major fun - the awards
The MAJOR FUN Awards: January 2007

 

The MAJOR FUN Awards

Games that Make you Laugh

PDQ - a game for all reasons

PDQ is a sweet little word game - easy to learn, quick (Pretty Darn Quick) as a matter of fact - a game you can play by yourself or with maybe one, or several or even many other people?

You get a deck of 78 letter cards - nice looking, good stock, big, easy-to-read letter cards. You deal out three at a time, face-up. And then you see who can make a word first, or, in case of a tie, who can come up with a longer word. TLP, for example. Tulip. Sure. Or perhaps Platitude. Platitude. Of course. Longer than Tulip. (Did I mention that you can use the letters backwards or forwards?) (Did I also mention that you can use any number of letters before, between or after the three letters that you draw?) (And, of course, the letters have to be in the same order?)

Designed by Jay Thompson to be played by kids as well as adults (kids use just two cards at a time, word game experts can try playing with four), PDQ is pretty darn close to everything you would want in a word game - 5-30 minutes of engaging, challenging, and frequently laugh-producing fun.

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Patty Wooten - Compassionate Humor

Nancy Nurse is one of the three clowns developed by one of the few people I know who has mastered the art of compassionate humor, Patty Wooten. Patty becomes this particular clown as part of her effort to lighten the often overwhelmed hearts of the nursing profession. Nancy Nurse, explains Patty, "is a wild, red-headed clown, armed with a combat belt of weapons; such as, bedpans, urinals, enema buckets, and over-sized syringes used to fight disease.. Her stethoscope is made from a garden hose and a toilet plunger which is great to use on those big-hearted patients... it can also be used to relieve constipation!"

Several years ago, Patty came down to one of my seminars at the Esalen Institute. She made us laugh so hard, and so deeply, and with such a loving purpose that, for many of us, fun became even more functional, even more central to our reasons for being.

Patty's attempt to bring a little joy to those who so desperately need it, has been a constant struggle for her. Bottom-line priorities, twelve-hour days, scant appreciation for their dedication and skills have all but overwhelmed the caregiving professions. And yet, Patty continues, when- and wherever she can, to heal with humor, to soothe with silliness.

Patty Wooten, Defender of the Playful.

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ShakeDown

Shakedown is a dexterity game of clearly Major FUN proportions. Basically, you're balancing playing-like cards on top of a narrow platform, adding new cards with every turn. But that's only basically.

Let's start at the bottom. The bottom of the "tower" upon which the cards are balanced. The same bottom where all the cards are stored, and from which all the cards are drawn during play. Let's also take a moment to look at the tower itself, how it twists, as if to make it even more challenging to figure out exactly where the actual center of gravity might be. A lovely thing, actually. Colorful. Self-storing enough that you could throw the box away and take the game with you to every party and family gathering within which you find yourself and others. Note, further, that the cards, which are drawn one at a time from the base of the tower, are drawn from the base of the tower. The base. Whereupon the tower stands. Imagine therefore the increasingly precarious conundrum thereby imposed every time you attempt to extricate a card from the aforementioned - having to perhaps lift the tower upon whose top all those other cards are so cunningly balanced so that you can get your card and take your turn.

Let's continue to the deck itself. Some cards have different values. Other cards ask you to perform acts of evermore significant challenge, like "play cards with non-dominant hand" or "hold tower and spin around" or perhaps "previous player - blow once from 5 feet." And now, at last, to the top, considerably smaller than the base, and yet whereupon the cards are to be placed (two corners of each card not touching any other card).

All in all, an elegant, almost self-explanatory, somewhat Jenga-like game, requiring steady-hands, a willingness to fail, and just enough luck to keep you from taking it seriously.

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Whoonu

Whoonu? Good game. Good question. As in "who knew." Or, "who knew, out of a choice between goldfish, sand castles, climbing trees and fried chicken, you'd like climbing trees the best. Sure, sure, those people who don't know you from Adam wouldn't know such a thing. But even me, your best friend?"

