Gamers Alliance
Herb Levy
Winter Report 2006
USA
Stacking games are nothing new and there is no
denying their popularity. People seem to enjoy
putting pieces on top of pieces until something
falls down. But Wallamoppi, designed by Garrett
J. Donner and Michael S. Steer, adds a factor not
usually seen in this equation that changes everything:
speed!
Wallamoppi comes in a beautiful wooden box. Once
you slide out its top panel, you'll find 36 "Kiwi" disks
(18 dark and 18 light) and a lush leather bag to
hold them, two timer marbles, a wooden "staircase" attached
snugly to the bottom of the box, a wooden chute
and, basically, a page and a half of rules.
One player takes a light Kiwi disk and the other
player takes a dark. (This serves to identify the
disks of each player). The rest of the disks remain
in the bag. The wooden box is situated vertically
with the wooden chute attached to create a clever
timing mechanism. The game is played in two phases:
the wall and the tower.
The "dark" player draws a disk from the
bag and places that disk on the table. The "light" player
follows and places his disk next to the previous
one. As disks are drawn, they may be placed next
to a previously placed disk in a straight line
OR centered on top of any two disks. (There are
some restrictions. The bottom line must have eight
disks in the row, the next line up must have seven
and so on. The color of the disks drawn by either
player at this point is immaterial.) When all of
the disks in the bag have been placed, the dark
player and then the light place their last remaining
disk to complete the "wall" (and phase
one). Now, from building a wall, we start to build
a "tower".
"Dark" goes first and attempts to remove
ONE of HIS colored disks from anywhere in the wall
and stacks it on TOP of the final "light" disk
on the wall to begin to create a tower. This can
be tricky as it requires steady nerves and patience.
But Wallamoppi ratchets the pressure up a notch.
This is where that timing mechanism comes into
play.
Before dark goes, light drops a marble in the
hole at the top of the box. The marble will roll
down the tower. Dark must choose his disk and place
it BEFORE the marble drops into the hole at the
end of the chute! If successfully done, it is now "light"'s
turn and dark gets a chance to drop the marble
while light removes a light disk and places it
on top of the previously played dark disk before
the marble hits bottom.
Turns alternate in this manner until one or more
disks in the tower fall OR one player has failed
to place a disk in time. The last player to take
a disk, in time, WITHOUT making the tower fall,
wins!
Although not a mind-bender (making it suitable
for younger gamers), there is some strategy here.
In setting up the wall, you should be conscious
of placement. You want to be able to remove your
colored disks without forcing a collapse and, of
course, place your opposition's disks in precarious
positions. And, when you start building your tower,
you need to plan ahead as to which disk to pull
and place BEFORE that marble starts careening down
the chute. This completely eliminates down town
since, even when it's NOT your turn, you're dropping
the marble and planning your next move. Steady
hands AND quickness are needed to succeed in Wallamoppi
which is why the game will probably play better
with younger gamers rather than us "old hands" whose
eye-hand coordination may not be what it used to
be. (Although, to be fair, the variation of playing
WITHOUT using the timer is suggested.) Old-timers
might remember speed and stacking used before (Ideal's
1977 game Up! Against Time comes to mind) but certainly
not in such an attractive presentation.
Considering the total package - fun, ease of
learning, packaging and price - Wallamoppi
towers over other "stack
'em" games.
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