Cosmic Wimpout Travel'n Game
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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.
The travel set is a bit spendy, but it's perfect for camping trips. Everything you need except for markers (a coin, rock, twig, etc. will do) is in the small suede pouch. The scoring cloth avoids the need to carry paper and pencil. You don't need a table to play on, the ground works fine. A book or ice chest will work for rolling the dice on.
The game is fairly simple. Just roll the special set of Cosmic dice to score points. You can keep rolling as long as you keep scoring points, or you can stop when you think you've reached the end of your luck. However, if you fail to score, you get no points. Some scoring combinations will force you to roll again when you'd rather take the points and stop. Some of the optional rules can add a little more challenge for those who desire it. We always yell, 'Wimpout!' whenever someone blows a roll. If you like [page scan/se=0034/sf=category/fi=stockall.asc/ml=20]Yahtzee, you'll probably enjoy Cosmic Wimpout.
In the Travelin' set, (the most expensive, but nicest set) you recieve 5 Cosmic Cubes, a felt bandanna scoreboard, and a nice suede pouch to keep everything in.
Play involves rolling the 5 cubes to score points. If you score points, you may keep going, or you may have the option to stop, depending on the situation. Rolling and not scoring any points is called Wimping Out, and this makes you lose any points you accumulated. Stopping adds any points you earned to your total. Either way, play passes to the next player. Possibilities abound for large sums of point-scoring, but the unique rules make it so it's a pain to stop, once you start raking in the points, increasing your chances of losing them. Play is usually to a certain point total, (300 or 500) whereupon everyone gets one last shot to top the leader's score (and steal the win!). Overall, a game I enjoy highly. And contrary to popular belief, you don't need to be stoned to understand/enjoy it. :o)
This game came highly reviewed but after trying it a couple times, I just don't get the attraction. Where is the fun? Where are the interesting choices? Of course, I don't much like 'Pass the Pigs' either, which is similarly brainless. If you are looking for dice game, I would suggest the classic 'Can't Stop'.