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So you want value when you turn your hard-earned dollars into gaming options?
Well of course we all want that, but in few instances will you get better bang for you buck than when you plop down four or five dollars for the game Cosmic Wimpout.
Cosmic Wimpout is a game which reinforces the old adage good things come in small packages, although you might update it to 'great things' in the case of this little gem.
Cosmic Wimpout is a dice game, so not technically a board game, but hey it still fits here. The game consists completely of a set of five dice, which fit in a little plastic tube which is only 3 3/4 inches long.
Talk about your portable classic. You could take this one backpacking up the side of a mountain without knowing you had it in terms or space and weight in your pack.
And, as a dice game, it can be played on any flat service, so take it down to the local coffeehouse and play away over a cup of your favourite cappuccino.
The game, as most dice ones are, is rather straight forward, once you get a handle on the rules. The rules are where this game, first released in 1975, gets its quirks and charm.
The six-sided dice have unique faces. As an example, there are crescent moons, star bursts and lightning strikes which fit nicely with the cosmic theme, as well as having a 5 and 10 side. Four dice are white, a fifth is black, the black dice having a flaming sun side, which is essentially wild, allowing you to use it in a number of different situations throughout the game.
The game centres around collecting points, usually attempting to be the first to reach 1,000.
Points are achieved by rolling flashes, three of a kind on a single roll. Ah, but wait, don't add up the points so quickly. You have to clear a flash in this game, meaning you have to roll the remaining dice and add to the score before you get to keep the flash points.
Roll five of a kind, called a 'Freight Train' and you could be in for a big win. Five of the moons are 200, five of the fives is 500 etc. Roll five of the star-sixes and you instantly win.
Of course you might 'Supernova' too. That is rolling five-10s on a single roll, which is deemed 'just too many points' and you are automatically out of the game.
When you have satisfied the rules, you can chose to stop rolling the dice, and take your points, or keep rolling to add to the total. But you must score points on every roll, or you 'wimpout', losing any points accumulated on your turn so far.
The only exception, score with all five dice, and you must push your luck and roll again.
For flavour, if you fail to score when rolling all five dice, you have managed a 'train wreck'.
This game has zero skill requirements past rolling a handful of dice, and enough math to keep score, but there is such a quirky feel to the game, and it goes so quickly, who cares. This one is all about fun. Created in the 70s, it has that sort of smoky, Woodstock, Haight Ashberry feel to it, sort of Yahtzee on speed, being way more fun than the more familiar dice-toss and add game. Highly recommended.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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Nice review! I've been playing CW for years. Actually I played it alot about 15 or 16 years ago and I recently bought a new set and now I play it with my colleagues while on lunch break almost every day! I like your reference to Woodstock and the Haight because this game was introduced to me while traveling on tour with the Grateful Dead.

CW is so simple and mindless, but so much fun. While playing CW you experience the epitome of hot dice and cold dice. Sometimes you're accumulating tons of points real quick. Other times you can't get any points while your opponents have hundreds. It's kind of like life. I love moments in CW when you're accumulating tons of points, you push your luck and get a bunch more, but then you have to clear a flash of 10's with a 5 kicker and it's all down to one white die where the only way not to lose all your points is to roll a 5. ...ah the drama!
Another great aspect of CW is the concept of last licks. When someone reaches or exceeds the target score, everyone gets one last chance to try to beat that score and if someone does, last licks begins again...
Cosmic Wimpout. It's not just an experience. It's a game.
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R. N. Dominick
United States Cincinnati Ohio
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This game is the go-to palate-cleansing/night-ending game around our house. We play a lot.
We also play with a rule where the person who has the third train wreck (or sixth, or ninth -- it has happened!) has to wave their hands over their heads in a cautioning manner and shout "Clear the tracks, clear the tracks!"
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Oh man, is this game evil. Sometimes the game tricks you to keep rolling and rolling and rolling without the possibility to stop, until you see with agony those 180 points go away in a cosmic wimpout. The game can use every rule to not let you stop. The Futtles rule, You May Not Want To But You Must, opponent pegs in the way...
Then, as someone crosses the 600 points mark and triggers Last Licks, while your marker is still waiting at the start, those 30 stars come up and let you win.
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