Apr. 22nd, 2012 01:37 am
Blooming where?
Just back from Game Night in the more obscure burbs. (So far, no one I've mentioned the name to has known that northern Illinois had a "Bloomingdale".) The place was crazy big; my first thought on seeing it was, "That's a lot to mow" and that was before we were shown the back forty. There's an entire pond on the property!
Getting out there went pretty smoothly despite the lack of anything resembling a direct route. You have to zig and zag up and down three different expressways, but at least the last mile is easy: one turn off a major thoroughfare and you're there. When the conversation flagged, the driver pulled out his iPod and treated us to Tim Minchin.
I played three games, two for the second time (Guillotine, Hex Hex) and one for the first (Quelf). Catchphrase was going in the den, but thanks to the sprawling split-level architecture, we hardly knew anyone else was in the house as we huddled around a card table in the master bedroom. We lost a couple people after Hex Hex--the rules were just a tad too "complicated" for the less-serious gamers--so we decided to go with a real "party game".
Quelf is Cranium-like in its combination of different challenges, but I think it tries too hard to be wacky. It's like they were aiming for the feel of a balls-out adolescent truth-or-dare session, but grafting on enough rules to encourage lawyering, which doesn't make for a happy marriage. Bizarrely, I made it through almost entirely unscathed while others were forced to sit on the floor or under furniture or observe various crazy taboos and geasa.
It ended up being one of those games which ends with exhalations of relief rather than paroxysms of joy; not sure how willing I'd be to play it again, even after 2+ drinks. I especially felt bad for the young woman who spent the evening in various stages of isolation from the rest of the players. "Please don't go back and tell all your friends that we're misogynists!" I begged her on her way out.
Getting out there went pretty smoothly despite the lack of anything resembling a direct route. You have to zig and zag up and down three different expressways, but at least the last mile is easy: one turn off a major thoroughfare and you're there. When the conversation flagged, the driver pulled out his iPod and treated us to Tim Minchin.
I played three games, two for the second time (Guillotine, Hex Hex) and one for the first (Quelf). Catchphrase was going in the den, but thanks to the sprawling split-level architecture, we hardly knew anyone else was in the house as we huddled around a card table in the master bedroom. We lost a couple people after Hex Hex--the rules were just a tad too "complicated" for the less-serious gamers--so we decided to go with a real "party game".
Quelf is Cranium-like in its combination of different challenges, but I think it tries too hard to be wacky. It's like they were aiming for the feel of a balls-out adolescent truth-or-dare session, but grafting on enough rules to encourage lawyering, which doesn't make for a happy marriage. Bizarrely, I made it through almost entirely unscathed while others were forced to sit on the floor or under furniture or observe various crazy taboos and geasa.
It ended up being one of those games which ends with exhalations of relief rather than paroxysms of joy; not sure how willing I'd be to play it again, even after 2+ drinks. I especially felt bad for the young woman who spent the evening in various stages of isolation from the rest of the players. "Please don't go back and tell all your friends that we're misogynists!" I begged her on her way out.