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It may feel like you need to throw down the 35 right after someone plays a 30.but is there a 33 out there? If you play too quick, you might play over someone else. It's still a challenge because the opportunity for error also increases with more cards, but the exponential growth in data can lead to better decisions.īut there is still the twitch element at work, as well as the social one.
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But with more cards comes more information, so later levels give you more to work with and more to analyze. With only one card in hand, the decision to play or to wait to see what others do is difficult unless you are holding a very high or very low card, and if your card is somewhere in the majority percentage of the range, you are at low odds. In a very subtle way, the game actually gets easier as you get into the higher levels and this creates a very effective illusion that the players are synchronized and playing as a single unit.
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At certain checkpoint levels, you gain an extra star or life. That's all there is to it other than a single resource, a throwing star, that can be spent to cause all players to discard their lowest value card- crucial information that you can use to determine when you might want to play or hold. If a card in the players' hands is played out of sequence, the team loses a life. And so it goes for a prescribed number of levels based on the number of players. At level two, everyone does this with two cards. Without signals or communication, the goal is for those cards to be played on the table in sequence. Not only is it a game, it's one of the best card games I have ever played, and it's one of those simple and simply smart designs where you kind of have to wonder why nobody has done it before.Ĭards, numbered 1-100. I'm not going to get into the superficial, idiotic debate over whether The Mind is a game or not- the problem with it is that there actually is no valid debate, as it is a game and anyone who refutes that is not qualified to provide a definition of what a game is or is not. But then The Mind works its magic and we get back in rhythm and blow through two more levels, with heroic runs of cards flashing out on the table as if we just know what to play when. By level six or seven, we are sometimes down to one life and maybe zero stars - hanging by a thread. We scale the levels, missing the order a couple of times. We look at that first card, and virtually every time we get the sequence of playing them right. She's learned the etiquette of not picking up your cards before they are all dealt. It's a daily thing - "can we play The Mind?" We dutifully take out the cards (using a deck of The Game and a couple of dice to track levels, stars, and lives) and sit across from each other. My daughter loves this game like no other she has played before.
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This was her designated punishment for me blowing our last life on level nine of Wolfgang Warsch's absolutely brilliant card game The Mind. This means I was on my hands and knees, lumbering around the house with my 7-year old little girl riding on my back while I solemnly intone "I'm a bear, look at me, I'm a bear". Because I jumped the gun and played a 64 right before my daughter laid down a 63 on top of it, I was forced into Bear Duty for ten minutes.