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As I mentioned in my last post, while I do enjoy many types of games, Speed games and Dexterity games have a special draw for me. A dexterity game is a game in which play requires some kind of physical manipulation of the pieces. This can be stacking blocks, flicking pieces, etc. This can be turn-based, which is what I'd call a pure-dexterity game (such as the mass market classic, Jenga), and can include a more real-time manipulation of the pieces, which we'll call an Action-dexterity game (something along the lines of Foosball would fit in this category).
You might be surprised to hear that a dexterity game was made into an epic war game. It's a personal favorite of mine, a game of heroes, daring attacks, sabotage, and willing sacrifice for your cause. A game who's deep theme and elaborate conflict resolution system can be pared down to two sentences.
Insects. And Tiddly-winks.
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Yes, you heard me correctly. X-Bugs was published in 2001 by Steve Jackson Games/Nexus, and was recently republished as Micro-mutants: Evolution. While I do have both copies of the game (or multiple copies...of both versions, we'll just skip talking about that), we'll discuss the X-bugs version.
X-Bugs was designed by Francesco Nepitello and Marco Maggi and published in many countries by many publishers. In the US there were four different boxes for the game, each box containing two armies and supporting two players. The boxes could be combined; though there were only four different armies, each army came in two colors, so up to eight people could play.
The idea is simple--you want to destroy your opponent's three bases, large stationary chips which are placed at the beginning of the game. To acheive that end, you have an array of different insects at your disposal, determined by which army you are playing. On the whole, you attack by flipping a "soldier" (a la Tiddly-winks) and landing on top of your opponent's soldiers or bases, removing them from the game. You roll three dice at the beginning of each turn, and this determines which pieces you can flick, but where you move them is up to you. Or perhaps not, if you're really bad at Tiddly-winks.
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I picked this game up several years ago for a few dollars; my friends and I have teased it as "Super Tiddly-Winks," but despite this, I really enjoy this game. There is enough luck that it could be anyone's game, but there's enough skill and flicking technique to be learned that an experienced player or someone who has a natural knack for dexterity games (feel free to read that as "someone as awesome as me") could expect to fare better than inexperienced opponents.
SPINBALL
Alright, I have to talk about Spinball. Spinball was designed by Aaron Weissblum and supports two players. We played with this game a little at BGG.con this past year, and it was very, very fun. There is one problem, completely unintentional and unknown to me until I did a little research on this game--and I'm going to come out and say this right now. There were between 50 and 100 of these produced around 2001. They sold for $150 then, and there are no more in production; the creator doesn't even have one. If you want one, you have to either murder someone that owns one (or I suppose you could just buy it off of them), or make one yourself. Keep in mind that this is someone else's intellectual property, so any laws you may break by making your own board are all on you--I take no responsibility for your law-breaking ways.
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All you have to do is score 5 points, but you can opt to forgo scoring to place a metal blocker in the hopes of messing up your opponent. Jackie and I didn't play a full game, but we did take several dozen shots, some of which skirted around the hole, and I believe both of us actually made one shot each.
CHEESE
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Alright, this one is late, but only by a day. Still trying to find a normal writing schedule this year, especially for other projects I'm working on. One bit of gaming goodness this week, I completed a trade with someone from BGG, and am now the happy owner of Agricola. In case you're wondering, it's a really awesome game. About farming.
I'm also looking at Agricola and a few other games I own, and have to admit that it's the first time I've been tempted to make tuck-boxes. I already exhibit gamer-OCD in having to sort and store the game pieces in small zip-lock baggies, and this appears to be just another step down that spiral.
Photos borrowed from Boardgamegeek.com
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