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Rob Herman
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Attribute » Forums » Reviews
Why Attribute rocks Apples to Apples' socks
Attribute is naturally compared to the more mainstream party game Apples to Apples (below, A2A). I consider Attribute a much more fun game and have listed the ways the differences create a more enjoyable experience below.

A rules summary is available here. The "revised" scoring is easier and more intuitive, but penalizes players who happen to draw green sheep. The "original German" scoring is definitely more fair but a little harder to explain. If people want to compete in the score, they'll probably want to learn German scoring. Otherwise the standard scoring will average out over the long run and probably be just fine.

Fewer Bad Cards

In A2A, the adjectives are sometimes pretty specific and despite the fact that you have seven cards in your hand, sometimes nothing really seems to fit. Furthermore, there are some really terrible nouns (Dust? Creamed Corn?) that fit only a select couple of adjectives ("boring", "banal"); and some cards relating to specific people that not everyone will have heard of.

By contrast, the Attribute adjectives are broad, applying to many things, and the fact that you might have to come up either with a good match or a poor match makes things even better. Despite a hand of only four cards rather than seven, you will more often feel like you can make a good choice.

No Rejection

I get enough rejection in my personal life to have to deal with it in my party games too. Not that I am bitter. But in A2A, it's frustrating to have a good match you were proud of rejected for no good reason. (Adjective: Horrendous. I play The Black Plague. Judge picks Tomatoes because she doesn't like them on sandwiches.) In Attribute, other players stand to gain from trying to sincerely understand your play, so a good match is less likely to be rejected for no good reason.

New Friend-Friendly

With its highly subjective (at best) and telepathy-requiring (at worst) judging system, playing A2A with a group of people you don't know very well can seem like a frustrating maze of in-jokes and secret knowledge. How was I supposed to know Tom really really hates peaches? A2A rewards the player who knows everyone at the table. Although some knowledge of people's preferences is useful in Attribute, it's much less critical than in A2A. And there's still a period for banter in between rounds so the new person can learn about the group and figure out what's going on.

This is a double-edged sword, of course, and there are definitely folks out there who like reading their friends' minds. If this is you, well, go out and buy A2A if you don't own it already.

Natural End

"It's not about winning, it's about having fun, so we won't keep score, we'll just play until we're tired of it." A noble sentiment! Unfortunately this means A2A tends to overstay its welcome because people have to get really sick of it before they take the effort to stop. Attribute has suggested number of times around the board (rather than racing to a certain score--less like competition) and a small enough deck that you can play through once and then say the game is finished.

Twice As Many Decisions

Rather than just choosing or just judging, in Attribute you both choose and judge every round. As someone who enjoys the decision-making aspect of games, this is a strong appeal of Attribute over A2A for me. The fact that you have to be first in the judging round adds an extra layer of excitement and tension.

More Portable

There's no reason Attribute shouldn't fit in a cargo pocket; even the somewhat overproduced, overboxed Z-man edition is easy to carry around. A2A takes two hands with its big box and zillions of enormous cards. I normally wouldn't bring this up in a game review but as a party game, you might well also be trying to carry soda, cookies, chicken, whatever and arm space could well be at a premium.

So why is A2A so popular? Well, Attribute has a couple of qualities that might be seen as flaws. As you can probably tell from my prose, they are not the kind of things that mar my enjoyment!

Can't Play It Blind Staggering Drunk

Being falling-over incapacitated drunk should minimally impair your A2A playing ability, especially if the other players are in a similar state. Although I have not tried it, my estimation of Attribute is that enough judgment is required that it wouldn't work very well impaired.

Dexterity And Reflexes Required

This is the most sincere of the negatives. There is a snatching/speed element in Attribute that can't really be eliminated. It's nothing as potentially hand-bruising as Jungle Speed or Egyptian Ratscrew, but some players might not like it. Speed-wise, A2A has only the stipulation that the last player doesn't get to play a card, but this is easily waived (especially if a older/slower/whatever player asks) and in my experience often is.

