over 100 years, and has changed only in the slightest ways – it is essentially the same game that was played by Americans when Teddy Roosevelt was President, and it is just raucous fun.

                          

The premise of the game is that players act as commodities traders on the floor of the commodities market, and actively trade cards in order to “corner” the market in one of the commodities. In actuality, each player starts each round holding 9 (or 10) cards. The cards consist of 8 different suits, which are currently corn, coffee, oats, soybeans, wheat, sugar, oranges, and barley. There are 9 cards of each suit in the deck, and the goal of each player is to trade cards in order to obtain the 9 cards of a chosen commodity. Trading is accomplished (and this is the fun part) by choosing one, two, or three cards of a single type of commodity, showing them face down, and shouting out the number of cards to trade – in the hopes that another player will want to trade for that same number of cards. The swap is made face-down by the two players, who each then look to see if they have gotten the cards they were hoping for. After a short while, one player will manage to trade for all 9 of a certain commodity, at which time they yell “Corner (commodity)”, and the round ends. In the standard game, there is a “Corner” card that is claimed by the winner. In the deluxe version, there is a hand bell that is rung to signal the end of the round. Each commodity is worth a different number of points, so the winner of the round gains the points listed on that commodity. Play is supposed to continue to 500, which is more difficult when there are a lot of players.

 

There are two cards that are NOT commodity cards, but represent the market itself: the Bull card, and the Bear card. The Bull represents a strong market, and can be used by any player to substitute for any single commodity card (thus it would take 8 commodity cards plus the Bull to corner the market). The Bear represents a weak market, and it is an obstacle to cornering a market because the holder of the Bear card may NOT claim a cornered commodity; they must instead trade away the Bear card, even if the other 9 cards they hold are the same. When the Bear and Bull cards are used, each round two players will receive 10 cards. As noted, the Bear prevents a corner, but the Bull allows a corner with 8 cards. However, if a player manages to get all 9 cards of a commodity as well as the Bull, they get double points. But if a player is holding either or both of the Bear and Bull cards when someone else corners the market, then they count against that player. These cards can be traded singly or in combination with another single commodity.

Pit is simple and fun, and as such it’s perfect for either family or friends. Wherever people get together and have no problem letting their hair down and laughing and shouting at each other, Pit is a perfect choice. It’s a good icebreaker game as well, as it immediately lowers inhibitions and demands engagement, but always in a positive way. If I had to guess I’d say I expect to see it around in the year 2104.

Imaginiff

For a while, when Facebook was really becoming more well-known, it offered a series of very popular quizzes, such as “What animal are you?”, or “What 80’s band are you?” In these quizzes you would answer a series of questions and then be given an answer that supposedly had something to do with your core identity (Oh please let them say I’m a bear and not a shrew!).

Imaginiff (Buffalo Games, 1998) is the same game, but it was around first and it allows players to lay those assessments on each other instead of wading through a questionnaire. The beauty of Imaginiff, which it shares with certain other great games (Scattergories, Balderdash), is that it has taken a game that people have played for years, given it a definite form and definite rules, and put it in a box for everyone to enjoy.

The key component of the game is the deck of cards that provide a list of six items within a particular category:

The basic mechanism involves players identifying the item on each list that applies to other players. To demonstrate, consider a friend, and answer the question: “If your friend were a cable channel, which one would s/he be?” The options are: Comedy Central, The Playboy Channel, CNN, The Discovery Channel, ESPN, or The Sci-Fi Channel. It’s fun enough to try to place our friends and family members in these categories, but it’s even more fun to talk about our choices, or consider out loud why one is better than the other.

Being able to involve people who aren’t there is one feature that makes this game more interesting, because if there are only 3 or 4 present for a game it provides a satisfyingly easy excuse to talk about other people. And that’s something that already comes naturally to just about everybody.

