PN Product Review: Wonderland Fluxx

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[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

Today, we’re reviewing the latest release from the fiendishly clever folks at Looney Labs: Wonderland Fluxx.

There’s only one way to properly start this review, so come down the rabbit hole with us, won’t you?

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For the uninitiated, Fluxx is a straightforward card game. You collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put different keeper cards and goal cards into play in order to win. So you might find yourself working toward completing the goal at hand when suddenly somebody plays a new goal, and the object of the game changes.

Along the way, players affect how the game is played by utilizing action cards and new rule cards which alter what players can and can’t do. Suddenly, you’ll have to trade your hand with another player, or start drawing three cards each turn instead of one.

The game can turn against you or spin in your favor in an instant; that’s both the challenge and the fun of playing Fluxx.

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I’ve reviewed a number of games from the folks at Looney Labs, particularly when it comes to new editions of Fluxx. In fact, I have a set series of steps I take when looking over and playtesting a new deck.

First, I spread out all of the cards in front of me so I can admire the artwork. Every edition of Fluxx has its own style — from the photorealism of Astronomy Fluxx to the almost Cubist style of some of the Star Trek Fluxx games — and I like to take in the aesthetic choices all at once.

Next, I pore over the keeper and goal cards. These are the heart of every game, and exploring which aspects of a given world — science, pop culture, nature, etc. — are highlighted helps immerse me in that world, which is part of the fun of playing a themed Fluxx game.

Finally, I delve into the action and new rule cards. This allows me to see how the new setting/theme is incorporated into the gameplay itself. Whether it’s the clever renaming of a rule card (one I’ve seen before) to reflect the new setting, or a brand new rule that mentions something intrinsically memorable about the setting, this whets my appetite for actual playthroughs to test the game’s refreshed mechanics.

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Reviewing Wonderland Fluxx made these steps a delightful experience. The art is, as you might expect, wonderful, full of whimsy and charm, often incorporating Sir John Tenniel’s actual illustrations.

The hand-sketched style immediately gives the game the classic feel of the stories, putting players in the mindset of shoes and ships and sealing wax, of cabbages and kings.

Some of the keeper cards also grant additional actions to the players who use them — like taking additional cards, resolving creeper cards that would prevent you from winning the game, canceling surprise cards played by other players, etc. — that make them more desirable and handy than Keepers in other editions of the game.

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They do so in thematically appropriate ways for the stories as well, like the “Drink Me” potion affecting gameplay or the vorpal sword dispatching the Jabberwocky creeper card. (Though I was surprised the Cheshire Cat keeper didn’t make something disappear.)

This pattern continues with the action and new rule cards as well, right down to how the rules are worded. Some cards evoke the demanding mercurial style of the Queen, while others are more playfully worded. As you might expect from a card introducing a rhyming rule, the text of the card is written in verse.

And naturally there’s a card that makes everyone get up from their seats and move around the table.

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[Hey, we’ve taken a crack at this riddle once or twice ourselves.]

These little touches are what keeps each new edition of Fluxx fresh and interesting. It’s not just a new deck with a new theme, it’s a genuinely different play experience from that offered by a different Fluxx deck.

Alice in Wonderland has been revisited and reworked in pop culture many times — from American McGee’s Alice and Jeff Noon’s Automated Alice to Frank Beddor’s Looking Glass Wars series and Batman’s Mad Hatter — but by choosing to stick closely to the original, Wonderland Fluxx already feels timeless, a familiar denizen of the family game closet, plucked off the shelf over and over again to enjoy.

Kid-friendly enough to welcome players of all ages, yet tricky enough to keep regular playthroughs fun and engaging, Wonderland Fluxx is a terrific gateway game, sure to open a door to a whole new world of tabletop play and surprises.

[Wonderland Fluxx is now available from Looney Labs and certain retailers.]


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Big Changes Coming to Dungeons & Dragons?

There’s no denying that Dungeons & Dragons isn’t just the granddaddy of roleplaying games, it’s also the most well-known and recognizable example of the genre.

