Review: Hurry Up! Publisher: Ravensburger Year: 1993 Tagline: Stack ‘em high and stack ‘em fast before your turn is past. Players: 2 to 6
how we met
This is such a heartwarming how-we-met. I had placed Hurry Up! on my BGG wishlist after seeing it on some website. I like dexterity games and this one seemed unique and cute. And if I’m honest, the barrier to entry on my wishlist is not real high.
So I’m living my life, never finding Hurry Up! and probably forgetting about it. Then one day, an angel masquerading as BGG user demiankatz messaged me saying he has a spare copy with all the important bits, and would I like to have it for the cost of shipping? Yes, Demian, I would. I would just need to provide my own dice and chips, which I have in abundance. He even made a black and white copy of the rules for me. I tried to give back a little bit when I saw he was missing a spring for Crocodile Hunter, and I had a spare.
So, Hurry Up! landed on my doorstep through the kindness of a fellow BGG user that offered it up out of the kindness of his heart.
how it plays
In Hurry Up! there are 12 cardboard crates with holes on the top that fit neatly in the Hurry Up! box. The game also includes a hand crane, which looks like a fishing pole with a hook on the end. Players should decide up front how many rounds they want to play.
On a player’s turn, they use the hand crane to pull a crate of their choice out of the box and begin a stack of crates on the table. While they are stacking crates, the other players are rolling a die and as soon as someone rolls a six the stacking player must stop. They get a chip for every crate stacked. The hand crane then moves to the next player and this process is repeated, using the same stack made by the previous player. The round ends when all 12 crates have been stacked.
If crates fall from the stack during a player’s turn, they are returned to the box and that player’s turn is over. Whichever player has the most points/chips at the end of the pre-determined number of rounds wins Hurry Up!
how it went
I played Hurry Up! a few years after I received it, in one of my regular gaming group’s post-pandemic game nights. This is a simple dexterity game deemed best for ages 5-12, so our play did not take long.
We played 7 rounds. Most of us did pretty well, but I seemed to be rather gifted at this particular stacking challenge. I won handily. It’s probably because I watch so much Survivor.
One common criticism of Hurry Up! is how unbalanced the timing can be, since a player is allowed to continue stacking until a six is rolled. That does seem like a fair frustration. But for those of us who Lady Luck watches over, this turn limit works just fine.
My biggest criticism is that Hurry Up! stacking was rather easy. But this is a game for kiddos, and I can see it being a lot of fun as the stack continues to grow.
play or pass
Pass. I enjoyed Hurry Up! and it’s awfully cute, but I think it’s best when playing with kiddos. If you have young ones, this is a perfectly fun and simple dexterity game. For someone with my awfully adult sensibilities, I don’t see myself pulling Hurry Up! off the shelves very often.
Review: The Apprentice Game Publisher: Parker Brothers Year: 2004 Tagline: Will you hear The Donald say “YOU’RE HIRED” or “YOU’RE FIRED”? Players: 2 or more
how we met
I found The Apprentice Game at thrift recently, within the last couple of months. Unless you are new here (welcome!), you know I always pick up games that I have not seen before, and I have a keen interest in reality television. I watched The Apprentice during the mid-aughts. I could see that this game includes an electronic device similar to the eBay Game. On the one hand, that means I probably have to hear Donald Trump’s voice, which is not something I am eager to do. On the other hand, I’m definitely buying it.
how it plays
In a terrible case of foreshadowing, The Apprentice Game always has two teams: the red team and the blue team. There can be any number of people on each team.
To begin, press the power button on the electronic device and hit Start. From here, you will hear Donald welcome you and explain what to do.
Each team is dealt (or may choose) six individuals from the COMPETITOR deck. In addition to names and photos, these individuals have statistics in various skills such as Sales/Marketing, Street Smarts, Education, etc. The cards also include barcodes on the bottom. Once you have your COMPETITORs, click your button to indicate you are done. Donald will wait for both teams and then instruct them one by one to scan each of their COMPETITORs into the system. A successful scan will always result in Donald saying the COMPETITOR’s name. Any other sound you hear indicates the card was not read.
