Idle Remorse

Review: A Question of Scruples

Review: A Question of Scruples
Publisher: Maruca Industries
Year: 1984
Tagline: (none)

Scruples box cover

how we met

If you become a follower of this blog, you will likely begin to notice that one of my weaknesses is a dated box cover (see Circulation review). I must have seen the black & white and gold & white versions of Scruples five thousand times in my thrifting days, and I moved on. But the moment I saw the original 1984 version with its pretty cover it had to be mine. And for $1.99 it was mine.

how it plays

My version of Scruples does not have instructions, so I had to google for some kind of instructions prior to play. The instructions I found were from an alternative version, but I assume they are the same and they worked fine. Here is how they went:

Each player gets five yellow question cards and one red answer card. The questions range from fairly mundane to fairly explosive to just plain absurd. Questions can involve whether you stop for a hitchhiker, whether you tell a friend about their probably-cheating spouse, whether you spy on your significant other, whether you return a dollar that you suspect a friend lost and all manner of other things. The answers can be either YES, NO or DEPENDS.

Cards saying No Depends and Yes

The only possible answers


The goal of each player is to get rid of all the yellow question cards in their hand. On their turn, the active player chooses another player to ask a question card (from the active player’s own hand) in hopes that the chosen player answers the same as the red answer card in the active player’s hand.

For example, I may have the yellow card in my hand asking whether I will make personal long-distance calls from my middle-size firm if I know they can not be traced. I may also have the red answer card YES. In this case I choose the most morally repugnant and/or corporate-averse of my fellow players and ask the question, in hopes for a YES answer.

If the answer matches, the active player is allowed to discard their yellow question card and draw a new red answer card, reducing their hand size by one card. The player questioned gains nothing except the occasional scoff, challenge, disappointment and pearl-clutching of fellow players based on their answer.

If the answers do not match, the active player draws a new yellow question card as well as a new red answer card, so their hand size remains the same.

Play continues in this way, each player in turn asking a question of another player, until one player has discarded all of their yellow question cards. That player is the winner!

There is also a variant involving ballot cards with a halo on one side and a pitchfork on the other. These cards are an additional aspect of the game that allows a player to challenge the answering player, claiming they are insincere. The challenger gets a certain amount of time to plead their case and the answering player gets an equal amount of time to defend their response. All players then vote using the ballot cards where a halo indicates that the answering player was sincere all along, and a pitchfork indicates that the answering player was insincere.

Cards showing pitchfork or halo

Challenge / ballot cards


The player with the most votes removes a yellow question card from their hand and gives it to the other player (either the challenger or the answering player gives a card to the other). A tie is a push, and nothing happens. Hopefully the arguments were amusing.

how it went

Note: We did not use the ballot cards. I, in fact, left them out of the explanation of Scruples. It felt like an easy way to extend the game and force conversation and theatrics.

Oh boy. I do love a party game and after reading reviews of Scruples on BGG regarding its divisiveness, I was cautiously optimistic. But first, let me set the scene.

The scene was a gorgeous BNB on the Chesapeake Bay. I played Scruples a couple of times over the course of a family reunion where players had varying levels of drunkenness ranging from little to extreme, and some of the players I had only just met in the days before. We had eight players each time we played.

You would think that Scruples would be simple with players that you know very well, that you would easily be able to target another player to give you the answer that you need. And that you might avoid the players you do not know as well since their answers are less predictable. The surprising thing was that this is not the case! I think organically all players had relatively equal times in the hot seat. And answers were not as predictable as you might think.

The other curious thing about Scruples is that you will get questions that put you in situations that you would never actually be in, and so it’s a personal decision on whether you create a narrative to get yourself into that situation and try to give an answer from there, or if you go blindly into that situation and just give your best guess at an answer. It’s a bit of a crapshoot, and if the game were entirely made up of this type of content it would probably be pretty dull. Fortunately this issue was not so common as to ruin gameplay.

A card asking whether you tell your husband you may be pregnant with another man's child

The card that caused my sister to rub her belly and mouth “Joffrey” at me the rest of the night


The game definitely contains the fun aspect of party gaming where you are trying to anticipate the reactions of your fellow players, and play accordingly.

I can’t speak to other versions of the game, but the 1984 version does contain some questions that are decidedly dated and all that much more fun. Would I give a bum 25 cents if I knew it would go toward beer? I mean, why not? They probably need at least 11 more quarters to make that work. They want that beer a lot more than I want that quarter. Plus where am I going to keep that quarter anyway? In my change purse? No thanks, 1984.