But there’s never been a richer time for roleplaying games than right now. Patreon and Kickstarter are bringing new designers and storytellers to prominence, websites like DriveThruRPG give terrific visibility to creators large and small, and contenders for the throne both old (White Wolf Games) and newer (Pathfinder) continue to grab their own share of the RPG market.

Although it’s two years away, the fiftieth anniversary of Dungeons & Dragons is looming large, and some big moves are being made this year.

At the D&D Celebration 2021 event, the creative team announced that the game will be getting a major update for the first time in nearly a decade.

The current version of the rules — known as fifth edition or 5e — marked a return to form for Dungeons & Dragons after a less-than-glowing response to their fourth edition ruleset, and it has served as a game system that welcomes new players and satisfies long-time players as well.

Now, we don’t know if this is simply an update to the system to improve/tweak the rules — D&D 5.5e, you might say — or if this will be a wholesale relaunch of the core system. (Though that seems unlikely, given that 2020 was the company’s most profitable year ever.)

What they have promised is that, whatever form the update takes, EVERYTHING that they’ve released for fifth edition over the last decade will still be compatible with the new system. This is not a cash grab that will force players to shell out for all sorts of new books.

It’s an intriguing announcement that has fans already speculating, even though the update’s release isn’t due until 2024.

[In this video, long-time roleplayers The Dungeon Dudes break down their thoughts on potential 5th edition updates.]

But those big moves we mentioned above aren’t only being made by the industry leader. Some important names from D&D’s past are also contributing to the growth and variety of roleplaying games in impressive ways.

It was recently announced that Tracy Hickman and Margaret Weis would be collaborating on a new setting and system based on 5e rules: Skyraiders of Abarax.

Now, if you don’t know those names, you should. The world of D&D over the last 50 years would be a lot less varied without them. Tracy and Laura Hickman were instrumental voices behind two iconic D&D settings that have endured for decades — Ravenloft and Dragonlance — and the idea that they’re creating a brand new world for players to enjoy is immensely exciting.

Not only that, but several influential creators have launched their own new world and system on Kickstarter recently: Tanares.

Folks like Skip Williams, Bruce Nesmith, Jeff Grubb (who contributed some of my favorite Star Wars RPG supplements), and the legendary Ed Greenwood — who created The Forgotten Realms, another hugely famous D&D setting — have collaborated on an immersive new world and play system.

Considering that they raised over two MILLION dollars for the project on Kickstarter, it’s fair to say that there’s a market for fresh content that fits the D&D aesthetic but takes the gameplay in exciting new directions.

Now, if you’re not familiar with roleplaying games, you may be wondering what the big deal is. Why does an updated system or a new setting matter?

New systems can be welcoming to new players and put them at ease, or end up so daunting that it scares off new players while alienating established players.

Similarly, a new setting can offer fresh gameplay opportunities and give players the chance to try different styles, genres, and characters in ways they might never have considered otherwise.

And who knows where roleplaying games will be in two years? Will indie publishers continue to thrive? Will Tanares or Skyraiders of Abarax be household brands? And what exactly do the designers behind the world’s most famous roleplaying game have in store for their loyal and lapsed players in 2024?

Only time will tell.

In the meantime, keep rolling those dice. Happy roleplaying!


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The Ultimate Jigsaw Puzzle Table?

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Whether you’re a jigsaw puzzle solver or a tabletop game enthusiast, you’ve probably seen puzzle and game tables. A relatively new addition to the furniture options available for puzzlers and game fans, these tables generally come in one of two forms.

Either they have a removable top with a recessed area underneath to keep your puzzles mid-solve or games mid-play, or they have a central solving surface and side drawers to contain separated pieces. Sometimes this solving surface tilts up / tilts toward you to make it easier to work on.

But those are generally what you’ll see when it comes to puzzle / gaming tables.

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[This table is available on Etsy.]

Each has its pluses and minuses. With the removable top version, you have to put the top somewhere, and then you have the deeper solving space, which some solvers find uncomfortable.

With the center table and drawers, you’re still dedicating most of a table to puzzles, and many of them struggle to keep your work in place when folded up or moved around. (Some of these have a removable tray, which can slide into the body of the table, but this can also be unwieldy.)

