It’s closer, but it’s not high enough!
Where do I start? OK, a few weeks ago, we went to the UK Games Expo, and one of my plans in attending was to pay more attention to smaller game producers. In a conversation with an Internet-acquaintance (hi Colin!), I got tipped off about a little strategy game called Mijnlieff, produced by a guy with a stall in the corner. I tried that game, liked it and bought a copy, but that is not what this post is about (though hopefully we’ll have a write-up of Mijnlieff later). It turns out that this stall was being shared by three designers, who were all peddling their wares, and one of their wares was a little tin containing a bunch of dice and rules for six games. They were selling it for £6 and the whole thing was called, simply, 6. (As an aside, it is impossible to find using the search tools on BoardGameGeek, so treasure that link I just gave you!)
I had a demo of one of the games in the tin at the Expo, which was enough to convince me to part with some cash, then when we got home I tried out another with Miss B. Since then, 6 has been our most played game (or set of games — difficult to know how to phrase this), and we have now tried all six sets of rules.
What is nice here is that, in six dice games, not one of them is like either Yahtzee or Pass the Pigs. Three of the games have elements of dexterity. One has a bidding stage where you find who is willing to take the biggest risk in order to earn the right to take a turn. One has next to no skill, but great excitement and tension. There is even a neat spin on rock-paper-scissors, where there is more information to go on when deciding your play. And in keeping with the design efficiency here, there are two games where the rule cards themselves are used as components.
Miss B took to the games very quickly. We have developed a little ritual to go through where we select one of the rules cards to use and someone reads out the list of dice that are required for that game (while the other lines them up), and then runs through the rules, which fit, for each game, on the two sides of a small card. Then we are off. None of the games are complicated, but they all have their own flavour and appeal.
Before we go on to Miss B’s verdict, I’ll just summarise my thoughts, which probably won’t be a surprise by now: you should go and buy this game (and you can do so here). OK, so many gamers would probably have everything they need to play these games in their stock, but it’s not much money, you are supporting some very creative game designers, all the games are fun (in different ways) and if you don’t like any of them, you still have a nice little tin with a pile of nice red dice in it. For me, this was the best money I spent at the Expo, and I don’t doubt that we’ll be racking up quite a few more plays of these games.
The verdict from Miss B (aged nearly 8½): “I would like to try Triangles with more than 2 players because it’s not very good with about 2. But apart from that 6 is a very good game to play. Wrestle was quite clever because you get people into a hold and they need to get you into a hold to get out of your hold. Foiled is a bit like fencing, and to play it is like a very fancy rock-paper-scissors. Dicey Winks is quite fun to play because you’re flicking dice even though it’s hard to get to the target. Airstrike you try and bomb the dice so they get the number you want. But I think Dicey Winks is my favourite, followed closely by Wrestle. I’d give it 99% out of all the 6 games.”
The game: 6 (Too Much Games), 2 or more players.