A set of six sample questions

Sample questions


Likewise there are questions that were probably more innocuous when written, but circumstances have given them a certain gravity that did not exist in 1984. Do I confess to my female colleague that I spent last night at a strip club? A few years ago, maybe. Today? No fucking way.

play or pass

Play. The barrier to entry for this game is virtually nil, and it does lead to laughter, conversation and teasing. I am not a believer that this game will actually shock you by the responses of your loved ones, and if it does you are likely just hypothetically shocked by hypothetical answers; you will be fine. But I do think surprises are in store. Plus, you guys, the 1984 version is super pretty.

Review: Girl Talk Date Line

Review: Girl Talk Date Line
Publisher: Western Publishing Company
Year: 1989
Tagline: The Talking Dating Game

Girl Talk Date Line cover showing two girls on the phone

how we met

We started out in the car one morning to go thrifting and my husband asked me, “What would you like to find today?” I replied, “Girl Talk Date Line.” It’s not like it happened immediately, but it happened that day. The game was sitting on a shelf in a thrift store near Milwaukee just waiting for me.

FUN FACT: according to the BGG forums, the voice actors on the tape all came from the Wisconsin area. It’s possible that I found this game in Wisconsin for that reason and not because of my mojo this time.

how it plays

Girl Talk Date Line is all about finding good matches. Being the kind soul that you are, your object is to find a match for all the boys and/or girls in your stable before finally finding a match for yourself.

You start the game with two or three cards, each representing a boy or girl, depending on the number of players. Girls are on pink cards and boys are on yellow cards. You have an additional card that represents you and has a sticker that says “Make-A-Date.”

Four cards showing Make a Date, one girl and two boys

Sample starting hand


You need a tape player. Plug the Girl Talk Date Line speaker into your tape player, insert the audio cassette and press play. Now you’re ready!

From this point it’s a roll and move game. The spaces on the board will indicate what you are able to do, including returning one of your cards, drawing an additional card, trying to find a match from one of the numbered groups (which limits your choices), trying to match with a blind date from the center section, trade cards, etc.

The game board

The game board


To determine whether a couple is a match you place both cards together with their stickers facing toward the front of the speaker. If you are lucky (and found audio cassette equipment that still works) you will either hear music or a conversation taking place. If you hear music just sit back and enjoy it for a moment – the conversation will start soon. If the two teens agree to go out during the conversation then you have made a match! Place both cards back in the container in the location that initiated the match. Nice work!

If the two teens did not agree to go out or if you only heard silence then you do not have a match. Keep your card and return the one you drew from the middle. Better luck next time.

Pink speaker close up

The coolest speaker I own


Play until your teens are matched and out of your hand, and until you yourself have a date.

how it went

This game is light, fun and dripping with cheesiness. It plays better with four players since it introduces more teens, more commentary and more of the phone conversations. It’s fun to see the styles of the teens and read about their likes and dislikes.

** SPOILER ALERT **
do not read below if you do not wish to know how the speaker contact happens. Skip to the play or pass section. ** SPOILER ALERT **

Mixture of teen cards

Some of our teens


When I purchased Girl Talk Date Line, I assumed it was magic. It’s not. It behaves a lot like a VCR game (think Party Mania, Nightmare aka Atmosfear, etc) where the tape goes continuously. The little pink speaker acts as a barrier to the content playing during your game, unless you are testing for a match. If your teens make contact inside the speaker then you will hear the tape and find out whether or not your teens are keen on each other.

The cards show marks where the contact is made. If you think of those small pegs as spaces then the contact is one away from the right and left edges. Even though Brad gets a lot of love in the game instructions, he still needs a match that has the opposite peg. And, yes you guessed it, this is bad news for Gert and Homer who just aren’t bringing anything to the table and need one of the six teen all-stars that will make contact with anyone.

Close up of the bottom of three cards

If you look closely you can see the marks where contact is made


What does this all mean? Well, a few things. If you end up memorizing which teens are the all-stars then you will probably want to play the game blindly, where all teens face away from you. Otherwise every chance you get to draw one of them results in speaker contact and potentially getting a match. And that’s less tape, less music and less teen hobby info for you to enjoy.

Another thing this means is that girls can match with boys, girls can match with girls, boys can match with boys. The instructions do say, “Make sure you match girls to guys!” but it doesn’t really matter. Which is pretty damn cool.

