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Zendo
# 5 on my "Top Ten Games of
2003" List # 81 on my "Top 100 Games
- 2005 Edition" list # 8 on my "Top Ten
'Backpack' Games" list
Mastermind was always a favorite of mine, until it
became too easy - just as Super Mastermind and Grand Mastermind. These
games were supposedly multiplayer, but they were in reality solitary
puzzles that one person played at a time, while the others watched in
zoned out boredom. I read about Zendo (Looney Labs, 2003 - Kory Heath) on
the internet, and it sounded like what I was looking for - a multiplayer
logic game. The Icehouse piece pack, made up of several sizes and colors
of pyramids, has always interested me, but I never really was so
interested as to pick up a game. Yet according to what I read, Zendo
utilized the Icehouse pieces, so that I could play those games (myriads of
them) with this set also. Well, that sounded like an excellent deal, so I
picked Zendo up, eager to pit my logic skills against others.
Zendo plays exactly like I thought it would, and I enjoyed it
quite a bit. Peel off the “Buddha-nature” theme that is so prevalent in
the rules, and the game is straight logic. People who do not logic
problems would probably dislike the game, and in my plays, found that a
few people were not quite enamored with the game. However, those who love logic, and even those who like it
just a little, really enjoy the game - as the pieces look fantastic on the
board, and it is a highly interactive game (rare for logic games).
The game can be scaled from “easy” to “hard”, and should even
accommodate the most “casual” gamer. Being able to play other Icehouse
games (several rule sets are included in the box) makes this purchase
worth one’s while.
A pile of pyramid pieces is placed in the
middle of the table, of four different colors (red, green, yellow, and
blue), and three different sizes (small, medium, and large). One player is
chosen to be the “Master”, and all other players (“Students”) are given a
black and white stone. The remainder of these stones, including a pile of
green stones, are placed somewhere for easy retainance. The Master chooses
a rule, and the game begins.
The rule the Master makes must be in
regards to “koans”, an arrangement of pyramids on the table. The rule can
be anything the Master wants, but a stack of cards is provided with
example rules that the Master can utilize. Rules have some guidelines when
being chosen. - The rule cannot reference time. - The rule cannot
reference the playing surface. - The rule is restricted to the koan
itself, meaning that it cannot reference other koans, or anything outside
the koan, including the stones. The rules can range from simple (“A
Koan must have one red pyramid in it”, “All pyramids must be grounded
(touching the table”, “The Koan’s total pip (markings on the sides of the
pyramids) count must equal four”, etc.) to medium (“One yellow pyramid
must point towards a small pyramid”, “A Koan contains only one grounded
piece.”, etc.) to hard (“It contains an even number of pieces being
pointed at, and at least one piece not being pointed at”, “The total pip
count is a prime number”, “No pieces are touching another of the same size
or color”, etc.). The harder a rule is, the more lengthy the game can
become (and frustrating to the players). Once the Master decides upon his
rule, he builds two separate koans - one that follows the rule (marked by
a white stone), and one that doesn’t (marked by a black stone). The Master
chooses someone to go first, after which play proceeds clockwise around
the table.
On a Student’s turn, they build a koan, using as many
pyramids as they want. They then have a choice of saying “Master” or
“Mondo”. If they say “Master”, the Master marks the koan with a white
stone if it matches the rule, or a black stone otherwise. The Student may
then guess the rule, or play passes to the next player. If, however, a
player says “Mondo”, every player - including the current one - puts a
black or white stone into their hand secretly, and reveals them
simultaneously. The Master then marks the koan with the correct stone,
giving one green stone to each player who guessed correctly.
After
making this choice, the Student has the opportunity to guess the rule, but
only if they have a guessing (green) stone. They give the stone to the
Master and guess the rule, and if correct, they’ve won the game!
Otherwise, the Master tells them that they are wrong, and builds a koan
that disproves their guess. The Student may guess again (if they have any
green stones left, otherwise play passes to the next player. The game will
end when one Student finally guesses the rule (or when everyone leaves the
table in frustration).
Some comments on the game...
1.)
Components: If one is thinking about buying the Icehouse game, then Zendo
is the perfect idea, because the box is superior to the regular Icehouse
packaging. All the stones fit in one side of the cardboard insert, while
the pyramids in the other. I do wish that more pyramids had been added,
because we often run out, and then must break down koans to get the pieces
we need. I may buy some more Icehouse sets to supplement my Zendo game,
maybe even of other colors, to increase the combinations. The pyramids
themselves are made of translucent colors, and really look striking on the
table. The stones are glass stones, and are of the highest quality - I
bagged them, but it really isn’t necessary. You won’t get much more here
than you would with a typical Icehouse set, but the box is much better,
and the stones are a nice addition.
2.) Rules: The rulebook is
fairly extensive, even though it sometimes delves a little farther into
the “Zen” nature of the theme, and I just want it to state the obvious for
me. But there are pretty much rules for everything, and the rulebook takes
the few simple rules for the game and expounds on them quite a bit. The
twelve-page rulebook also has a section on Strategy, with some fairly
detailed tips, and a long section on how to make rules. Two summary cards
are also included with the game, which really help remember play sequence.
3.) “Rules”: When making rules in the game, it seems like a rule
may be too easy, but we found that even what we thought were the most
simple of rules could sometimes prove tricky for the students to follow,
while the “hard” rules proved nigh impossible, especially for casual play.
The cards included with the game are a good basis to start, and help ease
everybody into the game. Once players get more comfortable, they can start
making their own rules, as long as they aren’t too ambiguous or difficult.
4.) Internet: There is quite a bit of support for Zendo online,
with many web pages providing sample rules that can be used with the game,
rated and ranked according to difficulty. There are variants that can be
used, strategies and tips - just enter “Zendo” into a search engine, and
they’ll pop right up.
5.) Other Games: Even if you hate Zendo,
seven cards are included in the box with rules to other games. And online,
at www.icehousegames.com, there are at least 100 rule sets
to other games that can be played with these pieces. Now, not many of
these, from what I hear, are great games, but several of them are quite
good, and certainly justify the price of Zendo, even if one isn’t thrilled
with the game.
6.) Logic and Fun Factor: People who have a hard
time with logic may or may not like the game. It’s fun to stack the little
pieces, regardless of whether you know what you are doing, and players can
guess the answer, and perhaps get lucky - which is enough for some people.
I had a lot of fun trying to figure out the logic, and so did the others I
played the game with. It is NOT, however, a rip-roaring fun fest, with
everybody laughing and having a hilarious time, but for some more staid
fun, in an elegant manner, Zendo can hit the spot.
Being a logical
person, I quite liked Zendo. Others who played the game also liked it,
although not everyone was quite as fond as I was. Still, it will hit the table again, because everyone once in
a while we need a “brain-burner”, and this fits the bill. And even
if we get tired of the game, there are so many other games that can be
played with the pieces, that Zendo is worth it alone! I don’t think that
this game will be pushed to the back of my shelf anytime soon, and it’s
one I’ll often gladly play. (Of course, the fact that I do well at it has
NO bearing on that decision whatsoever. )
Tom Vasel "Real men play board games"
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