Game Reviews: Mensa Mind Games®, year 2007

These are Wei-Hwa Huang's personal reviews of games that might or might not have been submitted to the Mensa Mind Games event in 2007. (You'll have to go to that site to get the official list of submitted games, when they decide to post it.)

DISCLAIMER: The opinions, ratings, and reviews stated in this document and related webpages are the sole personal opinions of Wei-Hwa Huang and Wei-Hwa Huang alone. Wei-Hwa Huang does not speak for the more than 100 participants on the Mensa Mind Games selection panel. This is not an official site of Mensa Mind Games or Mensa Select, although the statements on which games are winners of Mensa Select are factually correct. Mensa Mind Games and Mensa Select are registered trademarks of American Mensa.

If you have any questions or concerns about my reviews and comments, please feel free to mail me.



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  • Ka-Ching! (9;9;10)
  • *Qwirkle (8;9;10)
  • Toppo (9;9;8)
  • *Gheos (8;9;9)
  • disorder (9;9;7)
  • NAQ (8;10;7)
  • Kippit (8;8;9)
  • *Hit or Miss (8;8;9)
  • Take Your Best Shot (8;6;10)
  • Mix-Up (8;7;9)
  • Bananagrams (7;9;8)
  • Three of a Crime (7;8;8)
  • 24/7 the Game (7;7;10)
  • Merriam-Webster's Word Sweep! (9;7;7)
  • Cineplexity (8;9;6)
  • Medici vs. Strossi (7;8;8)
  • Margin for Error (8;9;5)
  • Treasure Fleet (8;8;6)
  • *Gemlok (7;7;8)
  • Project Kells - Tara (6;6;10)
  • Aussie Rules Super Subsistence Farmer (10;9;2)
  • Abridged (7;9;5)
  • Cromlet (6;8;6)
  • Rhyme N Tyme (8;5;6)
  • Bendomino (6;5;8)
  • HeroCard: Cyberspace (5;7;6)
  • Shakedown (6;5;6)
  • *Skullduggery (5;7;5)
  • HeroCard: Rise of the Shogun (5;7;5)
  • Head1liners (5;6;6)
  • Space TiVitz (5;5;7)
  • Equalz (5;7;4)
  • You've Been Sentenced! (5;6;5)
  • Luck of the Draw (4;8;4)
  • Lim (Letter Cube Cards) (4;5;6)
  • Numaro (4;6;4)
  • Quirky (4;4;6)
  • Cover Up (4;3;7)
  • Skybridge (3;4;7)
  • Zoologic (7;2;4)
  • Sneak A Peek (The Crossword Game) (6;3;4)
  • Meta-Forms (6;2;5)
  • Cliko (6;2;5)
  • Babylon (5;4;4)
  • Poppo! (3;3;7)
  • Cover Your Tracks (5;1;6)
  • Zotto (4;5;3)
  • Newton's Apples (3;4;5)
  • Postcards from North America (2;7;2)
  • Spin & Trap (2;2;7)
  • Slap Wacky! (5;3;2)
  • Mimic (3;5;2)
  • Kingka (2;2;6)
  • Take A Wild Guess (3;3;1)
  • Noodlers (3;1;2)
  • Blik-Blok (1;3;1)
  • Yamodo! (1;1;3)
  • Aqube (1;1;3)
  • Logic Links (2;1;1)
  • Cromlet

    (search on Board Game Geek)

    small pic of Cromlet small pic of Cromlet in play small pic of Cromlet in play small pic of Cromlet in play small pic of Cromlet in play

    • Replay Value (1-10): 6
    • Fun Factor (1-10): 8
    • Worth Buying (1-10): 6

    Yoicks! This game comes with a massive deck with more than a hundred cards split into 24 suits (called "colors" in the instructions). The cards in each suit are all numbered -- no two cards have the same number and suit, no two suits have the exact same set of numbers. The rules are pretty simple to explain, I think:

    On each turn, draw a card and play a card. If you have the lowest unplayed card in any suit, you are forced to play one of them. Otherwise (if none of your cards are the lowest unplayed card in any suit), you may play any card. If you were forced to play a card, you may "claim" the suit for points. The number of points you get is the number on the card you played. Each player may only "claim" their fair share of suits in a game (for instance, in a 3-player game, each player may claim at most 8 suits).

    There are some other niggly bits (handling unplayed cards in claimed suits and handling wild cards that can stand for any other card), but that's the gist of it. This means that the strategy is simple yet challenging -- do you claim a suit early, when you're playing low card, or do you hold out for a high card that you might never get to play?

    However, the rulebook requires two large pages to explain what I've just done in two paragraphs, and also has two pages of giant color examples. Why? Because with 24 suits of different number patterns, it's plainly impossible to keep track of who's played what and who's claimed what, and what is the lowest unplayed card in each suit ... so the game comes with a large tally board where you can keep track of all of that. The result is that you get this daunting management tool that seemed to scare most players away, not to mention certain players' inability to keep track of 24 changing numbers at a time.

    My feeling is that this is a great game if everyone at the table can handle this sort of management and won't renege on a turn (for instance, if everyone were like me) -- but if there's someone at the table who just wants to play casually according to simple rules, forget it.

    I can't help but feel that there was probably a simpler way to present this game, though...


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    By Wei-Hwa Huang