After everyone is scanned in, Donald will instruct one of the teams to choose a TASK card and scan it in. TASK cards contain very little information, and each team then goes to their stable of COMPETITORs to choose three to complete the TASK, making assumptions about which skills are most valued for that particular TASK. Again, hit your button when you are done choosing your three. If you take too long, Donald will give you a hard time.
Once both teams are ready, Donald will give one skill that is needed for this TASK. Then he will instruct each team to choose one of their three COMPETITORs and scan them in. The COMPETITOR with the highest level in that skill will win, and Donald will instruct each team to draw a certain number of EARNINGS cards. This continues for the remaining two skills and each team must choose only from their remaining COMPETITORs – so for the third skill each team will only have one COMPETITOR left.
Once all three skills are done, Donald will instruct the teams to count their earnings and click the button of the team with the most earnings. There is no need to track the amount long-term. Once one team has won the round, shuffle the EARNINGS cards back into their deck.
If you remember The Apprentice then you know the iconic line “You’re fired!” still needs to be said. Unfortunately the three COMPETITORs on the losing team that round must go to the boardroom. Donald will immediately let one of them know they are safe and can rejoin their team. Of the two remaining, Donald will fire one of them. That COMPETITOR is out of the game for good.
Play continues in this way with new TASK cards in play. If a team loses two COMPETITORs in a row then Donald will instruct the other team to hand over one of theirs. The team handing over the COMPETITOR may choose who they give up. This keeps a balance (in numbers if not in talent) between the teams as more and more COMPETITORs get fired.
When teams get down to two COMPETITORs each, they simply reuse one of them on the third skill. On the last TASK, Donald will make sure there are only two COMPETITORs (one on each team), assess their skills automatically and assign EARNINGS cards accordingly. After the winner of the final TASK is determined, Donald will review the overall performance between the two COMPETITORs throughout the game and hire one to be The Apprentice!
how it went
I brought The Apprentice Game on a trip to my sister’s house, where we played with four players. I teamed up with my sister, Jaime, while Bill played with Aaron.
As I mentioned above, I watched a couple of seasons of The Apprentice back in the day. I love reality television, and I think the premise of The Apprentice is a great one. If you can get past the sycophantic attitudes and Donald Trump, the show is a neat real-life (white collar) test for the contestants. It is similar to Tough as Nails, another reality show I watch where the contestants do things like build pipes, hang drywall and pour concrete. The cards and challenges in The Apprentice Game are a good callback to the show’s challenges and how they test different aspects of a person.
While the contents of The Apprentice Game were a nice reminder of the show, the similarities do not extend to how the game is played (not uncommon for a TV show property). The game takes such a black and white approach to determining the winner. A given game task might require Creativity, and so the competitor with the highest Creativity wins, period. The show, on the other hand, is beautifully nuanced, where different strengths play out differently in the tasks. In the show you are judged on the outcome and not on one single facet of your skills.
Additionally, luck really determines how the game will go for you. First of all, if you decide to assign COMPETITORs based on the luck of the draw, you get who you get. Your skills might not be well-balanced, and you might get some real losers that somehow made it onto the show. You can kind of ignore the losers until you run out of your rockstars, but still, if your stable of COMPETITORs is lacking, your gameplay will be too.
Secondly, the EARNINGS cards have various amounts on them between $1,000 and $5,000. Obviously the more EARNINGS cards you are allowed to draw, the more likely you are to get the most money. However you could easily draw all $1,000, $2,000 or $3,000 cards while your enemy draws $4,000 and $5,000 cards. So winning a round is a bit of a crapshoot.
Whether it was these two variables bringing bad luck to us or a deeply flawed strategy, Jaime and I were terrible at The Apprentice Game. Our stable was constantly the target of firings, the other team was constantly having to hand over their shittiest COMPETITOR to us, and the downward spiral continued. We rarely won a round.
