I was recently introduced to a game that's a real textbook example of the power of branding.
Wonky
is a Jenga-esque game in which players are each trying to play out
their hand of cards first. Each card (with varying degrees of
specificity) instructs a player to take one of nine cubes (of different
sizes and colors) and stack it atop a growing communal tower. The cubes
are imperfectly shaped on purpose to add to the challenge. If you knock
the blocks over, you draw multiple cards to bloat your hand, and the
tower begins anew.
Thanks
to BoardGameGeek, I learned that Wonky was originally released in 2015
as a family game -- complete with an over-excited nuclear family
grinning on the back of the box. But the version I played, rebranded and
released in 2016, was Wonky: The Unstable Adult Party Game. A
tissue-thin fiction had been draped over it all (something about being
scientists working with unstable elements).
More
significantly, the entire thing had been turned into a drinking game.
Knock over the tower, and you take a drink. Also, you flip over a "new
rule" card affecting the entire group -- no using your dominant hand,
everyone has to talk in a silly accent, and so forth. As a maximum of
three such rules accumulate, the game can get increasingly goofy.
Wonky
isn't much of a game, to be sure. But if you're simply measuring it as a
"drinking game," the evaluation is rather different. The simplicity
becomes a feature. The stupidity leads to drinking, which leads to
laughs. The only problem really becomes that if you all get too sloppy
drunk, the game could conceivably never end. That is, assuming you even
care about "ending" it "by the rules" at that point.
No comments:
Post a Comment