Boardgamer’s List
Tom Vasel
January 2006
USA
When I first played Squint a while ago, I was very
pleased by it, since I'm a horrible artist; and this
game allowed me to make pictures without having to
show this fact to the world (or at least the folks
playing the game with me). I enjoyed the game, although
in my review I remarked that the game lacked a certain "spark",
something that required me to keep playing it. Yet,
the game still had a certain charm and was attractive
to the younger set, especially teenagers.
As the father of young children, I was certainly
pleased to see that Squint Junior (Out of the Box
Publishing, 2004 - Deborah Boss) had been released;
because the concept of Squint, forming pictures with
cards, seemed great for kids, but the words in Squint
were often too difficult. I was assuming that Squint
Junior would be the same thing, with easier words.
I was correct with the guess that the word selection
would be lowered, but there were some other critical
changes, also.
For one, players now used forty-two TRANSPARENT cards
to form pictures from. That's right, I said transparent.
The idea of transparent cards isn't new; I've seen
them in a few other games, but in Squint, they work
supremely. Indeed, I'm actually going to loot them
from Squint Jr., to use in the parent game when I
play it; I like them that much. A player can place
the transparent cards on top of each other to form
pictures that are much easier to see than using the
opaque ones in the original game. Of course, this
makes the game easier, to be sure, but I don't mind.
The cards in the game are also different, coming
in a plastic box that acts as a card "viewer",
allowing only one player to see the card that is
the clue for each turn. The player, under a time
limit, must form the word on the card. The card itself
actually shows a picture of the object that is the
clue, and the player simply needs to find the cards
that are necessary to build the object.
As players attempt to guess what the picture is,
the builder can answer "yes", "no",
or "hot" and "cold". This, coupled
with the fact that the cards show the exact way to
draw the picture, has led me to believe that OOTB
extremely was generous when they said the game was
for ages eight and up. My daughter Melody was easily
able to play the game at age five; and while as a
parent I like to brag about her, she isn't an anomaly
- just a typical five year old. The game is certainly
geared towards younger kids, and adults will play
just to see their enjoyment. If you're playing with
a group of teenagers or even upper elementary, you're
much better off playing the original Squint.
There is a variation in the rules (which are very
nice, by the way), that allows players to simply
read the word on the card without looking at the
picture. For kids that are nine or above, I would
recommend ALWAYS playing with this variant. For the
younger set than that - the pictures work just fine.
The components of the game are top notch - not just
simply the clue cards. The timer is a really neat
piece of work with green metallic paint and black
sand; it really looks good on the table. The box
is the same long, sturdy, thin box that OOTB always
uses.
Is it worth it to get Squint Jr.? If you own Squint,
my answer would be yes, because it's worth it just
to add the clear cards to the original game. If
you have small children, I would also recommend it
highly. It's great with young children and will stay on my
shelf, simply because it's an excellent game for
my daughters to play.
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