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)
  • HeroCard: Cyberspace

    (search on Board Game Geek)

    small pic of HeroCard: Cyberspace small pic of HeroCard: Cyberspace in play small pic of HeroCard: Cyberspace in play small pic of HeroCard: Cyberspace in play small pic of HeroCard: Cyberspace in play small pic of HeroCard: Cyberspace in play

    • Replay Value (1-10): 5
    • Fun Factor (1-10): 7
    • Worth Buying (1-10): 6

    This is a strategy game based on the Herocard system, which is a game system that simulates a duel between two players using cards. The Herocard system is actually an easy-to-understand game by itself, but since it only handles melee battles, the designers clearly wanted to add more "meat" by having a strategic board component.

    Unfortunately, the strategic board game part itself has rather dry mechanics, true to the form of a simulation game -- you get three "actions" a turn, and the actions are different ways to move pieces and block pieces and create new pathways. This is something that certain fans of this sort of game love to do while the rest of us scratch our heads and call them geeks (admittedly unfairly).

    The "cyberspace" in this game is apparently represented by triangular tiles that represent network "clients" and "servers" -- the goal in this game is to spawn your "avatars" and take over networks. So it really isn't a simulation of real cyberspace as much as it is simulation of idealized cyberpunk where hackers fight using the same strategies that Sun-Tzu used centuries ago.

    It's worth mentioning that artwork on the cards is actually very nice -- it's done in a faux-manga (that's anime to you Philistines out there) look that works pretty well for its topic.

    The Herocard melee aspect isn't completely separated from the strategic component; though. Because of the ebb-and-flow of card draws, you can tell when you have a hand that is suitable for attack, one that is suitable for defense, and one that is suitable for neither, which translates to the basic strategies of "chase someone and attack them," "chase someone and goad them into attacking you," and "run away until you get better cards." So although the game does feel like there are two levels of divorced scope, that's not really true.

    In a sense (and I'm sorry that I'm about to make a reference that very few of my readers will know), this game is a lot like the old IBM PC game Star Control (not Star Control II: The Ur-Quan Masters) -- a melee component, a "full game" with strategic logistical decisions with the occasional melee, and most players deciding that the main game was crud but the melee was darned fun but ultimately rather meaningless.

    But hey, if you find that fun, who cares?


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    By Wei-Hwa Huang