Naturally, it being an American game, there is a lot to take on before you start. "The game for your whole brain" it says on the box. Sure enough, where other inferior games engage only one part of the brain, this one works both sides, left (deductive, reasoning) and right (creative, intuitive), by setting a series of appropriate knowledge-based or creative tests, through which you navigate your way around the board to Cranium Central. The first puzzle for my team? "Why does everything have a trademark on it," said Phil, graphic artist. Not just the name of the game, but the name of every object, every puzzle, every type of question, with TM marks on it to ward off pirates. What if everyone did that? Imagine the row between the players of Snap! and the makers of Rice Krispies? "Don't think anyone is going to be in too much of a hurry to rip off a zelpuz [an anagram of puzzle]," said Sophie, wife and mother as we examined the decks. The ingeniously named anagram puzzles were one part of Word Worms (TM). Another is gnilleps (geddit?). Perhaps all this is explained by the fact that the two young, handsome, coinventors, Richard Tait and Whit Alexander are former Microsoft executives - who better at protecting their property with bared teeth. So hip are the duo that they have been featured on the labels of Dewar's Whisky in the States - an endorsement equivalent to, say, doing the Des O'Connor show over here.