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Showing posts with label new games. Show all posts
Showing posts with label new games. Show all posts

September 21, 2011

New Games: Quallop


My children are only six and three, and my wife is not much of a game-player. So until recently, when it came to research on board games of any kind, I was kinda on my own. (Video games, of course, are another story—even the three-year-old loves them already. Scary. But I digress...)

Happily for my continuing attempts to relive my own board game–laden childhood, though, Dash has now reached an age and attention span that allows for options more advanced than Hi Ho Cherry-O. We just introduced him to Clue, for instance, and that was a great success, once I got over my horror that they've changed the rules a bit in the 25-plus years since I played it last. (I'm still trying to find my old version in the attic.)

What's really fun to find, though, is a new game that's simple enough for kids this age, but also smart enough to engage not only kids' minds, but those of the adults who'll inevitably be playing with them. Even better, at least for my family's current needs, is one that's made for just two players, not four-but-you-can-sort-of-play-lamely-with-fewer—and such games are very hard to find.

Quallop, which melds dominoes with a 2-D version of Connect Four to invent a novel strategic challenge of its own, qualifies. The goal is to get four of your shape in a row on the board, horizonally, vertically, or diagonally, before the other player does; the trick is that the game is played with two-sided, domino-style cards—which can be played on top of existing ones (according to specific rules). So your brilliant strategy to get your four-in-a-row going in the lower left corner of the board can be demolished with one card play from your youthful opponent. The strategy is both easy enough for a six-year-old to get his head around, and complex enough to allow for reasonably long games.

As if that weren't enough, the design and packaging are excellent as well—this is a Chronicle Books product, after all: The board folds into a nifty little colorful case that encompasses all the cards and the rule sheet, then holds itself closed thanks to a hidden magnet. Obviously, this makes Quallop a pretty fabulous travel game; I think it's going to be come a stand-by on our trips this fall and winter.


[Photos: Whitney Webster]

July 31, 2011

New Games: Pixy Cubes

It's tempting, especially when parenthood is brand-new, to jump at every beautifully designed kids' toy you see. Then, after a few months (or, uh, years…), you realize that your son hasn't touched that gorgeous recycled-wood horse since the day it was unwrapped, and that what you have here is a very small piece of shelf art—and a present you bought, as it turns out, for yourself.

And hey, that's fine. But we do want to get toys and games our children actually enjoy, too—and yet, it would be nice if they weren't all Lightning McQueen-themed, wouldn't it? That's where Blue Orange Games comes in. For years now, the company has been making board games with lovely design and craftsmanship that are also a lot of fun to play. Most of them to this point—like most really good board games, period—have been for older kids, tweens at the youngest. But its latest, which is not, in fact, a board game, is happily for ages six and up.

One of those simple-yet-complex sorts of games, Pixy Cubes are a set of 16 cubes featuring varied designs (solids, diagonal halves, crescent shapes) in various colors (red, green, yellow, blue) on their faces. There are various ways to play, too: In the "speed" game, players race to match their cubes to a pattern on a "Challenge Card"; in the "memory" option, they have 10 seconds to memorize a card's pattern before trying to become the first to reproduce it with a combination of cubes. There are scaled levels of difficulty, and nearly endless possibilities. (The less competitive-minded may well enjoy the creativity of designing their own patterns and combinations with the cube faces.)

There's a developmental/educational aspect here as well, of course—Pixy Cubes are aimed at helping with young kids' color and shape recognition, and, obviously, memory skills and creativity. But those feel more like side effects than the main agenda. And since Blue Orange wisely made the cubes not merely attractive and fun, but also small, light, and extremely portable (not to mention quite reasonably priced at $16), Pixy Cubes are really a perfect travel game, too.

