Fire Boy and Water Girl

“Don’t die. No! No, green mud, jump jump jump…” Game over. This is about how games of Fire Boy and Water Girl go when I’m playing with my best friend. Technically, I’m not sure that it’s supposed to be a two-player game, but that’s how we always played it within our friend group. After all, there are two characters, and it’s easier to each take one than to play two characters doing completely different things at the same time. Then again, sometimes you really don’t want to have to share the controls, especially when it’s your seventh time running that map because someone keeps missing the jump (though realistically, who that someone is varies. It’s been you, too).

See, in this game, Fire Boy is controlled by the arrow keys, and Water Girl is controlled by WASD (try keeping those straight in your head as you try to avoid jumping to your death with two characters at once) and each can only traverse their own elements. If either of them steps in the other’s element, they die. This means that sometimes only one can go in a certain direction. There are also colored gems that only the matching character can retrieve, also suggesting that they should be the one to go in that direction. Green mud kills both, and is the bane of absolutely anyone trying to coordinate a jump on a swinging log so that they both make it across the pit.

You are scored (well, graded, it’s a letter grade) based on how long the round took you, and once you succeed the branching levels from it open up for attempts. I say branching because not all of them have only one track; some have three or more options from which to choose. You can always go back and play the other tracks as well.

Each version of Fire Boy and Water Girl has different systems special to it, like the Light Temple’s mirrors and portals and stuff, but I’ll leave those for you to discover on their own. I usually play it on Cool Math Games (1, 2, 3, 4). There is an official Fire Boy and Water Girl site as well, which is the one I’ll link to hereafter. This one has five versions, in order: The Forest Temple, The Light Temple, The Ice Temple, The Crystal Temple, The Element Temple.

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I can’t get through! There’s a Bearicade!

No, that isn’t misspelled. I really did mean “Bearicade,” not “barricade.” That’s because Mom and I recently played a wonderful card game called Bearicades, about forests and scared prey, and big, scary lumberjacks and equally big and scary predators, but they happen to be playing defense and trying to protect the prey, so they count as the good guys. You know something’s gone really bad to get the predators and the prey to team up!

Bearicades

So there are these cute animals, all innocent and stuff (yeah right, like that snake wasn’t just waiting for a lumberjack to bite!) that are specially grouped into forests. You can choose whether you want to play beginner style by color, or by ring numbers. Each has a special ability, which will be activated as specified on the card (sometimes it’s when the animal runs away, when you Flip the card, or some, like the Salmon, can just be activated whenever).

Then there are the lumberjacks. The active player for the turn (designated by the Frog) draws the top lumberjack and places him in the middle. But of course, no lumberjack lumberjacks by himself, so each lumberjack card lists a certain amount of friends of his who also get drawn. The active player then gets to distribute the lumberjacks between the forests in whatever manner they like, the only rule being that each has to have one.

Then comes the predator phase. There are some really cool predators in the deck, like Cougars, Bats, Foxes, and Angry Bees, but most of the predators are Bearicades. No, not “bears,” “Bearicades,” named as such because they can block a lumberjack, leaving both in play but, at least for the time being, neutralizing the threat. Bearicades also have abilities that can be utilized if they are discarded, depending on the species of Bearicades, including Flipping an animal, forcing lumberjacks to Run Away, or allowing a trade of themselves for another Bearicade in the discard. Other predators can do similar to the latter two, though some allow a switch for any predator in the discard, instead of just Bearicades.

In the sad event that a lumberjack is unstoppable and reaches your forest, you must choose one of your four animals to Run Away as a result. The good news is, the lumberjack follows it over to the discard pile. Some animals also have effects centered around running away, making them the strategic choice, depending on the situation. The bad news is, that animal is out of the game for good, and you only have four of them, so you have to be careful!

Once all of the lumberjacks have been taken care of in some way or another, whether they’re staring down a Bearicade or the back of another lumberjack in the discard, it becomes Night. The player with the Frog draws one Predator for each player still in the game, getting first pick as to which one they want. Each player gets one Predator to add to their hand, and then the Frog passes and the next long day of fighting off the evil forces of humanity begins.

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The Word On The Street is… Junior!

