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The "official" object of the game is to most accurately portray and guess different moods by remembering the old adage "It's not what you say, it's how you say it." Which basically means you'll be acting crazed, arrogant, triumphant, or any number of other moods. It also means you'll be trying to guess moods others are portraying. Be the first player to reach the Finish space and win the game. But the real object is just to have a good time!
Most of my extended family love this game, the remainder think it's the stupidest thing ever.
My daughter and I came across this game several years ago while Christmas shopping. Having a sister and two teenage nieces who are heavily into the community theater scene, I figured it would be a great gift for their family. I was right; they loved it, as did most everyone else.
However, a small but significant number of my clan hate it. My brother, my teenage son, and my father (all Driver personalities) think it's pointless and silly. Of course, they are all really bad at it, too. Maybe that has something to do with it.
I have since bought myself the game, and have taken it to several events like group campouts, women's weekend retreats, etc. It is always a big hit. I have also adapted it as a bridal shower game, where the ladies write down a phrase the bride might say to her new husband (for instance, "Honey, please take out the trash.") and we then play with selected mood cards I have picked out. It would work nicely this way for a baby shower, too.
In my experience, it seems like women are more likely to enjoy this game than men. However, having said that, I have seen men who enjoyed playing it tremendously. Anyone who wants to enjoy it has to be able to laugh at themselves and not worry about who wins.
A successful party game is not a game - but rather a fun time. It shouldn't matter who wins and loses, but how much enjoyment people get out of the session. Moods accomplishes this with great success, and is one of the most hilarious party games one will ever play.
So should you buy this game? The short answer is, if you need a good party game and already have Apples to Apples, Balderdash, and Time's Up!, yes! A longer answer follows.
First, a short description of the game: The Moods gameboard is set up in the middle of the table. On the gameboard are ten spaces, each numbered 0 - 9. From a deck of 'mood' cards, a card is placed on each space. A sample ten words might be 'apologetic', 'jealous', 'wishy-washy', 'tense', 'crazed', 'sleazy', 'suspicious', 'confused', 'silly', and 'threatening'. Each player is then given a 'Mood stone' of a certain color, which they place on the Start space, and four voting chips - numbered 1 through 4.
Gameplay is very simple. On their turn, a player takes a dice cup with a single ten-sided die. The player rolls this die, and secretly looks in the cup to see which number they've rolled. They then draw a card from the phrase pile, These phrases range from 'Are those real handcuffs?' to 'I can't believe you said that.' to 'Rome wasn't built in a day' to 'Are you flirting with me?'.
The player must then read their phrase, using the mood of the number they rolled. After the phrase is read, the player calls out '1,2,3, Vote!' and everyone puts down one of their voting chips on one of the mood cards on the table. For example, if I think that you most certainly said 'I speak fluent Klingon' in a 'mellow' way, I'd put my 4 vote chip on the 'mellow' number. If I wasn't so sure, I might only put down the 1 vote chip. After everyone has voted, the 10 sided die is revealed. Everyone who voted correctly moves their mood stone around a circular track outside the board - one space for each vote on their voting chip. Incorrect votes get nothing. The person who read the phrase gets one vote for each person who voted correctly.
After points are totaled, all the mood cards that have a vote on them (whether right or wrong) are removed, and replaced with new mood cards. All voting chips are discarded. When a player has used all four of their voting chips, they get them back. So you cannot use your 4 vote chip every turn - rather you use it every fourth turn. The game continues until someones mood stone passes all the way around the board - making them the winner!
Thoughts on the game:
1). Components: I thought the components were top notch quality. The mood stones were very nice, and with eight different colors! The only thing I can say negatively is that the orange and red stone were fairly difficult to tell apart. The voting chips - poker style (but the size of Axis and Allies chips) are completely distinguishable - and look colorful and nice when used. Card stock is not great, but is good and functional. The box is of good quality and is a nice size to fit on the shelf.
2). Rules: The rules are very well written - it's a simple game, after all - on one sheet of paper. You can explain this game to people in less than 2 minutes - and get a game started anywhere.
