Board Game Review: Coconuts | I'm cuckoo for Coconuts!


As I begin covering board games more and more, I thought it was about time I reviewed one because, well, that's why I'm here, right? And I could think of no better game to review first than Coconuts, a ridiculous Korean dexterity game full of monkeys, coconuts, and lots of flinging, published in the States by Mayday Games, a company I've grown quite fond of thanks to their abundance of card sleeves--I've got a bit of sleeving obsession. Anyway, I should probably stop monkeying around and get to the review.
The object of Coconuts is simple: you have a player board with three spaces for cups and want to be the first person to build a pyramid out of cups--three cups on the bottom, two in the middle, and one on top--and you do so by flinging rubbery coconuts into said cups in order to claim them as your own; that is essentially everything you need to know; though, of course, there are additional rules--there's a red line on each player board and you always have to be behind that when flinging coconuts; you can steal other player's cups by flinging a coconut into one of their cups; and, when you land a coconut into one of four red cups, you immediately get an extra turn--as well as magic cards--which let you, in most cases, inhibit another player by forcing them to hit a specific cup, shoot with their eyes closed, or other such handicaps. At face value, Coconuts looks like a dumb game that kids would enjoy and adults would grow tired of within minutes, but that is, somewhat surprisingly, not the case.