Close up of six cards that have pegs in both required places

Our all-stars, assuming stickers were placed correctly


Each group of boy and girl cards contain the same mixture of card bottoms – or each card bottom is represented by one girl and one boy. I’m not a statistics guru (as I am about to demonstrate), but your original odds of finding a teen to make contact with are X in Y. If you decide to open your teen’s chances up to both genders then the chances only change slightly away from 2X in 2Y since it now includes their opposite sex card which will not make contact with them (unless they are an all star in which case it will make contact with them).

play or pass

Play. If you could wrap up being a young girl in 1989 into a box, it would probably look a lot like this. And yes, that’s a good thing. From the blue notebook paper rules to the self-described “rad” music to the inane conversations taking place between teens – this game is a lot of fun for a light-hearted walk down memory lane.

Girl Talk Date Line is less of a game and more of an experience, and certainly there is no meaty strategy involved. Your outcome will depend a great deal on luck. But if you have the game then you are probably lucky anyway.

Review: The Babysitters Club Mystery Game

Review: The Babysitters Club Mystery Game
Publisher: Milton Bradley
Year: 1992
Tagline: Create Your Own Mystery Story as You Uncover the Clues!

The Babysitters Club Mystery Game box cover

how we met

Similar to the last review, I met this game at the Chicago Toy Show in spring 2017. We were introduced by a sensible man who understood the value of the games he had brought with him to the show. When I agreed to buy four of his games, he allowed me to purchase them for $2 each. And, oh, it was fun to drag them around until finally getting them to the car.

I had never read The Babysitters Club series when I was young, so the attraction for me was not related to this subject matter. However I am a sucker for mystery, detective, deduction and spooky games. I am also a sucker for 70s, 80s and 90s nostalgia. This game brings me a little of column A, a little of column B.

how it plays

This is a roll and move deduction game. And a pretty light one at that. Each player chooses to represent and choose descriptive words for either the WHO, WHAT, WHERE or WHY of a given incident. The object of the game is to deduce which two descriptive words each player has chosen, as well as complete four babysitting jobs. I use the term incident deliberately because crime seems too strong for the context of the game. Although ours ended up pretty horrific.

Close up of money, babysitting tokens and the yes/no token

Close up of some components

 

It is important to note that the game comes with little grease crayons that allow you to write on just about everything in the game for tracking purposes. It’s pretty great.

Here is the set up:

        1. Step 1: Decide which players represent the WHO, the WHAT, the WHERE and the WHY of the incident
        1. Step 2: Choose which babysitter you plan to be (this step is in no way important to gameplay)
        1. Step 3: Collectively decide the high level information of the incident. That’s right, your goal is not to solve the mystery. You start out knowing (deciding even) the WHO, the WHAT, the WHERE and the WHY of the incident by all agreeing and then marking them on the Mystery Case sheet
        1. Step 4: Finally each player spins their mystery-wheel until they are happy with two of the words describing whatever that player represents: WHO, WHAT, WHERE or WHY. These words must remain secret

The word choices will result in four numbers being shown on your mystery-wheel, which represent the houses where you must complete babysitting jobs before you can make an accusation in the game. You add tokens to these houses to reflect where you need to travel throughout gameplay.

Word wheels showing descriptive words like Smoky and Special

The descriptive words we chose

 

The remainder of the game involves roll and move to complete babysitting jobs (and collect payment for them) and get the opportunity to ask your fellow babysitters questions to try and deduce their chosen descriptive words. All questions must be yes / no. Questions are primarily asked using a telephone, so you can ask questions from a house or payphone of any person in a house. The majority of these questions will happen out loud (house to house) so all players can track the information. However, if your young babysitter decides to duck into a phone booth for privacy then you may have the opportunity to gain information that other players do not by asking a public question but getting a private answer (phone booth to house). From a phone booth you can question any one player in a house, but no one can question you in a phone booth – because no one has your phone number! Duh!

If you roll the BSC side on one die then you may choose to call a Babysitter’s Club meeting. If you roll BSC on both of the dice then a Babysitter’s Club meeting is mandatory: all babysitters must immediately move their pawns to Claudia’s house for a meeting. If they wish to ask questions of each other they must also pay club dues. (Note: only those able to pay dues may ask questions. No money? No progress.)

Dice showing 4 and 3

These dice have seen better days

 

how it went

The Babysitters Club Mystery Game is pretty straight-forward so we were able to get through set-up quickly. Only one of our party was familiar with the books, and even she chose her babysitter persona based on looks (Kristy has a look to her).

A large part of this game revolves around creativity and it can be embraced or not. Most people struggle ideating in a vacuum, and even the most creative minds I know excel with some directions or limitations to narrow their focus.