This made Bill and Aaron’s COMPETITOR Andrea the clear winner as the last one standing on their team, and Andrea became The Apprentice! Not bad for a two-dimensional woman whose skills are represented in bar chart form.
play or pass
Pass. The novelty and nostalgia factors are high, but so is the luck factor. And to some, the ick factor. The only decision-making is in choosing your competitors, and often this is an obvious choice anyway. You are essentially just a method to scan the cards; you do not need to be there to determine the outcome of the game. And that’s decidedly ungamely.
Review: Luck O’ The Irish Publisher: Reilly O’ Company Year: 1985 Tagline: Win Pots Of Gold Players: 2 to 6
how we met
On this day, at this particular thrift shop, the only item that caught my fancy was Luck O’ The Irish. Why? Look at that cover. I will wait while you scroll. I felt like I just won a bonus game on a slot machine. And the box is unusually tall, which just made carrying it that much more ridiculous and fun.
I felt luck was on my side, and I paid my $2.99 happily.
how it plays
Luck O’ The Irish is a roll and move set collection game. The first player to Dublin with a Pot of Gold, a Harp, a Shamrock, a Shillelagh and an Emerald wins!
Players start the game with one Pot of Gold and must roll doubles to move. If after a third throw a player has not thrown doubles, they may pay to move by giving up their Pot of Gold.
In future, if a player rolls double they get to roll again.
Players can move in any direction they like at a crossroads, but they can’t double back on the steps they have taken except at a dead end. Players can trade if they are on the same spot. Players must pay a Pot of Gold to collect many of the other items, such as Harp, Shamrock or Shillelagh.
Certain spaces on the board cause other things to happen. The Leprechaun space allows a player to pick up a Wishing Card, which may be good or bad. The Celtic Cross causes a missed turn. The Banshee will cause you to give up items. The Sea is so beautiful it causes a player to drop their Emerald into it!
Again, the first player back to Dublin with all of their items safe in hand wins Luck O’ The Irish!
how it went
When I got Luck O’ The Irish home and saw the wild board in the shape of Ireland and saw that the game includes a Banshee, I was utterly delighted! My family was game to try and play on one of our game nights.
The game box advertises winning a free trip to Ireland on the back, which in hindsight might have been a good sign that very little planning went into game design here. Roll and move can be a bit of a bummer, but it’s not enough alone to dampen my enthusiasm for a vintage game. One of the issues with Luck O’ The Irish is that you have agency in how you travel all the different roads. This has a couple of effects:
It can take patience to count out all of the possible paths you can take to try and make the most advantageous move after rolling two dice.
You mostly avoid any negative spaces because usually you can simply choose not to move to them. There is only one Banshee space on the board and she remained safe from our encounters for our entire game. Rather disappointing.
This agency in choosing your direction probably occurred to whoever made Luck O’ The Irish because the game rules do include difficult-to-find guidance like: The Emerald can only be obtained by going one way via Galway out into Galway Bay. We played this correctly, but how difficult would it be to put arrows on the board indicating a one-way road?
During gameplay you can expect to collect items, bumble them into the sea, get them stolen, not be able to afford them, and all manner of good and bad.
During play we encountered leprechauns, stole from each other, lost items, gained items, got sent to Dublin and counted our moves out over and over. Our play took about an hour but felt much longer. Jaime ultimately made it back to Dublin with all the necessary junk first. Fair play to her.
play or pass
Pass. I enjoyed finding Luck O’ The Irish and carrying the giant box at the thrift shop. I enjoyed watching people’s faces the first time they saw the cover. I enjoyed temporarily owning a game with a banshee in it, though we did not meet. I did not enjoy much of anything else about the game.
