Showing posts with label Cosmic Wimpout. Show all posts
Showing posts with label Cosmic Wimpout. Show all posts

Tuesday, March 7, 2017

Second try writing about Cosmic Wimpout

Okay, let's try this again.

Cosmic Wimpout. The last time I tried to write about Cosmic Wimpout, I ended up talking about how dice games have their own cultural spot in games but this time, I'm going to try and really focus on Cosmic Wimpout. 

Cosmic Wimpout is a game and experience that is bigger than its parts. Because, fundamentally, it's just a variant of the old dice game Ten Thousand. But the visually distinct dice, the tweaks in the rules and it's place in Grateful Dead culture has given Cosmic Wimpout a unique identity.

The game consists of five dice. Four white dice and one black did that has a wild face instead of a three. Two thirds of the numbers have been replaced with astrological symbols but they are still really just the numbers. You know, two moons for two and six stars for six, that sort of thing. You could easily play the game with regular dice, just marking up one of the threes. But why would you want to? The dice are neat looking and fun.

The game itself is basically a variant on Ten Thousand. You roll the dice and lock scoring combinations. Keep rolling until you can stop and keep the points or not have any dice you can work and lose all the points from your turn.

One of the major differences between Cosmic Wimpout and Ten Thousand is that there are multiple rules that force you to keep on rolling. This can lead do to really high scoring turns or really big blowouts.

Normally, the game playing me would be a big mark against it. But the roller coaster ride Cosmic Wimpout can take you wan and the speed that you play it is enough for me to somehow not mind. 

Another major difference is that one wild side. Just having one out of the thirty-six sides being wild is enough to make a real difference in how the probabilities crunch out. Even if you are just playing with your gut, which is how most of us would anyway, it makes a difference.

Cosmic Wimpout also has the Guiding Light, which is basically just permission to use House rules. Seriously, you don't need official permission to use house rules but the fact that the game gives you it indicates the kind of philosophy the designers had.

The last and possibly most interesting part of Cosmic Wimpout is its
place in Grateful Dead fandom and other counter cultures. The funny thing is that I've never actually seen it in that environment. I don't know how much it hype and how much is legitimate.

But it is definitely part of its identity and its reputation. That is going to affect who you are going to get to play and what the experience of the game is going to be like. And frankly, I can't think of another game with this identity. 

Cosmic Wimpout isn't one of my favorite games, not even among light dice games. But it was a very acquisition, before I really started collecting games. And, there is no denying that it is fun and it's own experience.

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.