I stayed up for 40 hours straight playing these 64 games. Yowzer.
Interested in seeing what the boxes look like?
An approximate average of Wei-Hwa's "replayability" ratings and his "fun factor" ratings (on a scale of 1 to 10) is listed after the game name. Note that these numbers are arrived at by only one or two plays, so take them with a grain of salt.
A text file with the games ordered by scores is also available.

I thought this was definitely a good pure abstract with a good blend of strategic and tactical play. To boot, the pieces are beautiful and the designers did a very good job of designing the pieces so that they are satisfying to hold AND stay on the grid. Even if the game was poor I'd want to own this on the pieces alone.

I was a bit surprised that this was eligible for Mensa Mind Games, since Kadon Enterprises has been selling this game for years. I guess Kadon wasn't a big enough distributor. The rules in this version differ slightly from Kadon's in how unplayable pieces get treated, but otherwise gameplay is equivalent. The game itself is definitely a fun one -- it feels very close to Ravensburger's Master Labyrinth, and, somewhat surprisingly, I found the downtime between turns more tolerable than Master Labyrinth. Quite a good game and deserving of the award.

It's hard to find any game to compare this to. The innovative mechanic of adding an opponent's piece to the board each turn does a good job of guaranteeing the game in end (indeed, it is an interesting exercise to calculate the longest possible game) but I do have the fear that it might not be too hard to find a guaranteed winning strategy. Still, it will be a while before any human can work one out. Also one of the best games there.

I owned this long before the event, and have played many games. Strangely enough, the game it most reminds me of is Fantan: everyone has different goals that result in building a cohesive whole, and while your possible moves are limited the choice of which one to do can occasionally make a big difference, or no difference at all. I gave this one my top vote, of course.

The concept is new to many game players but a small cadre of puzzle solvers, myself included, instantly recognized this game as based on a type of puzzle called "skyscrapers". Unfortunately for me, playing this game pales in comparison to the joy of solving an elegant "skyscraper" puzzle, so I'm not really one to appreciate this game. (But try this variant: everyone rolls their dice randomly and displays them to everyone. Then the players attempt to play cooperatively so that everyone scores all their dice.)

If you have the skill of reversing phonetics (and have a good ear in case your opponents mumble), you'll do well at this game, otherwise you won't. Unfortunately, that's pretty much the only interesting feature about this game -- once the concept is down, it prettty much feels like flash cards.

Yet another game that's tests one skill and has no strategy otherwise. The so-called "new" first-and-last spelling challenge is the silliest one I've seen yet: mention the first and last letter of each word! What's so special about that?

Not a skill I'm good at but I like the concept. But like most creative games, it has trouble when people get too creative with their answers, and the rules as written tend to lean on the strict side. I'd also be worried about the same combinations coming up and a group that's played this game a lot would turn this game into a speed test rather than a creativity deal.

I like the dynamic board concept and think it would improve a lot of trivia and word games where the "board" is basically a giant scoreboard. Unfortunately, this is not one of those games that is improved. Rather, the dynamic board is more of a distraction from the other innovative item: the questions. But as is, the two innovative concepts aren't quite fully developed and neither can really be said to add any fun factor. (By the way, this game got some complaints that it doesn't supply pawns -- I applaud it for that! I have enough pawns anyway; I don't need to pay for more.)

