Rare is the game that's as much fun to watch as it is to play, but one has come along recently in The Mind. The title is bland and forgettable, but that may be one of the only strikes against it. It's easy to explain, quick to play, fun for all, and inexpensive too!
The Mind falls under the Hanabi umbrella of cooperative games that restricts communication between the players. In this case, a deck of cards numbered from 1 to 100 is shuffled for each round. In round 1, every player is dealt a single card. In round 2, you get two cards. So on up to the required number of rounds you must play for your number of players (for example: 8 rounds and eight cards each in a 4-player game).
The goal is simple: whatever cards you've been dealt collectively for that round, you must play in numerical order face up on the table. The restriction: no one is allowed to speak. Players have to take turns adding their own cards to the face up pile when it seems like the time is right. You have only two tools: a certain number of "lives" (times you can mess up), and a certain number of shurikens you can agree as a group to deploy by all raising a hand simultaneously. When you use a shuriken, each player discards the lowest valued card in their hand, potentially getting you out of a sticky situation with many numbers in close proximity. You can gain new lives and shurikens for completing rounds, but you'll still likely be losing resources faster than they replenish.
That's it. The level of communication allowed can be dialed up or down according to the whims of the group. The rules prescribe essentially no communication at all -- no attempting to signal with facial expressions, or with the manner and speed you move to play a card to the stack. In practice, every group I've seen uses these cheats. Not to worry, though, the game is plenty challenging. I've played nearly 20 times now (with four players) and have yet to ever actually complete eight rounds (though I've reached that final round a couple of times).
It's so simple, but that makes the thrills simple and visceral too. Few games I've played in the last year have given me the intense rush this game does -- that moment of successfully playing two consecutive numbers to the pile in the right order without messing up. And, being a cooperative game, every one of your successes is a success shared. It's a feel-good game. (Okay, mess up and you might invite some ribbing from the other players -- but it's easy and fast to turn around and play again.)
The game is meant to take four, but it works great even on a night where you have more players. It takes mere minutes to play, and mere seconds to explain. Players can easily swap in and out between games, or even rounds if you wish. Meanwhile, as I noted, watching it can be nearly as fun as playing, rooting for your friends to succeed (or perhaps mocking them when they don't do as well as you did).
One day, I vow, I will win a game of The Mind. My enthusiasm for playing it hasn't dulled in the least waiting for that day to come. Of course, there are more involved games, games that better engage the tactical brain. But this is like an intensely flavored sauce reduced over low heat -- it packs a big punch for what it is. And for this triumph of simplicity, I have to give The Mind an A. I'd play it anywhere, any time.
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