You get 300 cards (a significant amount, but one can't help wonder if there are even more cards waiting to be expanded thereunto), six stacks of six chips, each stack worth one more point, and a small envelope in case you want to be extra certain that no one can see who thought what about you. So, on this turn, you're the one. Everybody else gets four cards. And sure, given that there are only four out of 300 cards, it's just as likely that there'll be something or nothing that you'll really like amongst the four. You remove the cards from the envelope of secrecy, contemplate them for a bit, and then place them, face-up on the table, in order of what you deem to be least to most favorite. Players then claim their cards, and you reward them with the corresponding chip - the highest scoring chip going to your favorite.

The game is just short enough to keep it light, just long enough to keep it involving. The game mechanic of the chips (when the chips are all used up, the round is over) makes the game that much easier to play.

And that's pretty much that. Simple, elegant, just enough luck to keep you from taking anything seriously, just enough to make you want to know as much about everybody as you can. For sure, you'll be learning a lot about each other. For also sure, you'll be laughing a lot, surprised a lot, feeling somehow closer to each other, having had just enough fun so that you don't really care who actually won - because just getting to play Whoonu together is already very much like winning.

Thanks to Kevin and delightful daughter Kelsey Eikenberry for introducing me to Whoonu. Feel free to thank me for introducing it to you.

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Acronymble

Acronymble is most definitely a party game, and most assuredly a game that will make you laugh. Hence, most probably, Major Fun.

MAJOR. As in More Active Jollies Organized Ridiculously, or, perhaps Mighty Attractive Jauntiness Of Ribaldry, or even Mellifluent Acronym Judging Oscillates Randomly.

Players compete (more or less) to create phrases or sentences (you get an additional point of your acronym is a sentence) from a collection of randomly drawn tiles. The number of tiles is determined by the draw of a card from the Length Deck. And what you have to do with them is determined by the draw of a card from the Composition deck. There are four different kinds of cards in the Composition deck: one tells you to also use a nonsense word, another to use only words that start with the same letter, and another to select any word starting with the chosen letter, and make an acronym from it. And the fourth kind of card tells you to do what you would have done anyway without the card.

Everyone but one player (the master of ceremonies for that round, a.k.a. the "NYMWIT") votes for a favorite. Votes are tallied. Players move the corresponding number of spaces on the board, et, obviously, cetera.

How long you have to think is determined by the throw of a die, which tells you how much time to set on a tension-inducingly noisesome kitchen-type timer.
The rules are written with enough humor and playfulness to keep people from taking the rules too seriously - there are constant invitations to make up your own rules, suggestions like "If a player doesn't finish in time, don't disqualify them (maybe drum your fingers or whistle a bit)." Whistle and drum we did. Laugh a lot we also did. Major FUN was most definitely had.

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Of Work and Wonder

Read this:
REJUVENILE (made) a brief appearance this (Monday) morning in the first hour of ABC's "Good Morning America" in a story about play at the workplace. News flash: work is boring. A few office monkeys are fighting back with inter-department playground slides, break room foos-ball tables and other goofy innovations. Cue remark from yours truly on the importance of play and fun in the workplace and how these changes reflect the larger rejuvenile phenom.

One remark is unlikely to make the cut -- too often, the merry chattering bosses who institute "playful" reforms are putting window dressing on salt mines. There is little more infuriating than having a Wacky Fun Day hosted by an employer who skimps on health insurnace or restricts family leave. I don't think there's any doubt a genuinely playful attitude toward work can benefit both worker and the bottom line, but it's not about climbing walls or bobbleheads. It's about doing our work with the same wonder and imagination and sense of fun that too many workers ditch in the name of professionalism.
Christopher Noxon, you, too, have earned the full panoplay of rights and privileges due to a "Defender of the Playful"

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