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As they say in the infomercials, there’s gotta be a better way. And YouTuber/inventor/DIY guru Simone Giertz came up with her own solution.

Simone is known for her wacky, inventive, hilarious, and creative construction projects, many of which involve robotics or moving parts. So let’s see what she came up with.

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Her table features two hand cranks, each of which solves one of the problems with the removable top version of a puzzle/gaming table.

The first crank turns gears which roll the table top underneath and out of the way, revealing the hidden puzzle-solving space inside. This prevents you from having to worry about storing or handling a heavy or cumbersome tabletop while you solve.

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The second crank raises the solving space until it’s flush with the sides of the table. This removes any need to lean down into a recessed play area or solving space to enjoy your puzzles and games. The puzzle literally comes to you!

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Plus, this solves some of the issues with other solving tables. There’s no removable tray to navigate, or sliding drawers or flaps that could cause what you’ve already built to shift or fall apart. It simply lowers into the body of the table itself, otherwise resting just as you left it.

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This video shares the entire construction process, including missteps, problems, new solutions, and the eventual successful reveal. (Fair warning: the video is mostly safe for work, but there are two random f-bombs in it, so be aware.)

As you can see, the final product is absolutely beautiful, and unlike virtually every other puzzle or game table you see on the market today.

Pretty much every jigsaw solver I know — and a fair few board game players — would love a piece like this in their house, myself included.

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What do you think, fellow puzzlers and PuzzleNationers? Would you like to have this lovely table in your house? Or is there another piece of puzzly furniture that’s caught your eye? Let us know in the comments section below! We’d love to hear from you.


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PuzzleNation First Look: The Case of the Golden Idol

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Video games have taken puzzles in some fascinating directions. From Limbo and Little Nightmares to Portal and The Talos Principle, puzzling constantly adapts and evolves across many platforms.

One of the most intriguing developments is how modern video games combine logic/deduction puzzles with visual mystery stories for the player to unravel.

After seeing our writeup of Return of the Obra Dinn, the team at Color Gray Games reached out to us with a puzzly investigation demo to try out, intriguingly named The Case of the Golden Idol.

Naturally, we couldn’t resist an offer like that. To put the game through its paces, we recruited friend of the blog Laura — puzzler, gamer, cat (and Cats) enthusiast, and former Tabletop Tournament Champion — to accept the case and give us a comprehensive review.

So, without further ado, let’s turn things over to Laura for her thoughts on the demo of The Case of the Golden Idol.


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In a cozy 18th-century inn, a crew of people whiles away the evening playing cards round a table. Upstairs, a man lies murdered in his room. Who was he? Why was he killed? Whodunit? And how?

These are the questions you’ll answer in the Steam demo for The Case of the Golden Idol, a pixel art detective game from two-person Latvian studio Color Gray Games. Cast in the role of crime-solver, your job is to investigate several cases and put the pieces together, a phrase that Color Gray Games takes quite literally.

The investigation element of Golden Idol — its “exploring” tab — will feel familiar to those who have played point-and-click adventures before. As you scrutinize each frame, you can click on points of interest to learn more information. As you do so, you’ll gather clues in the form of words — names, locations, objects, etc. — that populate the bottom of your screen, ready to be used in the game’s “thinking” tab.

There, you’ll drag-and-drop your collected words to match names with faces and reconstruct the events of the case in a fill-in-the-blank format.

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Golden Idol’s demo offers four cases in total. The first is simple enough to be solved in a matter of minutes, and the second is only marginally more difficult. Taken together, they feel more like a tutorial than anything else, giving you a grasp of the mechanics without taxing your mind very heavily.

Thankfully, the latter two cases beef up the complexity. They offer deeper mysteries that the player can sink their teeth into, and it’s here where the demo truly shines. At its best, The Case of the Golden Idol’s demo plays like an engaging, interactive logic problem. These cases serve you a platter of multiple suspects, all with motives and means, as well as red herrings to potentially lead you astray.

