Blokus (officially pronounced "Block us") is an abstract strategy game with transparent, Tetris-shaped, colored pieces that players are trying to play onto the board. The only caveat to placing a piece is that it may not lie adjacent to your other pieces, but instead must be placed touching at least one corner of your pieces already on the board.
There is a solitaire variation where one player tries to get rid of all the pieces in a single sitting.
Goal of the Game:
Each player has to fit as many of his/her 21 pieces on the board as possible.
Components:
Blokus Game Board (400 squares)
84 game pieces (four 21-piece sets of red, green, blue, and yellow)
Each color inlcudes:
1 one-square piece
1 piece with 2 squares
2 pieces with 3 squares
5 pieces with 4 squares
12 pieces with 5 squares
Fearless - Tutorial & Playthrough
- Clever and different trick-taking spin
- Shifting dynamics make the game interesting
- Cute artwork and good production quality
- Accessible design with clear iconography
- Strategic depth despite being quick
- Interactive player screwing
- Fun and quick to play
- Scaring players
- A cabin
- Power Grid
- Fishing
- Stickham
Mechanics (from transcript analysis)
- Follow suit — Players must play a card of the lead suit if possible.
- set collection — Players take out certain cards from the deck depending on the number of players.
- Trick-taking — Players play cards to win tricks, with the highest card of the led suit winning, but the total value of cards played affecting the score.
- Wild cards — Zeros are wild cards that can always be played and can win a trick if they are the highest value.
Video topics + discussion points
Quotes (from this video)
- It's basically how far you are away from zero, and that's how many points you score. And you don't want to score points. You want the lowest points possible in this game because I think the points represents how scared you are.
- The twist in the game is normally in trick taking games. It's the player uh who No, it's it's still the same rules. You have to play a card of the lead color in order to be able to win, but the value of the card still affects the total.
- Friedman Preer, I've played a lot of his games over many many many years, designer of Power Grid. Um, but he's one of the most versatile designers. Uh, and I am a fan and I think he is a genius.
- This is lighter. This is easier. This is more accessible. I think this is more fun as well.
References (from this video)
- Abstract geometric gameplay
- Minimalist art and graphic design
- High replayability and fun
- Requires molds for unique polyomino shapes, a considerable upfront cost
- Abstract
Mechanics (from transcript analysis)
- Area denial — Players try to make it harder for others to place pieces.
- polyomino placement — Players place unique polyomino shapes on a board.
- spatial reasoning — Pieces lock into place by corners touching, but not flat edges.
Video topics + discussion points
Quotes (from this video)
- games don't need no necessarily need a huge art budget to be a great game.
- I think this is one way for some games, not every game, but some games to really shine with a much lower sunk cost budget than other games.
- You don't need necessarily a bunch bunch of fancy components, dozens and do dozens of illustrations to have a really great game.
- We can all have slightly different definitions of this.
- It all leads to subtle and interesting choices.
- When everything feels like it's on fire around me, it's nice to find a bit of rest by respit in a gentle rain.
- This game is a chaotic good time, but in the best way.
- the components fit into a small box. They're they're very sparse components.
- But uh but they come across they end up having a fairly big table presence and I've gotten a lot of replayability out of multiple oint games.
- you can get a lot out of these games that rely on a wide variety of rules of words just by having words in the game. You don't necess you don't need
- By this I mean games with minimal components and or art.
- I think it's a great reminder for me and maybe you as a designer that games don't need no necessarily need a huge art budget to be a great game.
- So I think this is one way for some games, not every game, but some games to really shine with a much lower sunk cost budget than other games.
- there's a huge emergent narrative that comes through in Rumble Nation with very minimalistic components.
- I kind of thought of it as a combination of all those different things with some variances.
- investing in a really beautiful box cover is really really important for the game and investing in great graphic design is really really important for the game.
- I think valuing and investing in great graphic design is can can elevate a game even when you don't have much of an art budget at all.