Maybe this is okay for little kids, but even little kids should
find the first part of the game (where players draw letters
and hope that they're on one of the six cards) quite tedious.
The adult version of the game is much more exciting and really
allows one's anagram skills to shine -- and it's easily scalable
for children. So why did this company deem it necessary to
have a children's version, which is basically the same game
with extra constraints on creativity?
The game is as simple as it can be: no fancy rules, no elaborate
scoring function. I like this simplicity.
Making up stories always makes me nervous. Still, this is a
bit more soothing than the hectic "Once Upon A Time", where
everyone is sharing the same story; at least here everyone
is independent. The scoring is simple and light enough so that
people who want to ignore it basically can.
I doubt there's anyone who likes to both wonder about the meanings
of proverbs as well as wanting to give clues to hint one. As such,
this game has some good ideas but somehow has a little bit of
something to annoy everybody. Perhaps the adult version has
trickier questions?
A very nice and innovative idea. I wish they had been a bit more
specific in how restrictive instructions were supposed to be, and
also the components are not that great, but otherwise the game
is fine.
This would be a much better game if the wordlist didn't
stifle creativity by giving only 1 point for words not in the
list. Eventually one would just memorize the most highest-scoring
words in the list and draw those. I would probably try it with
this modification: throw away the word list. Instead, score as
many points as you have letters in the word (but no more than 10).
I have to admit that this game takes the basic concept first
commercialized in Balderdash and give the best user-interface
for it. It doesn't seem particularly innovative but it plays
well.
I'm tempted to say that this is Cranium done right: instead
of taking the old stand-by party game goals, the designers
here really went out of their way to have party game goals
that are rarely seen in games. Also, the board and scoring
is just complicated enough to allow for some decision-making,
yet not too complicated that one starts playing the board
instead of the game.
Let another flashcards clone. The clunky voting mechanism
means that this game fails with too few players.
I'm a sucker for trivia lists, and this game really
struck my fancy. I love the small bits of variability
that allows you to control your question and score.
I could possibly see this game failing if everyone
at the table were an expert on the same thing, though.
Gets good score for box and board design
but otherwise the game is very blah.
I think this is how Trivial Pursuit should have been:
A simple linear track (none of that walking back and forth
in order to get a wedge piece), stiffer penalties for wrong
answers for players that are ahead, and EXPLANATIONS for
why the right answer is what it is!
Ugh, the die and board are completely unnecessary and add no
value to the set of amazingly boring questions.
Flashcards of trivia. With no explanation for the answers.
Bleah.
The questions are somewhat interesting, but the scoring can
get downright frustrating ... since the "Red-Handed" card
hits everyone with equal probability, sometimes the player
better at answering the trivia questions
will run away with the win, and sometimes they
will answer tons of questions without being able to win.
I think luck should be a factor of trivia games but not this much.
It's really cute to have a game with no termination condition;
rather, the players get a timer, decide how long they want to
play, and go for it. Since the luck factor is so high anyway,
it does a reasonably job of capturing the feel of the real
stock market. (Except that players can't trade with each other.)
There's quite a lot of investment time in learning the rules;
I'd suggest that it be explained by a human instead of figuring
out the rulebook, which reads like the author is being
overcautious about avoiding any reference to Monopoly.
I found the plastic bits reasonably fun to play with and the
dice-combat mechanism rather original.
This game is a lot like Chutes & Ladders, except that at least
in Chutes & Ladders you knew where the good spots and bad spots
were. No decision points and a whole lot of potential
frustration. Aimed at an age group of kids who can't play
the game by themselves, and whose older siblings would probably
cheat just to get this horrible game over with.
The slowly-appearing board is a nice twist.
This game can't really be played to win; if you abstract off all
the story elements there really isn't anything interesting left.
Fortunately, the story elements and and pieces (especially the
mountain before the entrance to Moria) are very well-done. The
game is like the movie in so many ways: nice visuals, long time
investment, much less content than its original source, and no
real ending. (Instead, you have to buy Game 2 to continue the
story!)
