
Using special six-sided dice (pictured here), players roll and score to be the first to reach an agreed-upon goal, usually 300 or 500 points. (After someone reaches the goal, everyone else gets one last turn to catch up or overtake the winner.) If players roll three of the same symbol or number on the same throw, that's a flash and worth a lot of points. Five matching symbols or numbers are a freight train and worth a massive amount of points; heck, rolling five stars makes you an instant winner! (Rolling five tens is Too Many Points, which is a Supernova and makes you lose, though.) The Flaming Sun on the black die acts as any result you want. If you roll no fives, tens, flashes or freight trains you Wimpout and lose any points you had earned this turn. And you need at least 35 points to start scoring in the game, so no one can hope to win by playing it safe early.

Cosmic Wimpout apparently has quite a following among hippies and Deadheads, and it's easy to see why: This game has a mystical feel, simple rules, and a very quick playing time. While there's no real strategy beyond deciding (when you can) whether or not to keep going or score with what you have, the compulsory element makes every round a bit riskier by often forcing you to go on when you might not. Cosmic Wimpout is another fun little game, terrific for playing before a more complex, strategic, or time-consuming game. Or when you want a game that can literally fit in your pocket.
Overall grade: B
Reviewed by James Lynch
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