Review: THE Yuppie GAME Publisher: Waddington’s Year: 1985 Tagline: are you yup to the challenge? Players: 2 to 4
how we met
I found THE Yuppie GAME very recently at a thrift shop that I had previously almost dismissed for pricing their games and puzzles so high. But good thing I returned because, apparently, even the thrift shop knows no one wants THE Yuppie GAME. I paid $1.99 and walked out with my head full of white wine and canapés.
This was one of my favorite finds in a long time in terms of how weird and rare the game seems.
how it plays
In THE Yuppie GAME, each player starts with $50,000 cash and will win when they have achieved:
$150,000 cash
A marriage partner
A career (min salary $40k)
A yupling (that’s a kiddo)
A private school for said yupling
A living space
A yupmobile
All seven items are needed for someone to be considered worthy of winning THE Yuppie GAME.
A player starts their turn by rolling the die and moving that number of spaces. Most spaces on the board will cause the player to draw a card, hoping to achieve those elusive yuppie dreams. Some spaces on the board will allow the player to steal a dream from another player. Another space on the board leads you to the largest deck in the game, Yupheavals. These cards can be bad. They may require you to lose a turn, to pay a “poor taste tax” to others, or they may upset all the progress you have made so far! Some of the cards are good though and result in you moving your pawn further along or getting more cash, upsetting fellow yuppies, etc.
The goal is to move around the board and collect as many cards as you can. Each time you land on another player’s home base, roll again. If you land on or pass your own home base, this represents one year in your trying-to-be-a-yuppie life. It’s time to do some accounting:
Get paid any salary and other income owed
Pay any annual expenses
Pay off your Yuppie Express card if able (if you drop below $5k during play, take $10k from the bank and turn your Yuppie Express card over)
Then continue play If you land directly on your home base, you also get $5,000 and roll again!
Once a yuppie has all of the required cards to win the game, they still must play until they pass or land on their home base.
how it went
Look, THE Yuppie GAME is not perfect. I tend to be interested in games with a niche topic that have a bunch of humorous cards in them. The game I created, Panic Mode, is precisely that. I was looking forward to this 1985 time capsule, and in a lot of ways I was not disappointed.
Yes, the cards are often very funny and the poking of fun is relentless and brutal. I know the term yuppie as a thing, but I don’t know the subject so intimately that I could really predict all the ways in which yuppies would be ridiculed in the cards.
And as much fun as the cards are, there are some blatant drawbacks to gameplay:
It takes forever to get around the board, so the one year in your yuppie-hopefulness is probably 45-60 minutes in real life. Making the first yuppie to achieve their goals have to protect their cards long enough to reach their home base is a stretch.
The type is so small! It’s so small. You end up fighting to read each card, which not only contributes to the time spent but also starts to chip away at your enjoyment.
The cards get stolen and moved and discarded constantly. I’m all about some take-that mechanics, but it felt like such an uphill battle to even get a few cards toward the goal. And then, many times, when cards were removed it was from gameplay and not to other players, removing them from play entirely. And, like, we felt entitled to those cards! As gameplay continues, yuppies tend to start having more and more cards in front of them, but it takes a great deal of time.
Some of the cards are confusing. You are often getting cards in which you buy something – from a magazine subscription to season tickets. Sometimes you pay the bank, sometimes you pay another player. It was unclear if all of these cards are required, so I assumed that they are. It was unclear if you should keep them in front of you. Some, like the subscription, seem to come back as references in other cards while others don’t. This could be commentary on conspicuous consumerism. It could also be bad design.
I played THE Yuppie GAME with Bill, Jaime and Aaron on a recent Friday evening after we visited the local brewery and played a few rounds of Monopoly Deal over dinner.
In our play, only a few notable things happened. One was Bill’s steady play, which he brings to most games. He was pretty consistently in good shape, stealing cards and getting stolen from in turn. Always in good shape but never running away with it.
Another was my late-game, mother-of-all Yupheaval cards, which removed all of my cards in play and half of my money. I became super broke. Aaron was handing me $10,000 here and there, because…
Aaron strongly disliked the game. He played like a champ, but he lost interest the soonest and would warn you the most fiercely away from THE Yuppie GAME. He probably lost a BMW or something.
