Cosmic Wimpout Travel'n Game
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Weight: 700 grams (estimated)
Average Rating: 3.7 in 6 reviews
Cosmic Wimpout is a dice-rolling greed game. If you keep rolling, you might get more points, but you might lose all this turn's winnings! There's plenty of room for probability calculation, but when we play, things frequently elevate to the 'What the hell, I'll just go for it!' level.
There is down-time between turns, sometimes more, sometimes less. I like to play with only two or three players so there's a shorter wait while my opponents are rolling. On the other hand, I have friends who like it with more players because those who aren't rolling the dice can just talk to each other.
Winning big or wimping out, there's lots of hilarity here. This one's always welcome on my table.
I enjoy this game of chance (and taking chances!) so much that I teach it to my probability classes. The entire game can be won in one turn or 50. My favorite rule is the one referring to 'getting on the board.' You have to have a good enough turn (35 points) to earn the right to 'wimp out.' There have been games when one person has 'gone out' (won) and other still haven't got any points 'on the board.'
The reversal of fortune can be swift in this game. The faster the pace, and the more others try to influence the decision of the roller, the better.
Dice games usually have a simplicity to them. No matter how many dice you have, each die is only capable of six different results (unless you are using polyhedral dice, a la [page scan/se=0834/sf=category/fi=stockall.asc/ml=20]Dungeons and Dragons, but I digress). Six results per die can get old fast, so most dice games are built around achieving certain combinations. Cosmic Wimpout falls squarely into this camp, but has one interesting twist that elevates it above much of the pack.
Like the classic Can't Stop, Cosmic Wimpout is a game based on greed and playing the odds. Each player has a turn at the dice, and can usually stop rolling at any time, taking the points scored so far. The first player to reach a certain goal is the winner. Why not simply keep rolling, then? Because any combo that does not score results in a loss of all points for that turn, and forfeiture of the dice to the next player.
The tension from this mechanic is delicious. Do you risk another roll, or play it safe and score only middling points? Most of the time, the choice is yours. And this is the unique twist from other games of this type. There are certain times when the player is forced to roll again. If all five dice are scored, another roll is required. This can results in a ballooning score that one wants to take, but can't because of a 'lucky' run of the dice. Ten great (and required) rolls followed by one disastrous one can result in the same zero score as one bad roll at the beginning.
Simple, fun, easy to learn, and packs away in its own little pouch. This game may be a relic from hippie days, but its still a good, fun game. Recommended.
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