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Congratulations! Your tiny internet startup has bucked the odds and prospered. Apparently people are crazy about disposable screwdrivers, and they will pay to have them delivered to their homes.
Now you are moving into a new office complex. Your goal in designing the office is simple: put all your people closest to the good stuff.
Average Rating: 5 in 1 review
I've tried all 4 of the current Hip Pocket games, and am very impressed with Cube Farm. Pipe Game is great for 2. Nexus is pretty dull, and the random card placement of Agora is novel at first, but then becomes annoying.
So, in Cube Farm, you play cards to build the office floor, taking control of choice cubicles (those in walking distance to the good stuff like water coolers), and trying to prevent your opponents from getting any choice cubicles. The rules for taking cubicles are that you must be able walk to the elevator without walking thru walls or cubicles, occupied or not, or onto the open table (unless it's a fully enclosed table space that can't be filled with a card, which can be walked thru).
The strategy usually consists of trying to place the big point stuff, like 4's, where they are only accessible to a cubicle you control, and avoid creating cubicles near good stuff that your opponents can snatch up. It gets really interesting when the elevator starts getting surrounded and there are very few cubicles available, on the table or via playing a card (there are a few extra elevators in the deck, though). Our only gripe was that there aren't enough screw-you cards or they're too hard to place (there are a few receptionists and vice-presidents which decrease a cubicle's value if it's in walking distance) - it's usually pretty hard to find a good spot that will screw your opponent(s) without screwing you.
I've tried 2, 3, and 4 players - 4 was best so far. Don't know if more will be even better. I highly recommend it as an addition to one's Cheapass collection.
Could this "farm" resemble your office? An elevator card is placed on the table to begin. The other cards are divided into six (3 x 2) areas. Walls border some areas, indicating potential cubicles. Each turn, play a card to align with the other cards, and place a stone of your color into an available cubicle. An unblocked path must exist from that cubicle to the elevator. Everyone plays all five cards in hand, then scores for each cubicle they occupy. Players receive extra points for being within a short distance of important places--the laser printer, the coffee machine or (lucky devils) the supply cabinet. They lose points if they're too close to the receptionist or vice-president. Highest score wins. Play a few rounds during your lunch hour to take your mind off work.