There’s little room for getting truly stuck, though. In each environment, the “hotspots” for clues are easy to spot. The art, while not as eye-poppingly pretty as other pixel games, is never muddy or unclear, and in each case, I found the clues with no frustration. Still, the demo offers a toggle that shows all hotspots with a bright visual cue, a great option for visually impaired players, or someone who just needs a bit of help finding that last missing word.

Golden Idol’s drag-and-drop nature does leave itself vulnerable to brute-forcing, however, especially as your solving nears its end. Each area of its “thinking” tab, once entirely filled in, will tell you if you’re right or wrong, and there’s no punishment for an incorrect guess. So if you’ve correctly identified your key players, for example, but don’t know the culprit, you could easily test your suspects one by one until you found the right answer. None of these cases has so many moving pieces that this is unreasonable.

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But doing this would sap the fun out of it, and if logic problems and murder mysteries are your cup of tea, Golden Idol is just that: a fun flex of your deductive skills, played solo or with a partner at your side to discuss theories with. Crack all of the demo’s cases and you’ll even see the threads (and the titular golden idol) connecting them.

How satisfying that overarching story will be, and how far Color Gray Games can go with their established mechanics, is yet to be determined. As a proof of concept, though, The Case of the Golden Idol’s demo certainly does enough to intrigue.

Ratings for The Case of the Golden Idol demo:

  • Enjoyability: 4/5Golden Idol isn’t for everyone, but if this is your niche, you’ll likely enjoy it. Its replayability is low, but such is the nature of mystery games.
  • How well puzzles are incorporated: 5/5 — The game is the puzzle; the puzzle is the game.
  • Graphics: 3.5/5 — Indie games have flooded with pixel art in recent years, and competition is fierce. I’ve seen art, particularly character art, that wowed more, but Golden Idol‘s lighting and colors still create a distinct atmosphere.
  • Gameplay: 4/5Golden Idol’s demo is mechanically accessible and easy to learn, and the loop of gathering & piecing together clues is satisfying, particularly in the more complex cases.

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How to Define Success vs. Failure in Roleplaying Games

Roleplaying games are some of my absolute favorite pastimes. The simple act of telling a story with friends is rejuvenating for me. I love sitting at a table — or on a Zoom call — with friends and collectively creating an adventure in our imaginations.

I know that the dice and the rulebooks and all the numbers can be daunting for new players, but honestly, they’re just the laws of physics, fate, and chance given form. In the simplest form, roleplaying games consist of you telling the gamemaster / dungeon master / game runner what you want to do, and the dice determining how it goes.

In many RPGs, there’s a success/failure line. If you roll above a certain number, you succeeded. If you roll below it, you failed.

[Image from Stranger Things courtesy of The Verge.]

That’s certainly simple enough. But it can be frustrating for some players, new and old. After all, if you had to beat a 15 and you rolled a 14, why should the result be the same as if you’d rolled a 2? The 14 is much closer, after all.

Some roleplaying games stick to the strict success/failure model. But others have a different approach that players might find more rewarding.

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Fantasy Flight Games offers a Star Wars-themed roleplaying game that has one of my favorite dice systems. There are different colored dice that represent different aspects of the game (your character’s ability to do something, the difficulty of the action they’re attempting, advantages and disadvantages to their action at the time, etc.), and the dice don’t have the traditional number values you’d expect.

Instead, they have symbols that represent success, failure, advantage, threat, triumph, and despair.

So, depending on the dice roll, it’s not just a success or a failure. You can have an overwhelming success, or an overwhelming failure, or many things in between. You can fail at the task, but end up with something unexpected and advantageous still happening. Or you can succeed, but with some consequence.

It opens up the narrative floodgates WAY beyond the success/failure binary option, and it has led to some of my absolute favorite moments in roleplaying.

Naturally, this requires a little more creativity from both the player and the game runner, but together, you can tell some fantastic adventures.

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Ninja Burger is a humorous quickplay roleplaying game that uses standard six-sided dice. In the game, you’re a ninja secretly delivering fast food. It’s very silly and great fun.