3). Variety: There are enough phrases and adverbs to last for quite a few games. If you decided to play the game every day for a month, I suppose that the cards would get old, but if you pull it out once a month or so - it should remain fresh.
4). Acting: This is the tricky part of the game. It's great fun when it's someone else's turn to read - but you will hate it when it's your turn. You just have to get over your stage fright and read the card. It is embarrassing when you have to read 'There's nothing sexier than a lawnmower' in a 'perky' tone, but the crowd will love it. And just think, next turn will be somebody else's. But word to the wise: This game will be a complete dud with a dull crowd. It's not like Apples to Apples, where even a boring person can toss a card easily into the middle of the table. Each person must give a decent effort when reading the cards. Let yourself go - it's a lot of fun!
5). Winning: This game isn't really about winning. Sometimes a person is SO obvious in what they read that the other 7 people playing vote for the correct answer. When this happens a couple times - that person will easily win. But who cares? This game isn't about winning - it's about watching people make fools of themselves.
6). Fun: As with all games, I rank the 'fun factor' seriously. A game may have great mechanics, but is it downright fun? And Moods is a clear winner here.
7). Price and availability: Moods is not a very easy game to find - as it is fairly expensive, and not many places carry it.
This game seems to have flown in under the radar. It's not the easiest game to find, or the cheapest, but if you can afford it - I advice that you snag this party game for a fun, fun alternative to your usual party game batch.
This game is a lot of fun - you get to see people try to act out (the key word here is 'try') certain emotions by saying statements that don't necessarily jibe with the emotion. That's when it gets funny! I've played this four times with varying friends, and everyone loves it. It's not true what the previous review said - there is no disincentive to 'act well'. You get a point for every person who you convice to choose the 'right' emotion that you played. Thus, (esp for more than 4 player games), if you can get everyone to guess your emotion correctly by acting well, you can rack up huge points. That's incentive, not disincentive, to act out the emotion well. The question is, will other people misinterpret your 'angry' for 'arrogant'? Will they mistake your 'sexy' voice with your 'sleazy' voice? Hmmm, not so easy! This game is great fun - it'll have everyone laughing within the first few minutes of playing.
I've played this game with alot of different people and they've all loved it. I even gave it out as Christmas gifts last year. If you're a strategy type of gamer, pass on this. It's obviously waaaay too much fun for you. This is the kind of game that you invite a few friends over, make some popcorn and let your 'moods' run wild. How can you convey 'passionate' or 'thoughtful' when the phrase you have to say is 'It's elementary, my dear Watson?' Believe me, you'll laugh yourself silly!
This game will convince you that telepathy exists!
You're selling your emotions in Moods so you would think that the better you perform the more success you will have. It didn't work that way in my little, family game squad. The more timid in our family read the questions crouched over the table and speaking into their chests. To most, it would look like humility or shyness or confusion. It was ANGER. Amazingly, the reader's son knew exactly what Mom was doing!
Moods is terrific for showoffs. It is also great for family members with psychic bonds.
Moods is not about trivia or decision-making. The game is hit or miss so you should know your gamers before you play this one.
Moods falls into the silly, fun category of Pictionary type games where strategy and winning are not important. Great for parties, but can drive hard-core strategy gamers nuts.
The game is simple. You say a random phrase in random mood and everybody else tries to guess. The problem will arise when strategy gamers play this game...they will notice that doing a BAD job in acting helps you win due to the way the scoring is set up. And if they start doing that, that blows the whole fun of the game. But, if those gamers can get by this problem, it's fairly fun.
Even if you're a novice when it comes to acting, you II have loads of fun trying to portray amusement, surprise, flirtatiousness, suspicion, fright, and dozens of other moods. Each round begins with 10 different Mood Cards faceup on the board. The active player secretly assumes an available mood by rolling the die, picking a Phrase Card, and trying to read it convincingly. Could you say, "It's not my fault, it just exploded" in a romantic tone? "Does it hurt when I do this?" in a contented voice? Each player places a bet on the mood he or she believes you are trying to project. Correct guesses move you and the guessers forward on the track. First to reach the finish wins--if anyone notices, or cares, amid all the laughter. Sound like an uproarious addition to your collection? Glad I convinced you!