The Case of the Golden Idol
LQ: 9.85
Recommended Age: 12+
Skills Used: Focus, Working Memory, Mathematics, Reading
Word Domination is a close cousin to games like Scrabble or Words With Friends. The player gets letter tiles, each with a different point value. They use them to build words and place them on the board. The game has one other player who then links their word with a letter of the first player’s word.
There are several differences between this game and the typical versions of the game. First, the game only lasts five rounds. Second, there are dozens of power-up cards that can be collected. Once the player has unlocked a card it is available for play during their matches; they are allowed to take three cards into each match. Each card may be used once per match. There are also tournaments and events once the player reaches level five.
Word Domination has ads and in-game purchases. The ESRB rated it E for Everyone and LW4K stands by this rating. The need to be able to spell, however, makes this best suited to players who are ten and up.
Word Domination helps kids practice and improve the following skills:
Adapting and adjusting to changing conditions and expectations.
Word games like this one require a lot of flexibility. The player wants to receive the most points possible. This means they have to try new things and not just use the first word they see or the same words over and over. They also have no control over what letters they draw or what words the other player will place on the board. That means the player also has to be able to adapt to obstacles and cope with change. They can have a great word or plan and then draw the wrong tile or the opponent might use the spot the player wanted. To get the highest points possible, the player has to be flexible.
Being efficient and aware of our use of time and effort.
This game also requires the player to practice meeting deadlines and keeping pace. Since each game is only five rounds long, the player has to keep a steady pace of getting the most points in every round. They also have only 75 seconds per round to find the best word. This means that if they don’t keep these two deadlines in mind and keep a strong, steady pace on points, they will easily fall behind. They can even lose their turn entirely if they don’t have a word submitted by the end of the 75 seconds.
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