Showing posts with label Cinq-O. Show all posts
Showing posts with label Cinq-O. Show all posts

Wednesday, July 24, 2024

When Cinq-O was my hero

Cinq-O is a game that I picked up very early in my board gaming life. Like before I ever made an online board game order. Before I hauled a ton of games home from a convention. Back when my collection consisted of a bag that held a couple of Looney Lab card games and some Cheapass Hip Pocket games. I’m not ever sure I’d picked up the travel version of Settlers of Catan, which may have been my first ‘big’ purchase. 

I was going to say before I’d heard of Ticket to Ride but that was just because Ticket to Ride hadn’t been published yet lol

Cinq-O is a dice game where you are trying to get to a hundred points. It consists of five regular dice and one special Hi-Lo die, along with a cute little carrying case that also doubles as a playmat.

The elevator pitch is that, each turn, you are either trying to roll low or high. The key is the Hi-Lo die. The side that you lock in will determine both whether you going low or high AND what the multiplier will be. You can get up to ten points for either five ones or sixes and that can get multiplied up to three times.

A few more key points. You have to lock at least one die every roll but you can also bank dice. Put them to one side and lock them in for a later turn and keep rolling the rest of the dice. And a straight is also worth ten points, giving you another option other than low or high.

Back in the day, I played a lot of Cinq-O. And revisiting it now, I find that mechanically it holds up better than I expected too. With the generous amount of rerolling that you can do, the option of banking dice, and the option of going for a straight, I found that I had a lot more control than I expected. Yes, the decision tree was pretty obvious, but there was more than just roll dice and hope for the best.

Cinq-O has been out of print for at least fifteen years. And while I found that it was still fun, I don’t know if it will get reprinted.

Simply, the number of alternatives for this niche have really grown and there are just better little dice games to play. With options like Qwixx or the Rolling Japan family or the Pretty Clever family, there are just options in this game space that offer more engaging gameplay and more complex decision trees. Heck, I’ve seen Qwixx sold at gas stations so it’s hitting the same mass market audience Cinq-O was.

While it’s not mindless and I had fun playing it again, Cinq-0 feels simple and bland compared to games that either came later or I just found out about later.

Still, for a mass market game from 2003, Cinq-O was a solid gaming experience. And if you wanted to try it out now, making a homemade copy would be a few minutes work.

Tuesday, March 7, 2017

Dice games in my pocket

It is hardly a secret that I am a big fan of games that you can fit in your pocket. When I was first getting into gaming and hadn't gotten serious about having a game closet, those were the first kind of games that were in my collection. A big part of my reentry into playing board games were games at coffee shops or restaurants or waiting for everyone to show up for the D&D game.

(For a very brief time, a lot of my gaming was done with Cheapass's Hip Pocket line at a coffee shop across from the Music Box in Chicago that I'm pretty sure is gone. I don't think it was for more than a month but it was so early in my gaming experience that it stands out)

While there is now a ridiculous vast wealth of small games, it wasn't like there was shortage back when I got started. Heck, there would have been plenty of options if I'd gotten started twenty years before I did.

And simple dice games are one of the fundamental forms of travel games. 

Seriously, they are their own beast. No one is going to call Cthulhu Dice  micro game, even though it consists of one die and some beads. (On the other hand, since it's basically a LCR variant, I'm not sure I personally consider it a _game_)

Of course, dice have their own profoundly ancient history and cultural significance. They have their own space in the world of gaming, one that has a much wider audience than the kind of games I normally play. I know there are events called Bunko parties and I've passed my share of back alley craps games when I lived in Chicago. I once worked with a guy, decidedly not into games, who still carried six dice around in a cigar case so he could play Ten Thousand at bars.

If you are carting around games in your coat pocket to play anywhere with anyone, games that will appeal to a wide audience are a good thing. And dice games can often fill that bill nicely.

In my experience, particularly with an older audience, more abstract games are often easier sells. Zombie Dice surprised me by being a solid push your luck game with some interesting play with probability. However, if you can sell someone on Zombie Dice, they might be up for a more complicated, thematic game.

For many years, my most reliable simple dice game has been Cinq-O,  a Yahtzee variant that offers a decent number of choices and control. It used to be super easy to find but it's been out of print long enough to be rare. Which is a shame and I hope it gets reprinted. Good for adults and great for parents. Future generations of parents could use this game and I'm glad I have it for my kid.

But, before I found Cinq-O, my dice game in my pocket of choice was Cosmic Wimpout. In fact, this blog entry was originally just going to be about Cosmic Wimpout before I got sidetracked out the window.

Cosmic Wimpout, while obviously developed from Ten Thousand, has its own quirky identity and place in culture. I mean, it's a favorite of Grateful Dead fans. That gives it a crazy street cred that no money can buy. It also takes away a lot of a player's control, which is usually a total deal breaker for me, but somehow it works with Cosmic Wimpout.

Over the last few years, I have looked and played a lot of micro games, mostly card games but board games as well. Print and play hasn't hurt that exploration. However, I know it's important not to stop looking at the fundamental bedrock of dice.