Remember the most frustrating part of Trivial Pursuit -- rolling
the die and going back and forth, always missing the space you
really need to further the game? Well, this game is just like that,
except without any trivia to distract you with. There are some
decisions, but pretty much the choice is clear and you have a
1 in 6 chance of getting to the space you want. Ah well. At least
the plastic pieces are a bit more fun to play with than in Trivial
Pursuit.
This is not a bad emulation of gambling games. If you're going
to be playing a completely luck-based game, you might as well
do it in style. I'm quite disappointed that the rules of these
games have been simplified, though -- Blackjack without any
double downs, splits, or insurance? Craps where the only legal
bet is a PASS bet? (On the other hand, I also would be happier
if the slot reels were independent, though in real life that's
not how they work at all.)
A fine idea, but with only one problem: no room for scratchwork.
Once you have a reasonably good equation on your rack, it
could be dangerous to touch it to try to improve on it. It
would be better if there were enough tiles for everyone to have
two sets, or just use pad and paper and have people write down
their final equations on that.
I'd like this game better if the numbers weren't all weighted
equally. It's much harder to get numbers higher than 15, and
the game really should reflect this in the rules. With the
current setup, the winning method seems simply to collect the
smallest numbers you can first, until everyone is stuck trying
to roll the high numbers without having the small numbers as
a buffer.
Since the goals are all positive numbers, once the number
reaches, say, minus 8, it's a long while before anyone can
score. This wouldn't be a problem if the number rarely became
negative, but there's one "change sign" card that ruins that.
There are a few ways to fix what's broken in this game, but overall
one really needs to find small integer arithmetic fascinating
to like this game.
Imagine playing Set where almost any three cards forms a Set.
If you're bad at recognizing Sets, it won't be fun;
if you're good at recognizing Sets, it also won't be fun because
it's just too darned easy to find them. This game has exactly
that problem (except replace "finding sets" with "doing arithmetic").
It seems like the designers came up with a nice set of cards and
then had trouble figuring out any games to play with it. After
last year's failure, this one comes a bit closer to being a real
game but still fails.
The designers have solved the problem of most letter-tile games
where the letters are upside-down to half of the players! Well,
almost. The board still uses the clunky "four-directional" letters
that plagued the designers' previous efforts. The game has
a trouble with downtime -- since it's so easy to use pyramids belonging
to other players, there's no use in trying to plan ahead since the
letters you're eyeing may be gone by the next turn. If that could
be fixed somehow, this would not be a bad game at all.
This game is basically Eleusis, but as applied to clue-giving
games. Excellent! The art of giving ambiguous clues is something
I've never seen in a wordgame before.
A silly game that plays reasonably fast.
Feels like a simpler version of Set, with only two
attributes to deal with simpler rules.
The size of the wizards can be hard to distinguish, but otherwise
the game plays fine. It's a
shame that the designers couldn't come up with a more interesting
game to play with these cards, though.
The concept is an old but not often explored
one, and you don't really need this particular
deck to play this game (any set of letters will do), but they do a
good job with the cards, making them quite visible and readable
(the upside-down letters also help). A fast game with quite a
lot of replay value.
It's a good effort but it really doesn't feel sufficiently different
from poker for me. Since poker isn't a bad game, the rating is
reasonably high but the game doesn't give you much extra value.
A very fast-paced game once all players understand the rules (which
could take a bit because this game is like no other game out there).
More luck than strategy, although there certainly is room for quite
a bit. A good game.
This game is quite popular at the dot-com company I work for
for some reason. Even without the excellent theme and humor
value, there's still quite a game in there, although I myself
am not that fond of games where you have to choose which player
to attack each turn -- diplomacy tends to creep in.
There might actually be a game here, but the rules were written
so loosely and so ambiguously that it was completely unplayable.
I never thought Rummy could me made so tedious! Each turn
you know what you would like to do, but you need to get lucky
on the die to actually do it. Before this game, I never really
noticed how much time in a game is spent rolling dice.
The round cards are cute and the artwork is reasonably humorous,
which offsets the awkwardness of holding round cards to begin