Points are awarded based on matching answers; each round, one person is chosen, a card is read (in reference to that person), and other players choose the best match. Those players who have the most matching answers are awarded points, and move on the board. The fun, of course, is in considering the answers and then defending them. In my experience it is just as fun to grab the cards and read them aloud, then enjoy the debate. But since the board gives structure and an endpoint to the game, it is still useful.

I consider Imaginiff one of my top 10 family games, because it offers such a playful way to interact with people we know well. It has a nice blend of tension and release, it is (mostly) playable by younger people (as long as you ignore the more difficult categories), and it is conducive to inter-generational play – but it’s also good to get parties started. With the exception of the hardcore strategy gamers, I can’t think of too many game shelves where this game would be out of place.

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Kill Doctor Lucky

To say that Kill Doctor Lucky (Cheapass Games, 1996) was a breath of fresh air when it came out is inappropriate for two reasons: it seems to glorify something as awful as murder, plus it fails to pay homage to the spirit of the game itself. So let us say that Kill Doctor Lucky was (and continues to be), a lingering, malodorous cloud of gut-wrenching putridity. It is a sick and twisted inversion of the old favorite whodunit games, which predate even Clue by many years.

Before going further into the game, it’s important to know that the company that publishes Kill Doctor Lucky is the aptly named Cheapass Games. Their mission is to provide the games at rock-bottom prices by packaging only the unique materials necessary to play the game, and requiring the buyer to provide any generic equipment such as pawns and dice. They are also irreverently humorous, as you can see if you read the front of the game envelope. Here is a section from the “about” page on their web site (http://www.cheapass.com):

“If you ignore the clever shapes they come in, the cheap little plastic pawns are an interchangeable part of most of the board games in your house. So are the dice, the money, the counters, the pencils, and just about every other random spare part. These generic bits and pieces can account for as much as 75% of a game’s production cost, and that cost gets handed to you.”

So (most of) the games that Cheapass Games has published have come in the form of a paper envelope, containing boards of card stock that must be laid out together (or taped once they are in place) and cards of heavy paper stock, plus one sheet of directions. This is about as no-nonsense an operation as you can imagine, so it’s one of my favorite game companies – even though it did happen to allow Paizo Publishing to package Kill Doctor Lucky as a traditional game (see below); I can’t explain that, so I won’t try. But now, back to Kill Doctor Lucky.

As I mentioned, the game is an inversion of the classical “whodunit.” That is, instead of gathering clues to try to determine the identity of the killer, each player is trying to be the one who actually kills the non-player character, Doctor Lucky. In order to win, a player must have Doctor Lucky alone in a room, out of the line of sight of other players, and attack, and then hope the attack is not foiled by the other players.

The board is a layout of Doctor Lucky’s mansion (there are expansions that include other maps, too), and players take their turns by using one free move, then deciding whether to stay in a room and “snoop” to find something (in the form of a card), or to play a card or series of cards from their hand. A player may play any number of cards, one at a time. The cards themselves allow the movement of the player or Doctor Lucky on the board (either a number of spaces, or to a specific room), or they allow an attack.

There are a number of failure cards in the deck, used to counter an attack. If another player has attacked Doctor Lucky, that attack is worth a certain number of points, from two and up. Each player following the attacker has an opportunity to “fail” the attack for a number of points equal to the points on their failure cards. This system is part of the key to strategy in Kill Doctor Lucky, because eventually the failure cards are gone, and an attack on Doctor Lucky will not be failed. It behooves a player to force others to play their failure cards so that, eventually, no one will be able to prevent that player from an attack, thus winning the game.

Movement around the map is also important. A player’s pawn must move from room to room, and the rooms include hallways and stairwells. At the end of each player’s turn, Doctor Lucky moves to the next highest numbered room. This is important because only the main rooms are numbered – so Doctor Lucky does not stop in hallways or stairwells. So what? A player can attack Doctor Lucky only in a room (again, unobserved). Further, if Doctor Lucky should happen to move into a room that is already occupied by a player, that player gets to take a turn immediately. Savvy players can take advantage of this by positioning themselves downstream, so that they can quickly take another turn, and use it to do the same, and so on as long as the map allows it.