Gee, another Out-Of-The-Box game! It’s almost like we have a lot of those in our house… Word On The Street Junior — surprise! — a word game. And, more than that, it’s on a street! That would make sense, given the name, right? Well, it’s true. The board is a five lane street (Honestly folks, can’t you choose an even number like a normal street? Jeez.) with the entire alphabet up the middle. Oh, wait! The middle is green, so it’s probably the grass divider between the two directions of traffic. But then the letters are… Yikes! Yes, kids, drive perpendicular to the street and across the dividers. Good plan. Word on the Street Junior

The players divide themselves into two teams and sit on opposite sides of the street. At the beginning, everyone decides whether it will be a green game or a blue game (easy or hard). The cards are shuffled and then set to have either the green or blue side facing out from the little card holder that just barely covers the questions (so you can’t cheat).

One team flips the timer while the other pulls a card. The card has a category (like “A Month” or “Something Blue.”) The team with the card has until the timer runs out to confer and choose something of that category. It must be one word (proper nouns are allowed, obviously, otherwise “A Month” would be pretty hard criteria to meet) and in English (no smart translations, sorry!), and the whole team must agree on it.

When the team has decided, they go through, spelling the word, moving each letter tile in the word one space closer to their side of the board. Once they move the third time in that direction and off the board, they have been captured and can no longer be moved. Whenever that letter is used in a word, it is simply noted as out of play and they spell the rest of the word. This is partially because the game would be incredibly difficult to play once the main letters (especially the vowels) had been used if you couldn’t use words with letters that had been captured, and the game would be over far too quickly.

For similar reasons, the board is five lanes instead of one or three, to allow the space for the players to give and take with the pieces, pulling it to the brink, then having it pulled back to the center, then slightly one way, then further the other, and so on. It’s quite amusing to watch the pieces move back and forth, and adds a strategy level to the game: it isn’t just about long words, it’s about finding the words with the letters on either edge to steal theirs and capture yours.

I think it would be fun to just play through everything and count up at the end, but that gets hard when the only letters left on the board are Q, U, W, V, Y, X and Z, in any combination thereof. So instead, the goal of the game is to have captured at least eight letters. The first team to do so wins.Facebooktwitterredditpinterestlinkedinmail

Can You Survive the Oregon Trail?

Wow, this is an old one. For those of you who don’t know, Oregon Trail is a DOS game that came out in 1990. My Social Studies teacher last year gave us a link to it and an entire class hour to just play, because it’s historical and all that. Everything is run using typed commands, like numbers, Enter, Y and N. (Yes and No.)

In Oregon Trail, you get to choose a difficulty setting. You can be the banker, with a ton of cash for supplies, the carpenter, with less, or the farmer, with very little. The less cash you’ve got at the start, the more points you get for surviving. You also get to choose what month to leave in. Too early, and it’s too cold at the start, too late and you freeze near the end. Nasty business, weather. You name the 1-5 people in your party. You have to buy your supplies in the shop before you leave (because obviously, you wouldn’t leave without supplies, would you? That would just be dumb), but thankfully, the guy at the shop gives you some guideline suggestions on what to buy.

As you move along the trail, you can adjust your pace and rations while watching your party health and supplies. You can buy supplies at the forts along the way, trade with other travelers, or hunt for food. If the weather gets extreme or someone gets hurt, you can rest for a few days, but don’t lose track of time. You still have to hit Oregon before it gets too cold.

You get to cross rivers, and, near the end, you have to choose paths. There’s also the looming possibility of someone dying. The caravan leader dies last, since that character is “you” and it’s hard to play when you’re dead. I heard that one of my friends played a game with Batman (leader), Superman, Wonder Woman, Aquaman, and the Flash. Aquaman drowned, and Superman, Wonder Woman and the Flash died from exhaustion. How ironic is that?

So basically, cross the country, and don’t die. Simple, and old school, but fun.Facebooktwitterredditpinterestlinkedinmail

Ninja versus Ninja

Or Dojo vs Dojo, or Martial Arts Masters Using Their Students As Pawns For Their Own Personal Gain By Having Them Infiltrate The Opposing Dojo. But Ninja vs Ninja sounds cooler.Ninja versus Ninja

At the beginning, your ninjas line up in a sort of blocky V formation in the back of your dojo. Or, well, more of a U, I suppose. Anyways, all of the ninjas besides the shadow ninja and the ninja master line up in a cool formation in the back of their dojo, while the shadow and the master stand at the side. The shadow isn’t really a ninja, just the shadow of one, but the shadows only mirror the ninjas when they’re in the other dojo.