One rule in the game that can lead to enjoyable chaos AND take the sting out of the traditional success/failure mechanic of roleplaying games is that you are instructed to act as if you never fail. Even if you’re failed a roll.

So, say you’re using wujenitsu (ninja magic) to pretend to be a bag of golf clubs to sneak into a country club. But you failed your roll. The caddy who grabbed you is clearly carrying a ninja on his back, not a bag of golf clubs.

But you must proceed as if you succeeded, no matter how ridiculous things get.

Sure, failure has consequences in any game, even silly ones, but if you’re in on the joke, then failure isn’t so bad. Especially if you can find a way to make your friends laugh along the way.

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Dread is a roleplaying game that doesn’t use dice at all. Instead, you set up a Jenga-style tower of blocks, and to accomplish certain tasks, you have to pull a certain number of blocks from the tower without collapsing it.

It’s a brilliantly simple way to add tension to a game AND put your fate in your own hands. There’s no single unlucky dice roll that can condemn you to defeat. Just gravity and your own steady (or unsteady) hand.

And of course, as the game continues and the tower grows unsteadier — and your options for wood blocks to pull become fewer and fewer — the tension mounts and mounts.

Eventually, the tower — and your character’s chances — collapse in a clatter.

[Image courtesy of Lewis Brown.]

Of course, the rules of every roleplaying game are eventually up to the people running/playing the game. If you decide that the success/failure rules of your game should be more nuanced, you can do something about it immediately.

But for new players and new game runners, sometimes it helps to remind them there are always other options available. Whether you ditch numbers entirely for narrative dice like in FFG Star Wars, pretend failure isn’t failure at all in Ninja Burger, or ignore the dice completely with something like Dread, you can still build tension and tell some wonderfully fun, exciting, and action-filled stories.

Good luck, and happy roleplaying, everyone!


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Emmy-Winning “Queen’s Gambit” Ignores Actual Grandmaster’s Legacy?

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The popularity of chess goes through ebbs and flows over the decades, but there’s something universal about the game that ensures it will never go away.

Right now, chess is going through something of a pop culture resurgence thanks to the popularity of the Netflix series The Queen’s Gambit, a show that won eleven Emmy Awards just this weekend.

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The show depicts the journey of fictional chess player Beth Harmon. As Beth rises to prominence, she gains the attention of the world through her masterful playing style while dealing with a secret dependence on drugs.

Beth is a fictional character, but she’s often navigating the historical record of the actual chess world, one steeped in pride and impressive accomplishments by men and women alike.

And one of those women takes umbrage at how she has been depicted in the show.

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Meet Nona Gaprindashvili, the fifth women’s world chess champion, and the first woman to be named Grandmaster by the International Chess Federation. This Soviet and Georgian woman played in the Women’s Chess Olympiads across four decades (from the 1960s through the 1990s), winning numerous championships, and having success against both male and female opponents.

Not only did the show misidentify her as Russian, but she was said to have never played against men, unlike the fictional Beth who regularly competes against men.

Gaprindashvili considers the comment grossly sexist, and claims in her lawsuit that by 1968 — the year depicted in the series — she had already defeated many male players, including ten grandmasters. Gaprindashvili herself pointed out in an interview with The New York Times the cruel irony in the show celebrating a fictional trailblazer by disregarding an actual trailblazer.

She is suing Netflix for false light invasion of privacy and defamation, seeking $5 million dollars in damages.

Netflix seems optimistic that the lawsuit has no merit, and they may be right, but it is amazing how easily this could have been avoided. You could have simply not mentioned Gaprindashvili at all, or focused on making Beth’s accomplishment a huge achievement for American women at the time.

Some fans of the show are twisting themselves in knots trying to ignore the contradiction, some saying that since this is a fictionalized story, they have a fictional version of Gaprindashvili in the show who DIDN’T accomplish what she did in real life. This is arguably more insulting than the show’s treatment of the Georgian grandmaster.

It will be interesting to see how things proceed from here. If nothing else, it will hopefully give more attention to the genuine accomplishments of a legendary female chess player who certainly deserves some of the spotlight.


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