Jaime had the most lose a turn cards. Maybe six? A lot. But she also enjoyed the most cards in front of her in late-game. Again, five or six. She was well on her way to yuppiedom.
And that’s why when we all decided we couldn’t go on any further, Jaime won THE Yuppie GAME!
play or pass
Pass. The cards are funny, if dated (and if you can read the small print). But the progress is mind-numbing, and the yupheavals are soul-crushing. I expected life in yuppiedom to be sweet and easy, but it was unfair and painful.
Review: Wild Wooly Publisher: Parker Brothers Year: 1995 Tagline: He’s Wacky! He’s Wild! He Wants OUT! Players: 2 to 4
how we met
A couple of winters ago, our friend Alex wanted Bill to sell some of his childhood items on eBay. He brought over a couple of boxes, mostly dinosaur junk (jk, I love dinosaurs). Amongst the old toys was a ziplock bag containing Wild Wooly! And I stole/kept it. It’s just. so. 90s.
This version was only missing the box and instructions. NOTE: Hasbro keeps instructions online for their games so missing instructions are often just a google away.
how it plays
Wild Wooly is a rare and wild creature that you captured, and now your job is to create the best cage wall that you can! And quickly before he tries to burst out of the cage!
Each player gets one side of the cage to guard. There are cardboard doors for sides where you may not have a player / for fewer than 4 players. Each player gets 7 cage bars in a specific mix of colors. They then place the cage bars in whatever manner they choose on their side of the cage as long as each top and bottom hole only contains one bar. You can’t just stack them in a couple of places.
The game also includes a series of cardboard foods. Set these to the side where all players can reach them.
Once all players are ready, poke Wild Willy in the nose. This will anger him and cause him to try and escape the cage! Once he has started moving, the youngest player should start play by spinning the spinner and then play will continue to the left.
One of these things will happen after you spin:
Single color: remove a bar of this color from your own side of the cage
Rainbow space: remove a bar of your choice from your own side of the cage
Feed the beast: throw one of the food items to Wild Wooly to calm him down
Wild Wooly: remove any color bar from any of your opponent’s cage sides
Soon, Wild Wooly will break out of one side of the cage!!! The player in charge of that side of the cage is eliminated, as they should be. Place a cardboard cover on that side of the cage, place Wild Wooly back into the cage and continue play. Repeat this process one more time if needed, until you have one player left and they win Wild Wooly!
how it went
Every time I have played Wild Wooly with a new group, two things have happened consistently. The first thing is that everyone gets a strange look as I begin to set up the cage. It’s a kind of, “Oh what does she have now?” look. The second thing is that everyone wants to play again immediately.
In my personal opinion, there is no real solid approach to building the cage wall that will get you a better outcome. (Side note: I have almost never won, so grain of salt and all that) The escapes seem to be somewhat random. But it can be a lot of fun to watch someone with a wide open space that Wild Wooly would just glide right on through, and watch him just flirt with getting near it. He’s a wiley one, that Wild Wooly.
I appreciate the absurdity of having to feed the beast. I can just imagine playing this as a kiddo and throwing a cardboard hot dog at Wild Wooly, hoping it will calm him down.
The first time we played with my regular group we played a few times in a row. I think both Bill and Keri won. I certainly did not. Most games had me go out, then John, then either Bill or Keri. Maybe there is a strategy to cage building?
Nah, I don’t believe it.
The deconstruction of your cage wall is at the luck of the spin, especially if you only have one bar of that particular color. The rest of the deconstruction is based on whether your terrible friends decide to target you. And finally, the random way in which Wild Wooly moves decides the escape. Such are the trials of caging a wild beast.
play or pass
Play! I’ll admit there is a lot of randomness and luck involved here, so Wild Wooly is not very gamely. But it’s cute and scary and tons of fun.