with. A fast and light game, but there's really no deep strategy
beyond choosing which opponent to attack (the good ol' diplomacy
effect).
I suppose if you're an art buff and not a game buff,
this game would be fine. Game-wise, there's no really special
game here.
One doesn't really need the custom deck to play this quite
original game of silent trades and bluffing. The only complaint
I have about this game is the scoring: it seems to me that
only the last hand (the one that determines who takes the pot)
is important. I'd probably like it better if the pot were
split every third hand or something.
The only Knizia game this year (I think), and it's a good one.
It plays like Pit but the rules are simpler and therefore easier
for people to just jump right in. It definitely needs a more
forceful way to stop, though ... during play people were still
making last-minute trades after "STOP" was yelled. I propose that
the central card be "shielded" somehow (maybe the person yelling
"STOP" can cover it up?) if you actually play this game.
This is a pretty good trick-taking game, only marred by the
fact that Zoki tiles really don't make good cards.
This game will get a lot of replay value for anyone. Really.
(Except me; I've played this game and its precursor so much
it's starting to grow stale.)
This is the first time I've seen this game in two-dimensional
form. I like the 3-D form myself, although some might feel
different. I do like the fact that the game doesn't
terminate on the first sequence and that different ones
are worth different points -- that allows for some extra
strategy.
Every year there's some abstract strategy game that seems
okay at first but the designers don't realize that it's
broken because one player can force a stalemate. And
occasionally one of them actually wins Mensa Select because
most people, even Mensans, can't tell this from only one
playtest. So I was really afraid of this game winning.
Want to guess why?
There's a final round where players can move a piece,
but that's about it. In this game, it's too hard for
intelligent players to really make a threat; I suspect
most games will end up being a tie.
The concept is rather fresh and new. But, the game gets too
uncontrollable with anything but two players. Consider my
rating up there an average between the 8 for the two-player
game and a 4 for the multi-player game.
Two-player five-in-a-row is a game. Four-player twelve-in-a-row
(on a 12x12 grid) is just insane. Good thing the reward is
something no one wants. (Okay, in all fairness, the goal
isn't always 12; it's decided by the roll of a die with numbers
from 7 to 12.
There might be a strategy game here without the luck factor.
But as it is, it plays a lot like a wargame where all the
pieces are the same and there is no story. The next time
some wargamer attempts to convince me that the story has
nothing to do with the appeal of wargames, I'm tempted to
show them this.
I can see why they needed to add the random element; the game
is not very interesting when everyone just plays their own
pieces. Unfortunately, the game is not improved that much
by the drawbag -- there's still very few interesting decisions
to be made.
Overall, not a bad way to add luck to the original game
of Hex. I feel that perhaps there are other games that
can be played with the colorful grid. The pieces are
quite weighty and have a nice tactile feel to them.
The strategy element is almost completely dominated by the luck
factor in this one, unfortunately. Whomever spins the
higher numbers is probably going to win. (Of course, any
such game can easily be spiced up with a doubling cube...)
The pieces also feel rather cheaply done.
Another good puzzle game from Binary Arts. As usual, the
interface is superb with just one or two small problems.
In this case, the problem is that the plank that the hiker
is standing on has an annoying tendency to flip 90 degrees and
that makes it hard to place the plank back on a position.
Although I thought it was interesting,
this game was one of the most unpopular ones at Mind Games,
perhaps because most people either didn't get it or just didn't
think it was fun. It is rather ironic that game theory doesn't
quite make a good game by itself. It also suffers from lack of
replay values; the same group of people will probably find
themselves doing the same deal over and over again.
Depending on how good you are at the skill of remembering
faces, you'll either love or hate this game.
One worries if repeated play will start making the game
easier, just because of seeing the same face over and over
again. I suspect with the great number of faces, that
won't be a problem -- kudos to the game designers for
taking an original idea and making a rather robust game
out of it.
This is a great idea for a game and the designers didn't
bother trying to make the scoring too sophisticated, instead
optimizing the actual interface instead. I'd be worried about
repeat play but maybe the designers could sell expansions.
Or players could of course make their own...
Party Games: Artistic Skill
Conjecture for Kids [6]