The cards used to attack are actually weapon cards, which list a base level of damage on Doctor Lucky. They also, often but not always, list a second, higher value, if the weapon is used in a particular room. The Rat Poison, for example, has a base value of 2 but a bonus value of 5 if used in the Green House. Thus it is wise to try to get yourself alone with Doctor Lucky in the Green House, so you can do more damage.

Move, room, and weapons cards are collected and reshuffled when needed, so they may recur in the game, as opposed to the failure cards that, once used, are permanently out of the game. Clever players can keep a game going for quite a long time, but sometimes a player who has enough fail cards to prevent the murder of Doctor Lucky will not use them, instead relying on fellow players to use their own – only to discover, too late, that the other players did not have enough cards to prevent it. And so there have been a few short games, too!

You might be able to tell that I enjoy Kill Doctor Lucky; I do! I actually mounted the map onto a large piece of cardboard, and I put the expansion Craigdarroch on the other side. It’s a game that’s fun with friends or family, and the degree of interaction on the board is really stimulating, sometimes aggravating, but ultimately rewarding. It’s a great ice-breaker for people who don’t really know each other, and it’s a great game to pull out when the party or game night is winding down to the last half dozen people or so, who are still up for more.

I recommend this game to anyone with an appreciation of dark humor, a practical bent, and a love of games. If you know someone with game pieces to spare, they should (and probably already do) have some Cheapass Games in their collection. It’s recommended for ages 12 and up, although a sharp 8 year old can manage the basics (the movement strategy is probably beyond for the younger kids, however).

Buy Kill Doctor Lucky at Amazon!

Bohnanza

What the heck kind of name is Bohnanza (Rio Grande Games, 1997)?? “Bohne” is german for “bean,” Bohnanza is a pun for “bean bonanza.” Glad we got that out of the way – on to the important stuff.

bohnanza box

This is perhaps one of the most interesting, and well-disguised, rummy games I have ever come across. At its most basic, players are simply trying to create the largest sets of cards they can, in order to then cash them in for coins. Whoever ends the game with the most coins wins the game…BUT… it isn’t that straightforward. The creators of Bohnanza deserve a lot of credit for keeping with the “bean” theme while allowing for a very unique and interactive game.

There are 11 types of bean cards – as opposed to the four suits in an ordinary deck of playing cards – and each bean type has a different number of cards (each card is labeled with the total number of its type): for example, there are 6 “Garden Beans” and 24 “Coffee Beans,” and each Garden Bean card is labeled with a 6, and each Coffee Bean card is labeled with a 24. Each card also has an amusing depiction of that type of bean, and at the bottom there is a range of coin values.

As players earn cards, they “plant” them (i.e., they play the cards in front of them), but they are initially limited to planting two fields only – so they may play only two types of bean in front of them. At some point a player must “harvest” a crop of beans they have planted. The number of cards in the harvest then earns them the number of coins listed on that card; 4 coffee beans earns a player one coin, while 10 of them earn three coins, and so on.

Interestingly from a design perspective, the game does not come with separate coins for scorekeeping; rather, coins are depicted on the card backs of each bean. This is important to the game play because as bean cards are harvested, most of them go to a discard pile that is recycled for continued play. However, the first few cards of that stack are turned over and become coins, owned by the harvesting player, and are thereby eliminated from the game.

bohnanza layout

Once players have started earning coins, they have the option of purchasing a third bean field for three coins – allowing them to plant, then harvest, a third type of bean. A third field comes in handy because the rules force players to make some tough decisions when it is their turn…

Players start with five cards. The cards MUST remain in the order in which they were received. Wow, that’s different; it also affects everything else about the game. Players can see their hands, and hold them so that others cannot, but they may not rearrange the hand. On a player’s turn, he or she MUST plant the top card, and may also plant the second. Then they draw two more cards and turn them face up; they have the option of donating, or trading these cards, or they can keep them for planting. Finally, the player must draw three cards, adding them one at a time to the back of their hands.

