Counter Magazine
Greg Schloesser
January 2006
United Kingdom
A LOOK AT SOMETHING DIFFERENT FROM OUT OF
THE BOX
Out of the Box Publishing is a small American game
company that has quietly been releasing some intriguing
games. Best known for their immensely popular Apples
to Apples game, they have stepped-up their presence
with re-releases of previously issued games, as well
as new creations, including such titles as Reiner Knizia’s
Tutanchamun, Reinhard Staupe’s Basari, and the
10 Days In series from Alan Moon. All of these games
are “bridge” games in that they are ideal
for introducing new people to more sophisticated and
interactive games.
Recently, the company has taken yet another bold step,
partnering with PIN International to market and distribute
their line of wooden games. These games are quite stunning
in appearance, being constructed of sturdy, attractive
wood. This alone is nothing new, as many games have
been released to be showpieces, or “coffee table” centerpieces.
Sadly, many of those games were pretty to behold, but
not much fun to play. The PIN line – at least
the games I’ve played – get it right on
both counts. Not only are they visually pleasing, they
are also, for the most part, quite captivating.
My aim here is to spotlight a handful of games in
the PIN line, as well as provide a bit of information
about this interesting partnership. According to Matt
Mariani of Out of the Box:
“PIN is a natural extension to our line. We
didn’t have a line of games that players could
leave out on a coffee table. These games look great,
and are easy-to-learn and fun to play.”
That truly is a great summary of the line. I’ve
managed to play half of the games in the current line,
and am quite pleased with six of them. That’s
quite a batting average. Further, everyone with whom
I’ve played has also enjoyed them. Even my wife
admits that they are fun and attractive, although she
is still fighting me over leaving them on display in
our living room!
The most popular game in the line is COLUMNS, which
sold extremely well in 2005. Columns challenges two
players to slide various pieces onto wood columns,
arranged in a 3x4 grid. The ultimate aim of the game
is to place the most “roundels” (round
pieces) at the top of the columns. The wooden pieces
come in a variety of shapes, some of which fit snuggly
over two columns, while others are “L” shaped
occupy two vertical spaces on a column.
Blocks have critical placement restrictions. The larger
square-shaped “blockers” are used to prevent
an opponent from placing a roundel atop it, while they
also cannot be placed atop a single other piece. Small “blockers” do
not have this latter restriction. These restrictions,
along with the limited supply of each piece, force
players to make tough placement decisions. The game
is tense and fast, and leaves players with that “one-more-time” urge.
I can easily see why it is a top-seller in the PIN
line.
CITYSCAPE has also garnered some attention from gamers,
and is quite likely the most visually appealing of
the line. Richly-stained blocks in five sizes are placed
onto an oak 4x4 grid, ultimately forming the skyline
of a city. Each player secretly establishes four goals
using the pips on dice, and the object is to stack
the blocks so that the number of buildings visible
from eye level matches the number of pips on the die
set as a goal for that row. So, if a player placed
a “3” on the die for the first row, the
player will attempt to have three buildings visible
in that row. A “5” on the die means the
player will attempt to have two or more buildings of
the same height in the corresponding row, while a “6” means
the player will attempt to have the tallest building
on the board in that row.
Once all blocks are placed, points are earned, with
more points being earned for the goals that are more
difficult to achieve; that is, the higher valued numbers.
While at first glance there appears to be a great degree
of control, the reality hits you after a round or two
that this is largely an illusion. Still, strangely
and perhaps inexplicably, I find the game fun to play.
There is a certain sense of achievement when goals
are met, even though you know that it was mainly accomplished
via sheer luck. That really should bother me … and
it usually does. But for some reason, I still find
myself enjoying the game.
My personal favorite in the line is OCTILES, a game
that has a similar feel to Trax, a game that has been
around since 1981. Players reveal and place octagon-shaped
tiles, each containing four pathways. As each tile
is placed, the active player moves one of his pawns
as far as he can across the paths, with the ultimate
goal being reaching the haven on the opposite side
of the board. “Stop squares” are located
throughout the board, and these serve as stopping places
for pawns moving along the pathways. Pawns located
on these spaces block the movement of opponents’ pieces.
Victory goes to the first player to move all of his
pawns to the opposite side of the board.
The game plays well with 2 – 4 players, but
can get a bit congested with the full contingent of
four. Most games play to completion in about 45 minutes
or so, but longer times are possible due to congestion.
Still, I find the game fascinating, with some interesting
placement and blocking choices.
CAMBIO combines the sliding mechanism of Amazing Labyrinth
with the five-in-a-row victory condition of 5ive Straight.
Cubes depicting geometric symbols are slid into a 5x5
grid, with the objective of aligning five like symbols
in a row. The game is quite challenging, but a bit
prone to last a tad long.
POISON POT challenges two or three players to assemble
their pots into a large grouping without being adjacent
to the dreaded poison pot. 36 cauldrons – 12
of each color – are mixed face-down, and players
alternate placing one-at-a-time onto the board. Before
placing a pot, however, the active player may slide
one pot that is already on the board in a straight
line. This causes the board configuration to change
ever-so-slightly, yet oftentimes dramatically. Clever
moves are possible, but plans can often be upset by
similar moves by one’s opponents. This is fast
and fun.
A game I just can’t get my head wrapped around
is OUTFOX. The rules are simple, yet the strategy eludes
me. Players each receive a set of nine pieces, with
each set containing a square, triangle and circle in
each of three colors. The ultimate object of the game
is to place pieces so that you arrange a line of three-in-a-row,
either of one color in three different shapes, or of
the same shape but in three different colors. For some
reason, I have a difficult time remembering this, in
spite of attempting to repeat this over-and-over again
in my head as a mantra.
Play is similar to that of Poison Pot, but in reverse.
First, the active player places a piece, then he slides
an adjacent piece in a straight line. That’s
it. Fulfill the victory conditions and you win. Well,
try as I might, I just can’t do it. I’ve
been beaten mercilessly by everyone with whom I’ve
played. I’m sure there is some sort of spatial
visualization skill required, and my brain is deficient
in that skill. Still, I keep trying.
So far, the only game in the line I’ve played
that I don’t particularly care for is MEGALITH,
a re-release of Reiner Knizia’s Stonehenge. Players
alternate placing numerical discs face-down onto a
triangular grid. When a row fills, the discs are revealed,
and the player with the greatest total in that row
places a megalith. When the board is filled, the player
who placed the greatest number of megaliths wins.
Placements are completely blind, a mechanism that
I tend to disdain. As a row fills, however, the discs
are revealed, giving the player a bit more information
when making his placements. Still, the game just doesn’t
grab me, as there isn’t much to go one when making
one’s placements.
As mentioned, I’ve played just half of the games
in the line. Normally, I am not a fan of wooden abstract
games. While I’ve always appreciated the tactics
and skills required to play them well, I’ve generally
found them to be rather dull and a bit too confining.
The PIN line of games has proven to be the exception
for me. The games are generally fast, and filled with
interesting decisions. For the most part, they do not
bog down into a “think-fest”, with two
players somberly staring at a board for long periods
of time. Rather, they offer an intriguing challenge,
and seem fresh and new. They transcend the usual abstract
fare, making them a welcome addition to my collection.
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