- Two teams compete by making sculptures out of clay. Each team
appoints a sculptor. Both sculptors see the name of an object
on a card. First sculptor to get their team to say what's
written on the card (by sculpting) wins.
Nanofictionary [6]

- Players collect story elements and attempt to weave them into
creative stories, which they then tell. Score points based on
how well one's story does in a subsequent voting and judging.
Proverbial Wisdom Junior [4]

- Players must draw, act, or just guess from multiple choices to
identify common proverbs.
Skribble [7]

- Each team of two players has one person who needs to get their
teammate to identify a certain word by drawing. The trick is
that the guesser is also the one doing the drawing! The clue
giver has to give geometric instructions only ("Draw a vertical
line there. Now draw a triangle underneath.") as hints.
Squiggle [6]

- Each player gets the same random squiggle, and a fixed amount
of time to attempt to turn it into a picture or object.
Score points if the other players can identify the picture
and score bonus points if the name of the picture is in
a supplied list of words.
Party Games: A Variety of Tasks
Derivation [7]

- Players write down the origins of certain idioms in an
attempt to bluff the other players into believing them.
Also, sometimes players can earn bonus points by answering
trivia questions, acting charades, or drawing other
idiomatic phrases.
Rigamarole [8]

- A variety of tasks; teams must answer trivia questions,
convey concepts to their teammates by only giving examples
(think the bonus round on $10,000 Pyramid), complete
sensory perception challenges, and do some playacting.
Tall Tales Pocket Edition [3]

- Players must answer trivia questions about myths as well
as attempt to fool and out-top other players with
outlandish stories.
Trivia Games
Dibs [9]

- Each question has several answers, and players must play
"Dibs" cards that determine who gets to answer first (and
score few points if correct) or answer later (and score
many points if correct).
Don't Quote Me [7]

- Game based on identifying famous personalities from their
quotations.
Graymatter [8]

- A rather standard trivia game, the notable highlights
being an ability for the player to choose between two
questions while hearing only the subjects, and having
follow-up information instead of a straight answer.
National Geographic Geo Bee Challenge Game [2]

- Geography questions. A pop-o-matic die and a board with one
track determine the type of question asked.
Professor Noggin's Card Game Series [1]

- 12 sets of cards that ask trivia questions. Each set covers
a different subject.
Red-Handed [5]

- The answer to every question contains the name of a color.
Groups of colors form the question categories. You need to
score 5 points to win, but you can only get points if you
answer a question correctly AND get lucky and draw a "SCORE"
card -- you could end up drawing a "Red-Handed" card and
not be able to score until you get rid of it!
"Roll Dice and Move" Games
Bull Market [7]

- Four stocks emulate the market by rising in price when players
buy and lowering in price when players sell. Occasionally a
stock becomes "bullish" and rises faster. Simple mechanisms for
stock splits, bankruptcy, and IPOs also are in the game.
Globopolis [8]

- A science-fiction background story thinly disguises this
game that plays like an advanced version of Monopoly. Players
must trade and collect resources to develop their regions,
or they can attempt to attack and take over those of other
players through dice-based attack rules.
Holiday Hop [1]

- Players spin a spinner and move along a 366-space board
representing the days of the year. When landing on a
holiday, draw a random holiday card that transports you to
another holiday. First one to reach December 31st wins.
Lord of the Rings: The Fellowship of the Ring [4]

- Pawns representing the characters from the first LoTR
movie go through a board depicting events from the story.
A player may choose to move any pawn during their turn, and
as the game progresses the story unfolds.
Risky Business [3]

- Attempt to bring your company from funding, to hiring,
through product development, to customer-finding.
Vegas, The Board Game [5]

- Land on spaces and play simulations of one of five casino
pastimes: Blackjack, Craps, Roulette, Slots, and
paying money for entertainment.
Number and Math Games
Bedmas [7]