Mystery case card showing word choices

The narrative anchors


We already knew that this incident involved a ghost, money, curiosity and a hayride. We expanded on these narrative anchors with some additional details right from the start. Pretty gruesome ones, if I’m being honest. This had a couple of direct impacts on our play: for one, it introduced our dark humor into the game. For another, it gave us an edge when guessing by asking ourselves not just which words would this person use to describe the vague incident we defined on the Mystery Case card but what would this person use to describe the incident that we already elaborated on?

The instructions of the game encourage you to ask very direct, simple deduction questions such as, “Was the money expensive?” (expensive being a potential descriptive word for WHAT). This approach is fine and often necessary; you ask a single question and either confirm or deny a single possibility. However if you word questions carefully you can wipe out multiple possibilities at once and still stick to the technical rule of a yes / no question.

That said, it is important to pay attention during the game and frame your questions carefully. Otherwise you may end up architecting complex questions that ultimately do not result in any information. This type of question can be done as a gamble if one or the other answer results in a great deal of information. But a careless question can gain you no information regardless of the answer. Being annoyingly literal, as I am, can be handy in this game.

We had fewer private questions than would probably make the game interesting, largely due to the luck of the roll. If you decide to try this game out, make sure to beeline for those payphones. And when you get there make those questions count!

Towards the end of the game, I had all of the words I needed before the other players did because they were just missing mine. Unfortunately I was not able to escape my babysitting job (exit a house) before the end of all of their turns, which was enough time for them to collectively determine my words. By then it was a race to babysit. Ugh.

Game board showing pawns and babysitting tokens

Stoneybrook in all its glory


When the game was complete and all descriptive words were revealed, we followed the instructions and collectively described the incident in the necessary detail. In the right crowd this is actually rather fun. Kind of like improv’ing.

One point of criticism is that this game relies too heavily on color and is unfriendly to players with color blindness or sight limitations.

play or pass

Play. Even having never been familiar with the details of the book series this was a decent deduction game. It relied on the skill of asking questions so it felt like a mixture of deduction and word game. The option of creativity is also a nice break because it doesn’t put you on the spot but allows you to really fill in the details of what you are solving if you would like to. I can see this game being campy fun for the murderino crowd, where one can draw on their collective knowledge of true crime to really paint a picture. Perhaps even asking your fellow players to guess the suspect based on your details of the crime.

This is not the best deduction game you will ever play (hopefully), but if you find it in the wild it is well worth picking up if your group appreciates deduction, storytelling, nostalgia or true crime!

Full disclosure: I enjoy any game that allows me to call my friend John by the name Mallory

Review: Mystic Skull

Review: Mystic Skull
Publisher: Ideal
Year: 1964
Tagline: The Game of Voodoo

how we met

I met Mystic Skull at the Chicago Toy Show in spring 2017. It was near the end of the day and most dealers were packing up. I saw Mystic Skull and fell in love (obvi). This dealer had two copies for sale. One was a mess of pieces everywhere, and the other was beautifully organized, stunning. I went for the beautiful one, like everyone does.

how it plays

The object of Mystic Skull is to fill your opponents’ voodoo dolls with pins and ultimately be the last one standing. You do this by stirring a cauldron in the middle of the board using a bone and then turning the spinner until voodoo causes a hanging skull to shake and then land on a space on the board.

The spaces on the game board will tell you how many pins you can place on an opponent and which specific opponent you can target (left, right or choice). You may instead choose to use one of your tokens, but only if you have one that matches the icon of the space you landed on.

several tokens
sample tokens

Each player receives a number of these tokens at the beginning of the game. They may be traded in for one of two deals – remove a number of pins from your own doll or increase the number of pins that you can target an opponent with. The tokens have different icons such as a snake, spider, shrunken head, etc which correspond to spaces on the board.

One of the tricks to Mystic Skull is knowing when to go offensive and when to go defensive using your tokens. When the tokens run out you have no choices or protection and this is your standard stir and move game.

how it went

It went beautifully – until I was taken out by my awful friends. I wish I had played more defensively. In my final move I could take someone out (and I did) but I could have also removed a bundle of my own pins and kept myself alive longer.

voodoo doll half filled with pins
about halfway before it all went wrong

Bill had a funny quip after he was the first to lose, saying, “No I win. I don’t have to play anymore.” But he’s just like that. This game is attractive and fun, just look at it.

voodoo never looked so pretty

When Mystic Skull starts out, you feel rich with tokens and no matter which space on the board the voodoo places you, you have a token that you may use. You have choices. Yet you have few enough tokens that before long you start to realize they will not last forever. And your choices had better be strategic.