For whatever reason, the two dojos seem to be directly across from each other, with only three blocks seperating them from each other. Thr street, perhaps? Whose idea was it to put the two schools on the same street, let alone directly across from each other? That must be terrible for business!

A ninja is only allowed three turns for a mission, which starts as soon as they step on the middle blocks. Does this mean that they live in the dojo? And only one ninja can leave the dojo at a time, which also seems silly. Wouldn’t a mission be easier if they had multiple people on it?

The shadow follows the ninja into enemy territory, like a true shadow does. How far the ninja can move into enemy territory depends on a pair of swords, which are rolled as dice. (Seems a bit dangerous, doesn’t it?) Which side of the sword faces up determines how far he can move, like some creepy omen saying, “The sword is on it’s right side, so you may only move one space, or you shall be cut down.” Weird dice.

It is impossible for a ninja to walk through another ninja, but if he stops in a space that is already occupied by an opposing ninja, he is morally obligated to cut down whomever stands in his way. Sheesh, dude, just say “Excuse me” next time.

The ninja must return to his dojo by the end of the third turn of his mission, or he falls over dead. Don’t ask me why. This involves turning around and walking back, at which point his shadow detaches itself and stays put. When he returns, he is scored by… How far his shadow moved on the enemy wall? Which is actually the number of spaces he went into the enemy dojo. The shadow returns from the enemy dojo and the master moves that number of spaces into his.

The goal of the game is to kill all enemy ninjas, or to have your master move seven spaces into your dojo. Why seven? I have no clue.

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Now THIS is REAL Trivia!

One thing that has always bothered me about trivia games is how easy they are. Well, I’m glad to say that I have finally found a game where that is most certainly not an issue. For Christmas, my mother bought me Blinded By Science Trivia Game, a trivia game about just about every type of science. Because that name is really long, I’m just going to call it Blinded By Science. Blinded By Science Trivia Game

Everything in this game, starting from the instructions, are science-y. The number of rounds in a game are the amount of colors in the rainbow for a short game, the number of the mission number of the Apollo spaceflight that brought Neil Armstrong and Buzz Aldrin to the moon for a regular game, and the atomic number of phosphorus for a long game. Granted, you can choose to play more or less rounds depending on timing, and yes, they did include the numbers for the rounds, not just the clues. The first player to go is whichever one most closely resembles Charles Darwin.

How many cards go on the table depends on how many rounds and players there are. Multiply the rounds by the players and lay that many cards face down on the table. Each card has a name on the back that gives some clue to what the questions are about (for instance, Elementary, My Dear, was about the elements, and Bring Me A Shrubbery is about plants.) Most cards have three questions, but some have extra credit as well. Each question is worth a point.

Some questions are True or False, some are multiple choice, and some are open-ended. True or False questions include, “True or False? Penicillin was the first antibiotic widely used in modern medicine,” and “True or False? The parrotfish eats coral and poops sand.” Multiple choice questions are rare and include, “Which of the following are killed, or their growth impaired, with the use of antibiotics: bacteria, fungi, or viruses?” and open-ended questions make up the majority of the cards, with questions like, “What acid is added to silicone oil to produce Silly Putty?” and “Tomatoes are a member of what often toxic family?”

The answers to these, in order, as I’m sure you would love to know, are False, True, bacteria, Boric acid, and the Nightshade family. Yes, there is actually a type of fish that poops sand. How does that work? I have no clue, the card didn’t say. Sometimes, the card does include more information about the answer. For instance, the question about penicillin I mentioned above said, “False (sulfonamides were first; penicillin was discovered in 1928, but was not used to treat infections until 1942)”. Personally, I appreciate these notes, particularly with True or False and multiple choice questions.

You play through all of the cards, and whoever has the most points wins. There is also a version of the game where you play in teams, working together to answer the questions and gain points, though I haven’t played that option.Facebooktwitterredditpinterestlinkedinmail

Ooga!

