Pyramid Review
Mad Scientist University
Published by Raiding Party Games
Created by Zachary William Anderson
250 color cards, rules sheet, $9.95; expansions $2.95 each
It's strange that a game called Mad Scientist University should borrow so much of its innovation, but perhaps it's in keeping with the company's Raiding Party Games moniker.
The player group comprises student members of the secretive, eponymous university, and everyone is being tested on the skills they learn in their classes. The object of the game is to have the most goal cards at the end of the third round.
Players take turns being the teacher's assistant, which is a fancy way of saying you're the dealer. There are two decks, the goal deck and the element deck. The TA deals an element card to each other player, and then turns over a goal card for everyone to see. Players now have 15 seconds to come up with a methodology for achieving the goal using their element.
For example, if your element is sushi and the goal is to infiltrate a secret society, you must explain to the rest of the class how you plan to secret yourself into the ranks of the society using sushi as the basic component of your plan. You're encouraged to be as creative as you like, and to expound on the process with all the verve you can muster.
The TA, on the other hand, is the final judge of how things will be arbitrated. He can choose in what order the presentations are made, give players more or less time in which to finish, or just be nicer to certain . . .
This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.
Article publication date: December 3, 2004
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