The copy that I found is immaculate and works very well. Still it is not easy to stir the pot, and I understand why this mechanism frequently breaks. Once you get the hang of it the stirring is better. You have to catch it, just so.

Side note: I had read that in lieu of stirring the cauldron with the bone you can just spin the cauldron itself. This gave our group mixed results, and frequently it did not seem that the skull moved enough with that method. But also, surely voodoo is not an easy task and neither should stirring this cauldron be an easy task.

Mystic Skull does a great job of being mysterious and creepy. The game board is all sealed up, and you are not able to view the voodoo mechanism without destroying the board. You are encouraged to chant as you stir the cauldron. The primary colors and fuddy-duddy appearance of the voodoo dolls introduce a kind of garishness that is at odds with the nature of your objective. It just works, like a terribly good scary movie.

Finally I would be remiss not to mention that the insert for this game is nicely done, at least in my version.

a place for everything and everything in its place

play or pass

Play. This game is fun, novel and easy on the eyes. The mechanism is clever and wonderfully on theme. When autumn rolls around in my area and the leaves and light levels and my palette start to change and the weather becomes chilly, Mystic Skull is just the thing. In the fall give me tights, sweaters, whiskey, spooky decorations and Mystic Skull.

If you decide to buy Mystic Skull, be choosy and make sure the pot stirs properly.

Review: The Mad Magazine Game

Review: The Mad Magazine Game
Publisher: Parker Brothers
Year: 1979
Tagline: (none)

how we met

I picked up The Mad Magazine Game at a random toy show in Wisconsin for a few bucks. I certainly didn’t anticipate finding it at a toy show focused on cars, but the price made sense.

I grew up with Mad magazine. I didn’t purchase every single issue but I was a pretty regular reader from about 1988-1992. I was really looking forward to how this property would translate to a board game.

how it plays

The Mad Magazine Game is a roll and move game where the goal is to be the first to lose all of your money. As you travel around the board you may end up gaining money, losing money, trading money with another player or even moving chairs.

overhead view of Mad magazine board
our play

The game is very Mad magazine in its contrariness: gameplay around the board is counter-clockwise, rolling the dice is only allowed with your left hand (or you suffer a penalty) and, as mentioned above, the goal is to lose your money. The card deck has similar consequences as the roll and move but frequently introduces humor to the event.

close up of a portion of the board
a close up of a portion of the board

It’s a random-fest where just as you think you are moving ahead, you may in fact be moving behind.

how it went

I want to begin by diving into everything I enjoyed about The Mad Magazine Game. I like the graphic design of this game. A couple of the humorous cards were delightful. The end.

A lot of the comments and reviews on BGG lament about the poor score The Mad Magazine Game has received on the site. They say a lot of the things I have said or thought about better games: that it’s light, have some fun, relax, enjoy yourself, don’t take yourself seriously! I get that, I really do. But this game is tough.

This game is essentially the true anti-Monopoly. Do you dislike Monopoly? Try removing everything that makes Monopoly a viable game and reversing everything else, then add a nice design and a physical challenge or two. That kind of sums up The Mad Magazine Game.

The humor of the game is very Mad magazine, but it was lazy in its repetitiveness. Basically you win money, lose money, swap money or change chairs. Some of the cards from the CARD deck require you to act something out such as balance a card on your head and walk backwards or act like a rock or defy gravity. But the majority of the CARD cards also fall back to winning money, losing money, swapping money or changing chairs.

sample cards
sample cards, aren’t they pretty?

There are a couple examples of unique humor in the CARD cards, but they are very rare. One example is a card that simply says “This card can only be played on Friday” — and that’s it. It would have been nice to see more of these cards. Instead: Win money. Lose money. Swap money. Change chairs. Rinse. Repeat.

mad magazine money close up
example of a cute joke in the game

I said before that I read Mad magazine from about 1988-1992, which was about age 9-13. And maybe that’s the problem. Maybe I outgrew Mad magazine. Maybe it outgrew me. Maybe my focus just shifted, and by the time it shifted back we were not speaking the same language. I can see how playing this game growing up will endear you to it, and I can see how people would have fond memories of their play and be protective of that fun. I can also see introducing the game to a new generation of kiddos as a soft introduction to subversive humor. There’s something to be said for all of these things.

play or pass

Pass, friends. This game is dull and does not save itself with the rare venture into physical humor. There have been times in the past that Mad magazine pokes fun at its own audience with its merchandise. I can only assume this is one of those examples. Shock value is not enough, and something valuable was lost here.

Newer Posts
Older Posts