Ooga! Ooga Ooga! Sorry, that was caveman speak for “Look, it’s a dinosaur!” I realize, those timelines may or may not accurately line up, but it works out well enough in the kids’ game, OogaOoga

In Ooga, the players are members of a tribe, competing to be the first in hunting the correct dinosaurs for the menu. You are armed with spears (stick with a suction cup), and when the Tribal Chief throws the bones, you go where they lead you. Sometimes, that will be the forests, sometimes the deserts, and sometimes the spewing lava craters. Or, if you are really lucky, they will send you to the grove, where you get to spear… a coconut! Coconuts count as a wild card, standing in for any type of dinosaur.

When you successfully meet the menu criteria, you shout “Ooga!” and take the menu, replacing it. You also take the title of Tribal Chief, meaning you get to throw the bones. This is both good and bad, because while it does give you the time to survey the board before throwing, it also gives you less time to prepare the spear in your hand so that you can stab a dinosaur (Yeah, I know, poor dinos. They just wanted to be friends! Well, except for that T-Rex. He’s trying to eat the rest of them. And I will point out that you rarely see two T-Rexes on one card.)Facebooktwitterredditpinterestlinkedinmail

Guillotine

Off with their heads! No, you don’t get to behead your opponents. Yes, you do get to compete over who can behead the most important people in France. Yes, there are a lot of puns. No, King Louie is only worth 5 points, not 12.Guillotine

In my Social Studies class, we recently had a discussion about the French Revolution, so naturally, when my mother and I were trying to decide what game to play, I suggested Guillotine. Ironically, while I remembered the history behind the game, I didn’t actually remember the mechanics of the game itself. I have, of course, remedied that.

I would call this game straightforward, except the line of people awaiting beheading keeps shuffling… after all, nobody wants to be that one executioner who kills the Hero of the People (Yeah, that’s a card. He’s a -3 pointer, too.) You do, however, want to be the one to kill Marie Antoinette, King Louie, or even just that poor unlucky Cardinal who happened to be in France at the time (the religious figure, not the bird. I’m not even sure if a cardinal is large enough to behead properly in a guillotine. Perhaps a miniature guillotine?).

Anyways, the question becomes, if you don’t want to get stuck with the Martyr, how do you manage to kill somebody else? Well, there’s always the possibility that your designated Martyr Trips (Move any Noble back one space) and you end up with that Unpopular Judge instead, who, while not necessarily the best choice, is worth much more than that Martyr (It’s a matter of -1 point versus 2 points).Facebooktwitterredditpinterestlinkedinmail

Thou shalt not leave… before a game of Munchkin Shakespeare!

And, yet another Munchkin game has come out! Munchkin Shakespeare has, like all Munchkin games, its own twists and horrible puns.Munchkin Shakespeare

As I said, they all come with their own twists. Munchkin Shakespeare has Dungeons, each with its own special rules. My personal favorite is “The Dungeon O’ Bad Scottish Accents”, where ye have ta say everythin’ in a bad accent, though’ it dun’t ha’ ta be Scottish.

Anyway, enough with my bad attempt at writing an accent, and onto the monsters! Possibly the most dangerous monster is the Level 20 Lady Macbeth, but one of my personal favorites is the Level 1 Spamlet.

Finally, there are the items. My starting hand included my favorite weapon, the Dialog, a 2-handed log with a plus 4 bonus. I also had the Toga, which was a plus 1 armor unless being back-stabbed, in which case it wasn’t worth anything (only for that instance). I don’t actually know the reference for this, but I assume it has something to do with Julius Caesar’s assassination.Facebooktwitterredditpinterestlinkedinmail

10 Days in the USA

We had a test in Social Studies on the 50 states earlier this week, so, to help me study, Mom pulled out a game called 10 Days in the USA.10 Days in the USA

In 10 Days in the USA, you are trying to draw cards for your trip that can be arranged in an actual trip format. You can walk across the border, drive through a state, or hop a plane to a state of the same color. Both the cars and the planes take up a day of travel each.

I appreciate the education that comes from this game. This education is greatly enhanced by the little blurb about one of the given state’s most notable attractions.

Ironically, the day after I played this with my mother, we did something similar in Social Studies. It was quite amusing.

Make sure to read up on the rules for Alaska and Hawaii, as I found those both a little confusing first time around.Facebooktwitterredditpinterestlinkedinmail