- Each player gets a fixed set of mathematical operators.
On each turn a random set of digits are selected and everyone
gets one copy of that set. Players attempt to form a
valid equation with at least one of their operators and
the selected digits. Players who form the highest-valued
equations win.
Knock-Out! [6]
NO PICTURE AVAILABLE
- A grid has numbers from 1 to 18. On each turn, roll
three dice and partition the sum into any numbers that
are still available, then claim them. Once a number has
been claimed two times in a row by the same player, that
players locks the number and it is no longer available.
First to reach a certain number of locks wins.
Maya Madness [3]

- Each player is given a secret number token (from 1 to 9) and
a hand of cards (most range from -5 to 5). Players take turns
playing cards, changing a shared running total, scoring
points (and a new secret number) when their secret number
is reached.
Trio Quadro [2]

- Cards containing many numbers are laid out in a 4x4 grid
and a "goal number" is called. Score points if you are the
first to find a row that can get the goal number through an
allowed like of operations.
Word and Language Games
Crossword Pyramids [5]

- Pyramids are stacked on a square grid, each pyramid representing
one letter. Players take turns moving pyramids, creating words,
and scoring by removing them, which reveals more letters
underneath.
Proclaim! [9]

- Players attempt to give one-word clues to the other players to
identify a specific word. The fewer people who get it right,
the more points are scored -- unless no one gets it right at all,
in which case points are lost. Other players may "Proclaim!"
they know the answer in an attempt to get bonus points.
Reflex and Reaction Games
Birds, Bugs & Beans [4]

- A variant of War where the way to win cards is to make specific
sounds when certain cards come up.
Check Out! [6]

- There are six "aisles" of cards, each with an item-type and
a color. A card is revealed and the first person to identify
an aisle that the card can "fit" in (a card "fits" only if its
item-type AND color are not already in the aisle) wins a point
towards victory.
Hocus Focus [5]

- A set of "wizard" cards has wizards that are thin, normal, or
fat, and each wizard also has four colors (purple, blue,
green, red) distributed among four attributes. 11 cards are
laid out randomly and a 12th is turned up. First person to
identify a card that has nothing in common with the 12th
scores a point towards victory.
PDQ [8]

- Three random letters (from cards) are laid out. First player
to name a word containing those letters in order (but not
necessarily consecutive) wins. (Some other constraints are
added as variants.)
Strategy Card Games
Bluff 'N' Peg [7]

- A variation of 5-card draw that emphasizes the bluffing by
having players reveal their cards stud-style, and de-emphasizes
the gambling aspect by having a Cribbage-style pegboard.
The Bucket King [8]

- Players play successive "tricks" in each suit in a way not
unlike poker betting. The first one to "fold" must lose one
of 15 buckets (3 each in five suits) that each player gets at
the beginning of the game -- buckets that each player has
strategically arranged, since once a bucket is lost all buckets
above it are lost too.
Burn Rate [7]

- Players represent dot-coms, hiring people, looking for funding,
throwing bad ideas at other companies and releasing their own
bad ideas, and putting engineers to work on bad ideas so that
contractors don't have to be hired. Everyone starts with 100
units of money which drops at an alarming rate due to salary.
Last one with money remaining wins.
Doubletake [1]
NO PICTURE AVAILABLE
- Gin Rummy-like game where there are certain cards that allow
players to take melds from other players.
Out of Control [3]

- Rummy-like game where each turn you roll a die to see what
you are allowed to do that turn.
Snowball Fight [6]
NO PICTURE AVAILABLE
- Players take turns playing attack and defend cards at each
other. Die rolls, as adjusted by the cards played, determine
whether the attack succeeded.
Van Gogh and Friends [2]

