Game Reviews: Mensa Mind Games®, year 2010

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 2010. (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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Party Games: Word-based
  • Truth Be Told (7;5;6;31st/28th)
    Party Games: Artistic skill
  • Sounds Like a Plan (7;6;4;21st/11th)
  • Stix & Stones (6;7;9;36th/20th)
  • Yamodo Party Time (8;6;5;29th/25th)
    Quiz Games
  • Locale (6;5;3;37th/29th)
    "Roll Dice And Move" Games
  • DECALOGUE The Ten Commandments Game (3;1;1;45th/44th)
  • Riches 'n Rascals (2;4;6;8th/7th)
    Number and Math Games
  • Ergo (6;4;6;14th/27th)
    Word and Language Games
  • Letter Roll (7;4;3;19th/17th)
  • Scravage (7;6;6;7th/31st)
  • Spellen-Meister (7;3;1;46th/45th)
  • Syllaballistic (6;4;4;27th/18th)
  • *Word on the Street (9;9;8;1st/1st)
    Reflex and Reaction Games
  • *Anomia (7;8;7;12th/5th)
  • Circle Out! (3;4;1;43rd/39th)
  • Hands Up! (6;6;4;44th/38th)
  • Q-bitz (7;6;5;25th/19th)
  • 7 Ate 9 (5;7;4;39th/30th)
  • Tri-Spy (4;7;5;22th/24th)
    Dexterity Games
  • Bisikle (6;7;8;3rd/13th)
  • *Yikerz! (4;7;6;11th/10th)
    Strategy Card Games
  • Cornucopia (8;7;7;5th/26th)
  • Ingenious Inventions (3;2;3;48th/36th)
  • Masters Gallery (9;7;7;32nd/16th)
  • Opus-Dei: Existence After Religion (7;4;4;24th/21st)
  • Prime (6;5;7;33rd/32nd)
  • Rowboat (9;7;5;30th/41st)
  • Simpatico (4;4;2;38th/34th)
  • Triplica (4;3;2;34th/33rd)
    Family Strategy ("German") Games
  • Fish Stix (5;6;4;20th/22nd)
  • Gems of Virtues (8;7;7;9th/3rd)
    Abstract Strategy Games -- Pure Abstract
  • Arimaa (10;6;6;4th/9th)
  • Cannonball Colony (7;8;6;10th/6th)
  • Octatrix (8;1;1;49th/49th)
  • Pentago Multi-Player (8;6;9;15th/14th)
  • Rapid 4 More (7;4;3;13th/8th)
  • Zenith (7;5;7;18th/15th)
    Abstract Strategy Games -- Luck or Hidden Information
  • Be FOUR You Know (5;5;2;42nd/37th)
  • *Dizios (6;8;9;6th/2nd)
  • Kachina (9;7;8;2nd/12th)
  • Tri-Cross (7;4;6;41th/36th)
    One Player Games
  • AnimaLogic (2;5;4;17th/40th)
  • Cobra Cubes (2;6;5;28rd/43th)
  • Crazy Cheese Puzzle (1;3;2;47th/47th)
  • Dig It (2;6;7;26th/35th)
  • Mirrorkal Escher Puzzle (3;6;5;23rd/23rd)
    Games With Original Themes
  • Agreed (2;2;1;35th/48th)
  • *Forbidden Island (7;9;10;16th/4th)
  • Rory's Story Cubes (9;1;1;40th/42nd)
  • Cannonball Colony

    (search on Board Game Geek)

    small pic of Cannonball Colony in play small pic of Cannonball Colony in play small pic of Cannonball Colony in play small pic of Cannonball Colony in play

    • Replay Value (1-10): 7
    • Fun Factor (1-10): 8
    • Worth Buying (1-10): 6
    • MMG Popularity Rank (out of 49): 10th/6th
    2 to 4 players represent military factions of some sort, trying to set up forts/colonies on an island that is represented by 6x6 map squares of terrain. You "land" on one side of the island, and every turn you must build something. You can build one or two road segments, which must be on fresh terrain; you can build a fort on a road, which must be at least 3 spaces away from any other forts of your own color; or you can build a special item (cannon or blockade; more on that later). Whatever you build has to be connected to your landing site, which means reachable via adjacent roads that don't go through any opponent forts. Whomever builds all of their forts first wins. After you build your third fort, you get the ability to build one cannon, which destroys an opponent's fort anywhere in front of it, but can never be moved and doesn't block connectivity. After you build your sixth fort, you get a blockade, which blocks cannon fire. After you build your ninth fort, you get another cannon.

    Although having some of the story of a war game, this is really more of an area-packing game; as cannons can't be re-deployed, they tend to be more obstacles to work around rather than as offensive destructive units. Most games I tried started with players building up forts in the area immediately around them, a minor skirmish as players encountered each other in the center with access to their first cannon, then an endgame where everyone is trying to build roads to weave around opponent's forts and to find room for their own. The game's strategy is really more around geographic tempo and move efficiency than it is about destroying your opponent. Which is fine by me. The pieces aren't perfect but are rather adequate for the task, and it certainly feels to me that a good amount of playtesting went into this game, as there are plenty of visual reminders and iconography that help with getting the game rules right.


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    By Wei-Hwa Huang