No Power Trip

In the judging round, A2A gives a great power trip to the judge. They get to slowly cast aside the submissions they find unworthy, and some players seem to really get off on this. In Attribute, the judging has to be quick. If you really like slowly telling people their ideas aren't good enough for you, Attribute won't give you a forum for doing that.
Jim Cote
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I enjoy Attribute a lot on BSW. My one criticism is that it seems that almost every possible "noun" ends up being "good" or "bad". This drives the selection of cards. If someone chooses, say, some popular band that everyone likes, you will look at your cards and find the ones that are "good" if you have a green sheep and the ones that are "bad" if you have a red sheep. It doesn't matter if the words match or not in any practical way, as long as good matches good (eg shiny, hot) and bad matches bad (eg dull, cold).
Rob Herman
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ekted wrote:
I enjoy Attribute a lot on BSW. My one criticism is that it seems that almost every possible "noun" ends up being "good" or "bad". This drives the selection of cards. If someone chooses, say, some popular band that everyone likes, you will look at your cards and find the ones that are "good" if you have a green sheep and the ones that are "bad" if you have a red sheep. It doesn't matter if the words match or not in any practical way, as long as good matches good (eg shiny, hot) and bad matches bad (eg dull, cold).


I would have thought that players would choose "difficult" nouns to make this harder. For example, if you have "shiny" in your hand and you have a green sheep, say "aluminum foil" for a noun. Your life is now easy and everyone else gets to look for an appropriate adjective--and aluminum foil doesn't have a whole lot of positive or negative emotions around it.
Chris Ferejohn
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1. Apples to apples does have rules for when the game ends. If anyone decides to ignore them and play until they get tired of it, well, why would you want to set your end condition as "we aren't having any fun"? seems a little antithetical to the point of playing a game to me.

2. Removing the speed attribute from apples to apples makes it a pretty boring game.

These 2 complaints seem to be "when people don't play by the rules they give, this game sucks".

As for the arbitraryness of the selection, well, I enjoy that part (and it gives you a chance to take advantage if you know the judge well or to learn something about them if you don't; bet you'll always remember that person hates tomatoes), but I can understand it being frustrating.
Penny
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Speaking of Apples to Apples. I heard someone on the cell phone justifying for it. She went like, "oh should I bring Apples to Apples to the party? The other end probably said what is that. She said "oh it's a game where you match adj. to nouns. And after few min, she replied, "don't judge it, it's fun." I guess it's even hard to get people to play main stream games.

oh ya, Attribute rocks, and apples to apples sucks.
Last edited on 2008-01-07 07:58:43 CST (Total Number of Edits: 1)
Rob Herman
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cferejohn wrote:
1. Apples to apples does have rules for when the game ends. If anyone decides to ignore them and play until they get tired of it, well, why would you want to set your end condition as "we aren't having any fun"? seems a little antithetical to the point of playing a game to me.

2. Removing the speed attribute from apples to apples makes it a pretty boring game.

These 2 complaints seem to be "when people don't play by the rules they give, this game sucks".


1. People want to do it because they (correctly) try to treat the game as a social activity rather than a competition. The side effect of not bringing the game to a natural end is an unintended consequence. Also, it's obviously not phrased as "until we stop having fun" but "as long as we feel like it" or whatever. I am not an A2A owner but of the 4 groups I have played with, all have independently decided to do this (and without my suggesting it).

2. I've played A2A with and without the speed attribute. I didn't think it added anything. The last person was probably going to have their card tossed out for no good reason anyway. There's not a lot of deep analysis that goes on, not like RoboRally or anything, so there doesn't seem to be a particular need to get picky about it.
Chris Ferejohn
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Sitnaltax wrote:

2. I've played A2A with and without the speed attribute. I didn't think it added anything. The last person was probably going to have their card tossed out for no good reason anyway. There's not a lot of deep analysis that goes on, not like RoboRally or anything, so there doesn't seem to be a particular need to get picky about it.


If you say so. I find the game dramatically different. People get much more attached to putting down the "right" answer, and they get much more upset when someone picks "Tomatoes" or the equivalent. Also, we've got a couple players who will take quite some time thinking about each of their cards. Really really drags the game in my opinion.
Ian Klinck
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Since when do apples wear socks? :what:
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