- A 36-card deck depicting 6 paintings by 6 French artists along
with a coffee-table book. Instructions for playing
Concentration and Go Fish are supplied.
VICI [8]
NO PICTURE AVAILABLE
- From a deck with 6 cards in each of four suits, each player is
dealt 5 cards with a stack of four cards in the middle. Each
player is also secretly assigned a different suit. There are
"friend" relations between the suits as well as "enemy"
relations. On each turn, a player trades up to 3 cards with
either another player or the center stack. The goal is to
hold only cards of your suit and then identifying your "friend".
If you are correct, you get bonus points if your "friend"
can successfully identify his "enemy".
Wheedle [8]
NO PICTURE AVAILABLE
- A real-time negotiating and trading game where players attempt
to get majorities of stock in companies before other players can.
Each company is represented by an odd number of cards (5, 7, or 9)
in a suit. The cards are dealt out evenly, with one public card
remaining as the "bankrupt" company. During trading, players
may make any deals they like as often as they like. They can
also trade a card with the "bankrupt" company card. Once a
player has a majority in all companies they hold, they can
halt the trading, at which point everyone scores.
Zoki - Red Alexa [7]

- A Zoki set (a set of tiles where all four-digit combinations
of the numbers from 0-3 are represented) is used to play a
trick-taking game similar to Hearts.
Family Strategy ("German") Games
Carcassonne: Hunters & Gatherers [9]

- Players take turns laying tiles that connect together into
complicated regions, and also decide on placing wooden pieces
in the hopes of scoring points for the regions that are
formed.
TransAmerica
Winner of Mensa Select
Abstract Strategy Games -- Pure Abstract
Blokus
Winner of Mensa Select
Cityscape
Winner of Mensa Select
Fire and Ice
Winner of Mensa Select
Hijara [7]

- A flat representation equivalent to playing Connect-4 on
a 4x4x4 board. Of interest is that the game continues
until the grid is filled, and "diagonal" lines earn more
points than "flat" lines.
Quadtria [3]

- Two players take turns moving one of their five pieces on
a geometric board. First to make a particular triangular
pattern wins.
Rhumb Line [5]

- Equivalent to playing tic-tac-toe on a 8x4 cylinder.
Shanjari [6]

- Players take turns placing their stones, or moving
any already-placed stones, on a hexagonal grid. To win,
you must create a particular pattern of yours and your
opponent's stones.
Abstract Strategy Games -- Luck Component
Hawaiian Glyphs [1]
NO PICTURE AVAILABLE
- A grid of Hawaiian glyphs is shared. Players take turns
drawing tiles from their bags and matching tiles to the grid.
First player to get a certain number of tiles in a row
on the grid wins and must tell a story.
Lakeedah [4]

- Two players attempt to move pieces across a square board and
into certain goal spaces. Die rolls determine how many
spaces can be moved and also determine the outcome of
attacks and captures.
Mozaic [3]

- Two players take turns drawing stones from a bag and placing
them on an 8x8 grid. A player scores points for having a 2x2
subsquare of their color; however, players are forced to
play thier opponent's stones if they draw them! Some special
stones allow for stone moving, removal, or turn changes.
Octiles
Winner of Mensa Select
Path Blitzer [6]

- Players attempt to connect two sides of a hexagonal grid.
Each space has a number written from 1 through 9 on it.
Each turn a players rollw two dice that determine which
spaces they are allowed to play on that turn. They may
also use the dice to "attack" an enemy space, whose winner
is determined by a dice-off.
Puzzelar [3]

- Two players attempt to connect opposite sides of a square
grid board. A spinner determines how many pieces you can
put down that turn.
One-Player Games
River Crossing [8]
NO PICTURE AVAILABLE
- Player places stumps and planks on a square grid. A
hiker must get from one end to the other by picking up the
planks and moving them around while also walking across them.
Games with Original Themes
Friends & Fortunes [4]

- Players go through several different scenarios based on
classic dilemmas in Von Neumann-Morgenstern game theory.
Each scenario is simply described with a payoff matrix
and players are attempting to maximize their holdings.
Similarius [8]

- Players look at several faces for a minute, and then
one is chosen at random and removed. Players must then attempt
to draw that face from memory and normal points are scored
based on how accurate one's memory was. Bonus points
are also given for predicting the player with the most
normal points.
The Touch [8]

- A compartment contains many plastic pieces of different
shapes. Players have a fixed time to reach in without
looking in an attempt to find specific pieces.