The trick here is to plant bean fields that might earn the most coins, and that determination is made by seeing what else is in one’s hand, and also what other players have planted and have negotiated for. Often a player is forced to harvest one field in order to plant another, even though the harvest yields little or nothing. Thus, during the draw phase, it is important for a player to initiate shrewd trades and gain the beans they have already planted. One must also be active in trading during other player turns, for the same reason.

There are a lot of nuances in a game like Bohnanza that I won’t go into here, but there are a great many fans of the game all over the world. In fact, there are at least 17 editions of Bohnanza, some incorporating new rules, and some with new cards or new themes. The Fan-Edition uses art work from players everywhere (see pic above).

It’s not hard to recommend Bohnanza to any gaming family, or any group of people who like games in general and card games in particular. It comes in a reasonably small box, and is as easy to travel with as any large deck of cards. It encourages interaction, risk-taking, probability, and planning, and would be great for any players aged 10 and up. It’s officially recommended for 12 and up, but I think a bright youngster can figure it out.

Now, go play!

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Bananagrams

There is a long list of word-tile games, the most well-known being Scrabble, and it seems like every year another one or two or seven come out. Bananagrams (Bananagrams, 2006), in terms of how it’s played, is not really unique – you use the tiles to spell words and try to be the first player to run out of tiles once the main draw pile is exhausted. But, in addition to the game play, they did this word game right in every way.

Most people, gamers or not, have noticed the packaging by now from browsing through a Barnes and Noble, Borders, or Target; the packaging, a heavy cloth banana-shaped bag,  is cute. No, not cute, clever. Wait, clever doesn’t really sum it up – the packaging is brilliant in its simplicity and the banana-anagram pun is genius. It’s a gimmick, but it works. The fact that the game inside that gimmicky packaging works well really just secures its position as an excellent game. The tiles are heavy and feel good in your hand, and the entire package itself costs $14.95. You get a time-tested and easy to understand game, made with quality material that feels good in your hands, in a conversation-piece of a package that appeals to all ages, and you can travel with it.

All the word tile games that are out there involve drawing and discarding tiles and spelling words, usually in a crossword-type fashion, and so does Bananagrams. Each player starts with a certain number of tiles, and begins making words in front of them; all players play on their own word grid simultaneously. Players may (actually, must) rearrange their words as they go in an attempt to fit in all of the tiles they have drawn. Once they have used up all of their tiles, they draw another (and forcing other players to also draw another). If they can’t use a tile, they may cash it in in exchange for two more. The game continues until the draw pile is exhausted and one player has used all of his or her own tiles to make legal words.

The rules are simple enough for youngsters (my 5-year old can play), but the universal appeal of crosswords makes the game truly suitable for any age. It even comes with rules for a solitaire game. I recommend Bananagrams for just about any household – and not just word lovers! This is a great game – as mentioned earlier – for traveling, and just like a pack of playing cards different rules can be introduced to make it easier or more difficult. At $14.95 it’s hard to imagine a better value.

Note: Double-Bananagrams is now available, as well as a companion game – appletters.

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Scene-It

Scene it? (ScreenLife, 2002) is, in the US at least, everywhere. Shortly after it was brought on the market, it was snatched up by Mattel and has been mass distributed ever since. The market has responded very favorably: I counted 36 different editions currently available.

The funny thing is, my little sister had this idea about 10 years ago, and I told her it would be a nightmare to deal with all the copyright issues but that otherwise it would be a great game. Well, apparently ScreenLife found it worthwhile to deal with the copyright issues, and they have found incredible success.

Scene it? is a dvd-platform trivia game. In other words, it is a basic trivia game, but instead of relying simply on trivia questions read from cards, it comes with a dvd that shows video clips. That’s what’s different – and that is all that’s different. But that makes all the difference. Speaking as a long-standing trivia lover (My love for Trivial Pursuit got me into games BIG TIME when I was young), I am very impressed with the Scene it? family of games – and the family is getting bigger all the time.