[Photo: Whitney Webster]

May 13, 2011

Roundup: iPad Games

I've owned an iPad for almost a year now, and I'm a complete convert: I use it to read books and magazines, to watch movies, and to research and write these very posts. But I've been reluctant to let my kids get their grubby little paws on it, mostly, I think, out of bad emotions like selfishness ("It's my precious...") and fear ("Omigod, what if they break it?). Beyond teasing them with occasional looks at the stunning Star Walk app—which uses the device's GPS to give you a full, accurate view of the night sky that you can hold up to identify stars, planets, and even satellites, and may represent the best three dollars I’ve ever spent—I've kept the iPad firmly out of their reach.

Which means that beyind being a cruel parent, I know next to nothing about the burgeoning world of iPad games for kids. I have resolved to change, on both fronts, but each passing day makes the prospect of entering that world more daunting, as another umpteen games hit the market. How on earth does a moderately late adapter figure out which are the good ones and which ones are crap?

Luckily, I have a trump card: Ian Smith, CEO of Freeverse Software, which makes many a fine app of its own, is an old and dear friend. Even more luckily, Ian has two boys of his own, and far less selfishness and fear than I do. (Or maybe he just has more than one iPad?)

Anyway, Ian was gracious enough to give me not only some excellent kids' game recommendations for the iPad, but a few security tips for the wary parent on putting one's precious into child hands.

First, his “pro tips for parents—both pretty important to safe kid iPad gaming,” as he says:

1. Click on Settings. The third setting is “Notifications”; turn them off for all the games your kids download and then annoy you with. This will prevent “Your Smurfs are hungry!” from popping up on your screen in the middle of that important Keynote presentation at the office.

2. Also in Settings, under “General,” then “Restrictions”: Turn off “In-app purchases” to avoid unwanted headaches. Ian again: “My son dropped a decent amount of cash on Zombie Farm before I did this. Apple did refund it, but why not just sidestep the issue entirely?”

Now, the fun part: the games:

Top pick: Let's Create! Pottery ($2.99, or $4.99 for the HD version). Half-game, half zen activity, and lots of fun, this app lets you pinch and touch a spinning pottery wheel to create your own. “It’s amazing. Get it and let your kids have at it. And your spouse. And yourself.”

Other good choices: Battleheart (a mild fantasy game, with combat; $2.99), Pocket Frogs (in which you breed, well, frogs—surprisingly addictive, and free!), and Puzzle Planet (just what it sounds like: jigsaw puzzles, with an iPad twist; also free!).

Ian’s kids’ faves: Solomon's Keep (think Harry Potter mixed with D&D, in a simple app; $0.99), LEGO Harry Potter (the real thing, except in LEGOs—four movies’ worth of plot and levels, all incredibly habit-forming; $4.99), Cut the Rope (a very clever and original puzzle game; $0.99), and of course Freeverse’s own Parachute Ninja (a flying adventure/story-driven game; $0.99).

Obligatory edu-pick: Math Ninja ($1.99). Kids hone their math skills while defending a tree house against a villainous tomato and its army. “Actually, pretty fun!”

Getting-in-deep pick: Battle for Wesnoth. “An open-source Warlords-type game. Tons of content, enough to keep them going for days on end, if not the greatest user interface.”

[Let’s Create: Pottery image courtesy of Infinite Dreams, Inc.]

July 6, 2010

New Games: Sound Bingo


This time of year, vacations loom (pleasantly, of course). And so does the need for portable entertainment, both for use during travel itself and for whiling away the hours spent at houses not one’s own. A few favorite books and videos used to suffice for us, when our oldest child (now five) was still very young, but these days, the need for a wide variety of options becomes ever clearer. Since my younger son is not quite two years old, though, it can be hard to find games we can all play together; for the most part, I think, we’ll just have to wait another year or so.

But we have found one game that’s simple enough for Griffin to at least be engaged in (with extreme parental help, but hey) and yet not too dull for Dash to enjoy: Sound Bingo. The concept is, well, bingo, and the execution is simplicity itself: The boxes you fill with your bingo chips contain images that correspond to sounds on the included CD. Each player gets a board and some chips, then stick the CD in the player and put it on “Random.” You then hear a series of sounds—a rooster crowing, an alarm clock ringing, a train whistling, etc.—and if your board contains the image the sound goes with, you put a chip in it.

