Panic Lab
Gigamic, 2012

The amoebas have escaped the lab and you must be the first to track them down. In Panic Lab, twenty five cards are laid out in a circle on the table. Cards consist of amoebas with various attributes (spots or stripes, one or two eyes, and two different shapes, which I shall refer to as “Ghosts” and “Slugs”), vents, starting labs (yellow, red and blue), and mutation devices. Each of the starting cards shows two directions black arrows (left) and white arrows (right). The starting players rolls the four dice. The first die will show the color of the escaped amoeba, the second shows it’s shape (ghost or slug), the third shows stripes or spots, and the fourth shows the starting card color and direction.

Players look at the dice and, starting from the indicated start space, follow in the indicated direction to find the indicated amoeba. For example, you may start on yellow, and following along to the left (black arrow) to find the orange, spotted, ghost amoeba. But, wait… if you hit a vent, you must jump to the next vent and continue. This may pass over your intended target! So, as you keep going if you hit a mutation card, it will change one attribute of the amoeba for which you are searching. The player who correctly follows the path and finds the correct amoeba wins the round and gets a victory point chip. But beware, if you pick the wrong amoeba, you lose a victory token! And you have to follow the path without giving any indicators to your opponents. (You have to do it in your head!)

This game is recommended for ages 8+, however, the kids I have played with were very frustrated by the thinkyness (it’s a word, really). Keeping the attributes in your head and following along the path may seem easy, but is actually incredibly hard at times. The more spots you hit and change, the harder it becomes to keep track. This game has cute art and deceptively simple rules, but can be a great brain-burner. Recommendation, unless you are very good at keeping multiple instructions in your head while changing frequently, I’d give this one a pass.

Quarto!
Gigamic, 1991

Quarto is a beautiful abstract strategy game along the lines of tic-tac-toe. In Quarto, you are trying to get 4 in a row of any of the characteristics of the pieces, which are either short or tall, light or dark, round or square, solid or hollow.

The first player picks a piece and hands it to their opponent who places it on the 4×4 board, then picks out another piece and hands it back for the first player to place. This adds a layer to the strategy as you have to not only concentrate on where to place your piece, but to also be careful about which pieces you are handing to your opponent.

Quarto comes in several different variations including a full size game, a mini game (about 4″ wide) as well as travel and magnetic versions. Quarto Mini is the newest iteration, from Gigamic games. It has elegant packaging, beautiful real wood pieces and is handy to throw in a suitcase or bag to have as a filler for when you have a few minutes to kill. It plays quickly and is accessible to many ages.

I was taught this game many years ago, and liked it quite a bit, but never seemed to get around to picking up the full size game. When I saw the mini version come out, I was quite excited by the smaller size, which will be much easier to carry around with me. This game would make an awesome gift for a gift exchange or would make a good stocking stuffer (if you have a slightly larger stocking). A nice addition to any collection. Versions with plastic pieces can be found for around $15. I would recommend spending the couple extra dollars and picking up the Mini version with the real wood pieces for $25 (Note that the board is made of composite wood) for a better tactile experience. Especially if you intend to give it as a gift.

Recommended in any version.

Papayoo
Gigamic, 2010

Papayoo is a variation of your standard trick taking game. The deck is built slightly differently with the 4 normal suits (hearts, diamonds, clubs and spades) in the numbers 1-10, and a fifth suit, the Payoo suit with 20 numbered cards. The goal is to take the least amount of points during a round. More on that in a moment. Although the game uses “normal” suits, the artwork is bright and colorful which makes the game a little more fun. Note that it also, besides having the suit shapes, has different textures (circles, lines, etc) making it friendly to color blind folks as well.)

All the cards are dealt to the players. Then each player gives the player on their left a number of cards (3-5 based on number of players) from their hand. After this “draft”, a special 8 sided die (with each of the 4 “normal” suits on the die twice) is rolled. The 7 of that suit becomes the Papayoo for that hand. The dealer then leads a card and all players must follow suit if possible. The highest card in the suit led takes the trick.

Each of the Payoo suit (numbered 1-20) is scores points equal to the number value on the card at the end of the round. The Papayoo 7 (the normal suited 7 of the suit rolled on the 8 sided die) is worth 4o points. Remember, the goal is to NOT score points.

The game can be played to a pre-determined number of rounds or points.

This is a fairly standard trick taking game, without trump, but with the special dice and drafting which make it more interesting than a game of Hearts or Spades. It retails around $12-$15 and comes in a handy small tin. It is great for carrying around in a purse or vehicle to have on hand for a few rounds when you have time. It is easy to learn and play and quite a lot of fun. If you are looking for a different game for someone who likes standard trick taking games, pick this one up. It would make a good stocking stuffer or gift exchange gift. Recommended.