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Stock #2703 |
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Suggested Retail
Price $19.99 |
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Counter Magazine
Greg Schloesser
January 2006
United Kingdom
A LOOK AT SOMETHING DIFFERENT FROM OUT OF THE BOX
Out of the Box Publishing is a small American game company
that has quietly been releasing some intriguing games. Best
known for their immensely popular Apples to Apples game,
they have stepped-up their presence with re-releases of previously
issued games, as well as new creations, including such titles
as Reiner Knizia’s Tutanchamun, Reinhard Staupe’s
Basari, and the 10 Days In series from Alan Moon. All of
these games are “bridge” games in that they are
ideal for introducing new people to more sophisticated and
interactive games.
Recently, the company has taken yet another bold step, partnering
with PIN International to market and distribute their line
of wooden games. These games are quite stunning in appearance,
being constructed of sturdy, attractive wood. This alone
is nothing new, as many games have been released to be showpieces,
or “coffee table” centerpieces. Sadly, many of
those games were pretty to behold, but not much fun to play.
The PIN line – at least the games I’ve played – get
it right on both counts. Not only are they visually pleasing,
they are also, for the most part, quite captivating.
My aim here is to spotlight a handful of games in the PIN
line, as well as provide a bit of information about this
interesting partnership. According to Matt Mariani of Out
of the Box:
“PIN is a natural extension to our line. We didn’t
have a line of games that players could leave out on a coffee
table. These games look great, and are easy-to-learn and
fun to play.”
That truly is a great summary of the line. I’ve managed
to play half of the games in the current line, and am quite
pleased with six of them. That’s quite a batting average.
Further, everyone with whom I’ve played has also enjoyed
them. Even my wife admits that they are fun and attractive,
although she is still fighting me over leaving them on display
in our living room!
The most popular game in the line is COLUMNS, which sold
extremely well in 2005. Columns challenges two players to
slide various pieces onto wood columns, arranged in a 3x4
grid. The ultimate aim of the game is to place the most “roundels” (round
pieces) at the top of the columns. The wooden pieces come
in a variety of shapes, some of which fit snuggly over two
columns, while others are “L” shaped occupy two
vertical spaces on a column.
Blocks have critical placement restrictions. The larger
square-shaped “blockers” are used to prevent
an opponent from placing a roundel atop it, while they also
cannot be placed atop a single other piece. Small “blockers” do
not have this latter restriction. These restrictions, along
with the limited supply of each piece, force players to make
tough placement decisions. The game is tense and fast, and
leaves players with that “one-more-time” urge.
I can easily see why it is a top-seller in the PIN line.
CITYSCAPE has also garnered some attention from gamers,
and is quite likely the most visually appealing of the line.
Richly-stained blocks in five sizes are placed onto an oak
4x4 grid, ultimately forming the skyline of a city. Each
player secretly establishes four goals using the pips on
dice, and the object is to stack the blocks so that the number
of buildings visible from eye level matches the number of
pips on the die set as a goal for that row. So, if a player
placed a “3” on the die for the first row, the
player will attempt to have three buildings visible in that
row. A “5” on the die means the player will attempt
to have two or more buildings of the same height in the corresponding
row, while a “6” means the player will attempt
to have the tallest building on the board in that row.
Once all blocks are placed, points are earned, with more
points being earned for the goals that are more difficult
to achieve; that is, the higher valued numbers. While at
first glance there appears to be a great degree of control,
the reality hits you after a round or two that this is largely
an illusion. Still, strangely and perhaps inexplicably, I
find the game fun to play. There is a certain sense of achievement
when goals are met, even though you know that it was mainly
accomplished via sheer luck. That really should bother me … and
it usually does. But for some reason, I still find myself
enjoying the game.
My personal favorite in the line is OCTILES, a game that
has a similar feel to Trax, a game that has been around since
1981. Players reveal and place octagon-shaped tiles, each
containing four pathways. As each tile is placed, the active
player moves one of his pawns as far as he can across the
paths, with the ultimate goal being reaching the haven on
the opposite side of the board. “Stop squares” are
located throughout the board, and these serve as stopping
places for pawns moving along the pathways. Pawns located
on these spaces block the movement of opponents’ pieces.
Victory goes to the first player to move all of his pawns
to the opposite side of the board.
The game plays well with 2 – 4 players, but can get
a bit congested with the full contingent of four. Most games
play to completion in about 45 minutes or so, but longer
times are possible due to congestion. Still, I find the game
fascinating, with some interesting placement and blocking
choices.
CAMBIO combines the sliding mechanism of Amazing Labyrinth
with the five-in-a-row victory condition of 5ive Straight.
Cubes depicting geometric symbols are slid into a 5x5 grid,
with the objective of aligning five like symbols in a row.
The game is quite challenging, but a bit prone to last a
tad long.
POISON POT challenges two or three players to assemble their
pots into a large grouping without being adjacent to the
dreaded poison pot. 36 cauldrons – 12 of each color – are
mixed face-down, and players alternate placing one-at-a-time
onto the board. Before placing a pot, however, the active
player may slide one pot that is already on the board in
a straight line. This causes the board configuration to change
ever-so-slightly, yet oftentimes dramatically. Clever moves
are possible, but plans can often be upset by similar moves
by one’s opponents. This is fast and fun.
A game I just can’t get my head wrapped around is
OUTFOX. The rules are simple, yet the strategy eludes me.
Players each receive a set of nine pieces, with each set
containing a square, triangle and circle in each of three
colors. The ultimate object of the game is to place pieces
so that you arrange a line of three-in-a-row, either of one
color in three different shapes, or of the same shape but
in three different colors. For some reason, I have a difficult
time remembering this, in spite of attempting to repeat this
over-and-over again in my head as a mantra.
Play is similar to that of Poison Pot, but in reverse. First,
the active player places a piece, then he slides an adjacent
piece in a straight line. That’s it. Fulfill the victory
conditions and you win. Well, try as I might, I just can’t
do it. I’ve been beaten mercilessly by everyone with
whom I’ve played. I’m sure there is some sort
of spatial visualization skill required, and my brain is
deficient in that skill. Still, I keep trying.
So far, the only game in the line I’ve played that
I don’t particularly care for is MEGALITH, a re-release
of Reiner Knizia’s Stonehenge. Players alternate placing
numerical discs face-down onto a triangular grid. When a
row fills, the discs are revealed, and the player with the
greatest total in that row places a megalith. When the board
is filled, the player who placed the greatest number of megaliths
wins.
Placements are completely blind, a mechanism that I tend
to disdain. As a row fills, however, the discs are revealed,
giving the player a bit more information when making his
placements. Still, the game just doesn’t grab me, as
there isn’t much to go one when making one’s
placements.
As mentioned, I’ve played just half of the games in
the line. Normally, I am not a fan of wooden abstract games.
While I’ve always appreciated the tactics and skills
required to play them well, I’ve generally found them
to be rather dull and a bit too confining. The PIN line of
games has proven to be the exception for me. The games are
generally fast, and filled with interesting decisions. For
the most part, they do not bog down into a “think-fest”,
with two players somberly staring at a board for long periods
of time. Rather, they offer an intriguing challenge, and
seem fresh and new. They transcend the usual abstract fare,
making them a welcome addition to my collection.
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