From there, it’s regular old bingo rules; first one to fill four boxes in a row, in any direction, is the winner. It’s a really easy game to teach very young kids, and while Griff is really too young to learn any game yet, he enjoys following along and hearing the sounds. (The little chips are considered choking hazards, so parental involvement is a definite necessity when he’s involved.)

Dash, meanwhile, is thrilled to be able to really master all the rules of a game. Board games in general still being pretty new to him, we’ve also been using Sound Bingo to teach him good sportsmanship. I must shamefacedly admit, however, that watching him actually get upset at losing a round of such an entirely random game forced me to suppress some laughter for a moment. (I got my serious teaching face on quickly, I promise.)

It did occur to me that this game is so simple that you could create a version for yourself pretty easily…but it also occurred to me that that’s one of the many, many wonderful ideas Whitney and I are extremely unlikely to ever get around to, especially right before a vacation. Being able to pick up a prefab version for $15 or so that we can use for the week we’re away from home is well worth it. I suppose if it turns out to be a favorite, we could create add-on versions, but the boys would have to be almost alarmingly enthusiastic about the game for that to happen, to be honest. In the meantime, I’m grateful to have a play-ready game served up to me on a platter.

[Images courtesy of Chronicle Books.]

June 2, 2010

New Games: Woody’s Run-Around Roundup


The San Francisco–based toy and game company Wild Planet has a niche to itself, comfortably between the designers of expensive, high-end tech-y toys you’re afraid to give your young kids for fear they’ll break them, and the producers of cheap, disposable toys you expect your kids to break instantly. Its products are well-made enough to last a while under the high stress our kids put toys through, but also generally come in at a reasonable price point. I’ve long been a fan of the company’s remote-control SpyGear vehicles, several versions of which—it can now be told—terrorized the halls of the Cookie art department a few years ago. (The responsible party or parties remain at large.)

Parents will also appreciate the Wild Planet’s focus on active games for pretty much all ages—most welcome when you’re trying to find ways to pry your children away from DVDs for an afternoon or two. Its latest of these is Woody’s Run-Around Roundup, branded to the upcoming Toy Story 3 movie. The game features five pieces: one large handheld “tagger,” shaped like Woody from the movie, and four character “targets,” in the form of Buzz Lightyear, Jessie, Hamm, and Rex. The tagger shouts out  instructions (in Woody’s voice), telling a player to tag the character whose name begins with R, for instance, or the one wearing a white spacesuit; that player must then “tag” the correct character with the Woody figure to advance to the next question. (Embedded microchips allow the “tagger” to recognize automatically when someone has made the right or wrong call and respond accordingly, with either encouragement to try again or a new character to tag.)

The game has several modes—solo and multiplayer timed games, in which you’re trying to get through a set number of questions in the fastest time; a memory game, in which you have to remember a sequence of challenges as it builds up; and a hide-and-seek treasure-hunt game. You can set up the four target characters just about anywhere kids can get to, and thus make the timed games quite exerting in a decent-size backyard—but the games can also be played indoors on a rainy day, in one room or spread throughout a house. Parents can join in and play with the kids (depending on how much sleep you’ve been getting, you may or may not have to ease up on them) for a whole-family game, but it’s also simple enough for kids age three and up to play on their own. In short, you have lots of options.

And if you’re not into the branding (which in the case of my son did provide a little extra help in getting him away from the TV), never fear: This is in fact a variant on a previously existing Wild Planet game, Animal Scramble, in which the characters are simply various animals—a monkey, an elephant, a giraffe, and so on. (Both the branded and unbranded versions require three AA battteries.)

It’s not super-high-tech, but all in all, you and your kids end up with quite a lot for your 25 bucks or so. Which is precisely what I’ve always appreciated about Wild Planet.

[Photo courtesy of Wild Planet]