The basic play of Scene it? is pretty straight forward – on your turn you roll, and you either get an individual or all-play trivia question to answer. One die indicates how far you move, and the other indicates what category of question you must answer: Trivia Card or DVD Challenge. The trivia cards simply ask a trivia question consistent with the game’s theme, but the DVD Challenge directs you to the tv screen. Players launch the next question and the dvd shows one of several types of questions based on a video clip. In Music Scene it? – for example – there might be an actual music video clip, followed by a question like “Who replaced the drummer shortly after this video was released?” Some questions are based on album covers, some are music-themed word puzzles (anagrams, fill-in-the-blanks, etc), and some are identifying a tune set to “elevator” style. There are several more types as well.

One feature that really makes the game more appealing is its flexibility. Trivial Pursuit gives you one way to play, but Scene it? gives you three. The board (referred to as a “flex-time” board) opens up to reveal a long racetrack, but it also folds in on itself and becomes a racetrack half the size – for much shorter games. There is also a “Party Time” option, that allows you to constantly cycle through the dvd questions. This is a great feature, because it allows a large group of people to participate at once and allows people to come and go as they wish – not to mention the intensity of people trying to beat each other to the punch by answering quickly and loudly.

I’m no fan of mass-market products, but I will give credit where it’s due – and the makers of Scene it? have done a good job of using an underused medium in a way that is easy to use, and makes sense. I recommend Scene it? to families or groups of people who have an interest in any of the versions that are currently available. I have Music Scene it?, tv Scene it?, and Harry Potter Scene it? – and each of them have proven popular with friends. It’s a nice ice breaker game, and increases the energy in the room, and that is a great way to kick off a fun games night!

Buy Scene It – The DVD Game: Movie Edition with bonus on Amazon!

Encore

Who hasn’t played this game at one time or another, without the help of actual cards, or a board? My brothers and I, and now my wife and I, routinely try to stump each other with lyrical trivia.  Any music lover would like Encore (Endless Games, 1989). This is the kind of party game that nobody really wants to start playing – who wants to show off their own tone-deafness, after all? – but ends up getting everybody gathered around, laughing, and contributing a song or two from their own repertoire.

The game very simply requires each team to identify and sing lyrics from a song, at least six words in length, that include one target word that is drawn randomly from the deck. Teams alternate on the same word until one team fails to come up with an original answer, at which point the other team wins the right to move closer to the end.

There is a newer version of Encore out (first picture), but we played the older version (pic number 2), and because the old tunes are still around, it was still full of relevant words. Unfortunately, I can’t offer an opinion on the cards available in the current edition – but I honestly have no doubt the target words are a decent sample of easy, difficult, and in between. In addition to the word cards, the game comes with a board,  a die, pawns, and a marker.

The target cards are shown below – each listing five everyday words. On one team’s turn, the die is rolled and their pawn moved; the color of the space they land on refers to the colored word on the card they must play. That team them must come up with a song including that word, and sing at least six lyrics that include it. Once they do, the other team must come up with a different song. Turns alternate until one team appears stuck. At that point the other team can impose a time limit (20 second sand timer), but if that first team comes up with a song, the other team then has a time limit as well. Once a team fails to come up with an appropriate answer, they lose control of the dice.

The yellow spaces on the board correspond to “category” questions, and are self explanatory. Otherwise there is nothing special about the color categories on the cards.

Encore is billed as a game for music lovers, but it really is a democratic game, with musical elements for the whole family. As bad as people might consider their singing to be, once among friends all bets are off, inhibitions are cast aside, and it’s all about laughing and enjoying the company.

This is an easy game to recommend to just about any group. The fact that players are matching their own repertoires against the word in question makes it appropriate for any age group (over 8, that is) and any English-speaking country. It is definitely a nice family game, because it can bring people together across generational lines.

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