Posted by Whatsits Galore.
Whatsits Galore has been a web presence since 1991, not only selling collectibles, but also promoting fan-based sites relating to movies and television, such as Disney films, Star Wars, Sherlock Holmes, and Gilligan's Island. Now we have moved into the world of blogging, giving you a more personal look at our unique brand of geekery.
Posted by Whatsits Galore.
All that changes with Monopoly Ultimate. It's your father's Monopoly, but with 3 added expansions that speed up the game and make it actually fun. Not my favourite game by any means, but fun. Here are some of the changes:
Every space is for sale, including Income Tax, Free Parking, and Go. Just Visiting now includes paying for the privilege.
The golden car (I forget the actual name and always call it the Cash Cab), which you can become temporarily, picks up properties it lands on for free.
As soon as every property is acquired, the game ends.
My favourite part: special power cards you can purchase or get for free create game chaos. With the right card, you can build houses without owning a full set of properties, or become the bank and pay fines with embezzled funds, or win the game by rolling three doubles in a row. These are powerful powers, but you lose them as quickly as you gain them to keep the game even. More or less.
The game I played still took two hours, and I didn't win, but it went by quickly because it was entertaining. And I no longer have to excuse myself when Monopoly is suggested, as long as it's the Ultimate.
I'm not a big fan of the game Pit, but I will play if called upon. On this particular day, I started the hand with multiple barley cards. So, no surprise, I went for barley. The surprise came when I actually filled my hand and went out.
Instead of acclaim, I received criticism. "You can't go out with the bear," I was told.
I knew that. "I don't have the bear, I have all barley," I replied. But when I fanned my cards better, I saw that I did indeed have the bear. The letter "B" in the corner of the card fooled me.
After an apology, we dealt again and started trading. I miraculously got a full hand (barley again), rang the bell, and went out.
This time the reproach came in a less-friendly tone: "You can't go out with the bear!" Sure enough, I had the bear card hiding among all that barley.
I apologized again and took up the cards to deal, determined not to make another mistake. As I dealt, I tossed a card to myself and saw it begin to flip face up. In that split second, I considered that it didn't matter if everybody saw one of my cards, we could still play out the hand.
Then the card fell. It was the bear, the one card that, if anyone knew who had it, the hand could not be played.
That darn bear.
If you haven't played The Totally Insane Card Game, you are totally missing out. It's like Uno on steroids. Besides a host of insane cards too many to name here, there are more familiar cards like Skip and Reverse. This particular story involves the Take 2 card, just like the Draw 2, except you take from your opponents, diminishing their hands while you increase your own. In Totally Insane, when a Take 2 is played on you, you have the option of playing another Take 2 on top of it, thereby passing 4 takes to the next player.
The game in question started with a Take 2, played by my brother-in-law Tim. I played a Take 2 on top of that. The next player, instead of taking 4, played another Take 2. Cries of, "Take 8," "Take 10," and "Take 12" rang out as everyone played their Take 2 cards, going around the table more than once.
Finally, somebody was out of Take 2 cards. It was Tim, the guy that started it all, who had to take 36 cards from the rest of us, emptying all our hands and ending the round. We each scored zero. Tim scored enough to end the game on turn one. We all won, he lost.
The most amazing part is that the very same thing happened again on a different game night. We played all our Take 2 cards first thing, Tim took all the cards from our hands, lost the game in one turn, and gave the rest of us a shared victory.
I brought my favorite party game, Time's Up, to a church picnic and taught it to an interested group. The conversation with a teen I'll call Tony went something like this:
Me: You have to get your team to say the words on the card. It can be a movie...
Tony: Like Titanic?
Me: Right. Or a song or a book. Give clues to your team...
Tony: Like, "The movie where a ship hit an iceberg"?
Me: Yes. But don't say any of the words on the card.
Tony: Like you can't say, "In this movie, the Titanic started to sink"?
Me: Right. Okay, let's start. You go first, Tony.
(Tony picks a card)
Tony: Okay, it's a movie about a ship, and it hit an iceberg and sank.
At this point I leaned over to the player next to me and whispered, "Freaky."