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.



Sort By Name
Sort By Ranking
Sort By Category
  • 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)
  • Spin & Trap

    (search on Board Game Geek)

    small pic of Spin & Trap small pic of Spin & Trap in play small pic of Spin & Trap in play small pic of Spin & Trap in play small pic of Spin & Trap in play

    • Replay Value (1-10): 2
    • Fun Factor (1-10): 2
    • Worth Buying (1-10): 7

    This is a two-player abstract game played on a hexagonal board, three-on-a-side. Three spaces are filled with green marbles; the rest are filled with either black or white marbles. The two players represent black and white, and the goal is to surround the green marbles with marbles of your color. On your turn, you may choose any three marbles in a small triangle and rotate them, or choose any ring of six marbles surrounding a marble of your own color or green, and rotate those. First player to capture two green marbles wins.

    The game is very well produced; the marbles fit the board very well, and the spinners are a delight to turn. Unfortunately, the rules supplied with the game were very ambiguous as to what constituted capturing a green marble. One line says that a marble must be "surrounded", while another line says that there must be "at least four" of your own color marbles to capture. It's unclear if the two marbles at the end are part of the board or if they are placeholders for when you win a green ball (none of the spinners can interact the them). Normally ambiguous rules wouldn't be too horrible; I'd just choose the interpretation that makes the most sense. But the liberal interpretations mean that the first player can win a green stone on the first turn, which seems wrong; and the stricter interpretations make the game go on forever, in the way that so many broken abstracts are -- if you can look two moves ahead, the game is a perpetual stalemate because there's no good way to set up a long-range win. Overall, I'd pass on this game until it seems to be a working game; a shame because the components are fun to play with.


    Return to Introduction

    Other MMG Reviews


    By Wei-Hwa Huang