| Pyramid Magazine
Andy Vetromile
September 2002
USA
Pyramid Pick: Squint, Published by Out
of the Box Publishing, Inc., $19.95
Some games, once they come out, seem so obvious you
wonder why someone didn't think of them before. In the
case of Squint, from Out of the Box Games, someone sort
of did; the game was called Pictionary, and it required
you to use whatever (usually minimal) artistic skills
you had to sketch the clues your teammates needed to
guess the right answers.
But you don't draw in this game. There's no pad, pens,
or pencils, and you won't hear anyone lamenting, "But
I don't know how to draw!" (You'll have to come up with
a new excuse.) You still have cards to tell you what
you must convey to the other players, but the mechanic
is more unusual.
When a player takes his turn, he draws one of the
168 Squint cards. Each card has three items, numbered
1 to 3. The 1 items are fairly straightforward -- beard,
hand, car, cat, eye -- and are worth fewer points. 3s
are worth more, but are tougher to do: pickle, coffin,
adhesive bandage. 2s fall somewhere in the middle. A
specialized 6-sided die randomly determines which of
the items the player must represent (1s are more likely
with the die than 3s). The object of the game is to
score points by getting others to guess what is being
depicted, but rather than drawing from scratch, the
chosen player has to draw the images using tiles from
a pool of 72 shape cards.
The shape cards have a variety of figures or images
on them, and resemble the Zener cards used to measure
psychic abilities. There are straight lines, curved
lines, wavy lines, circles, angles, a trident: a solid
selection of shapes that ensures the arranger has almost,
but not quite, what he needs to finish the job. When
he begins putting together the artwork, the hourglass
timer gets flipped over. If no one guesses what is being
"drawn" before the clock runs out -- about 45 seconds
-- no points are awarded. If someone deduces the item,
both that person and the arranger get points equal to
the numbered item; if the player who's up rolled a 2,
he pieced together the number 2 item on the card, and
the two successful players get two points each. The
game comes with 80 little Tiddlywinks-esque plastic
chits to keep track of points.
Each person gets to take a turn at being the artist
during a single round. After playing a set number of
rounds, everyone adds up the tokens, and whoever has
the most tokens wins. If there's a tie, the tied players
compete in one more contest to see who can guess a neutral
party's attempt at a picture.
The game plays quickly, and the timer runs out very
quickly, allowing the group to play several rounds in
short order -- as little as 10 minutes for a three-player
game. Everyone gets to participate at once, which is
nice because participants are never sitting around waiting
for a turn; however, in larger games many people will
be shouting out answers. The shape cards provide a good
spread of images, but the game designers knew not to
be too generous; most of what an arranger needs is there,
but it's a tight enough selection that it'll be a maddening
time trying to find something that looks like a pair
of cat ears, especially if he has already used the little
arrow bumps as the whiskers. There will also probably
be a lot of head shaking as players argue, "High heels
is easier to portray than turkey? I think not," but
such arguments are inevitable and part of the fun.
The package is good for twenty bucks. The timer is
an expense buyers might have preferred not to cover,
and the die is specialized while not totally foreign.
As an aside, anyone looking for the cute John Kovalic
cartoon artwork that characterizes many Out of the Box
products needn't bother; this game doesn't really merit
them, and the less confusion in the graphics, the better.
Out of the Box has a habit of making
games that seem so absurdly simple and straightforward
you wonder why someone hasn't done them already. Squint
is one of those games. It takes a game concept,
adds a strange new dimension to it, and comes out with
a challenging outlet for creativity that the rest of
us might have seen, had we looked at it in a slightly
different way.
And, yes, it helps to squint.
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