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Tuesday, May 29, 2007
Gwen Gordon, Defender of the Playful
 Last November I wrote about Gwen Gordon, and her remarkable article "Play, the Movement of Love." Today, I am pleased to share her new website with you.  Gwen is a remarkable spirit, who has brought her profoundly play vision to as many people as she can touch, and there are many, all over the world. You can read and witness more of he work here. Download her videos, her essays, her stories. You will be inspired. And maybe even a little bit transformed. There is so much there. I leave you with a small taste, from her essay "Laughter for No Reason," in which I am anonymously present, hence, deeply drawn to: "I notice that whenever I lose my sense of humor, it’s a sure sign that I’ve lost my perspective. As a friend of mine likes to say, 'the truth shall make you laugh!' No matter how difficult and heavy the facts might be, facing them makes us lighter. The truth makes us laugh because, after all, it sets us free and when we’re free, we’re free to laugh. With every joyful breath, we assert our freedom, reminding us that even ordinary life rests inside a bigger enchanted game, a larger truth in which all things hold meaning." from Bernie DeKoven, funsmithLabels: Defender of the Playful

Sunday, May 27, 2007
Twisted Pairs
Twisted Pairs is a party game, indeed it is. You need at least 4 players. But it is clearly of the more-the-merrier type. No, it's not charades. I can see why you'd think it's like charades - you're trying to get people to guess something that you know (hopefully). And you're performing, more or less. Except it's not acting. It's spelling. I mean, what you're doing is spelling out a word or several words. Not with words, naturally. But with your bodies. Did I say "bodies"? As in more than one body? Indeed I did. As in two bodies. So, to make, for example, the letter "H," you and your partner might be standing facing each other, holding your arms down at your sides, but bending your elbows and holding hands, like the cross-bar of the "H" - know what I mean? Which, of course, is the big question for everyone else - that is, do they know what letter you mean. Because as soon as someone does know that letter, or thinks she knows that letter, or thinks she wants everyone else to think she knows that letter, she simply says something like "got it." And then the two letter-makers go on to make the next letter. Got it? And on and on until someone guesses correctly, getting, so to speak, the point. As for those who didn't "get it," well, they're still very much in the game, guessing away at the next and the next letters, hoping to fill in the blanks, in retrospect. And when someone correctly yells out the entire phrase, then there's the race to be first to shout out the bonus answer and get a richly deserved for bonus point. And so can the spellers. No, of course not, it's definitely not Twister, though you and your partner are twisting around each other's bodies in some bizarre, Twister-like ways. And it clearly has nothing to do with Trivial Pursuit either, unless the spinner happens to land on the Trivia Question. We'll talk about that later. But there's no Pursuit going on. Unless you count the pursuit of laughterness, which is just about what this game is all about.  The stuff of the game includes a box of cards. There are two sets of cards - one for questions relating to Pre-1990, the other, Post- (a thoughtful distinction for the younger player, as well as for those with short attention spans). Each card contains one of 5 different categories, 4 of which result in a word or phrase that the Spellers attempt to convey, bodily, letter-by-letter. The categories ("famous character," "famous quote," "song title," "song lyric") help the rest of the party figure out what the spellers are spelling. The fifth category is the Trivia Question. Here, the spellers are given only the question, and must rely on their collective wit to spell out the correct answer (written on the back of the card). And, should their wit be not well informed, well, at least it was fun watching them try. All of which to say there are many levels of mental and physical calisthenics, combined with ongoingly merry mayhem resulting in an experience that is clearly Major FUN. Everyone involved, everyone thinking hard, everyone challenged at almost every level, and, surprisingly often, everyone laughing. Do you still need to know why we recommend this game with such enthusiasm? As the designers so pithily inquire: "do we have to spell it out for you?" Labels: Party Games, Top for 2007

Thursday, May 24, 2007
50 Ways to Use Your (Pool) Noodle
50 Ways to Use Your Noodle is the first book to receive a Major FUN award. There's something inherently funny about saying the words "Pool Noodle." Go ahead. Give it a try. Say: pool noodle, pool noodle, pool noodle. See what I mean? Even thinking about a pool noodle, a noodle in a pool, a pool full of pool noodles is kind of fun. And playing with a pool noodle, in a pool, of course, sitting on one, lying on one, lying on several...fun, all fun. Well, what Chris Cavert and Sam Sikes tell you what you can do with pool noodles, on the land, even, is every bit as fun, and even more inventive than that. They've written two noodle books, as a matter of fact: 50 Ways to Use Your Noodle and 50 More Ways to Use Your Noodle. Now, before I go any further, I want to warn you. Page through these books, and you're going to want to invest heavily in pool noodles. At about $3/noodle, we're not talking junk. Though you could purchase Tubular Polyethylene Foam Pipe Insulation, Pre-Slit, 3/8" Wall Thickness, For Use On 1/2" Copper Pipe Or 1/4" Iron Pipe, for maybe $3 for 4 3-foot sections. Which is more junk-like, but not much cheaper. Not only are you going to want to buy many, many pool noodles (at least one for each player), but you're going to want to (dare I mention this? yes, yes, I must) cut some of your noodles into 3-foot "Midaronis," 3-inch "Minironis," and 1-1/4-inch "Meatballs." OK, by now you get a good sense of the tone of the whole thing: fun, funny, creative, inventive. So you're ready for at least one game. Like, for example, Balloon Volleyball, played with Midaronis. Do I need to explain this any more? Everyone with their own Midaroni. Trying to hit a large balloon over a volleyball net. Do you need me to tell you what fun this can be? Or how about the baseball-like "Bustin Burgers" game - where one player sails pool noodle Meatballs to the Midaroni-swinging batter?  You might not expect the more creative activities, like the semi-self-explanatory "Noodle Doodles." And in all likelihood, you wouldn't have begun to anticipate the group team-building, problem-solving aspect of the whole thing, with exercises like seeing how many Meatballs or Minironis two people can hold between them. And yes, in the 50 More Ways book you'll even find pool noodle games you can play in the - can you believe it - pool. Together, the Noodle books are a treasure of creative, playful, problem-solving fun that should prove an invaluable resource to any youth leader, team builder, or provocateur of playfulness. RE: Noodle Economics Chris comments: "we found that the foam pipe insulation is okay for some of the noodle book activities, however, it doesn't have the rigidity for most games. Also, you lose the "visual" pull the colors have. Even though you might pay $3.50 (or so) for a noodle, you'll cut the long ones in half - thus cutting your cost in half. And, as long as the participants don't pick on or chew the noodles they last a very long time - the return on investment is great. Bonus: if you buy in the fall they are really cheap - stores don’t like to warehouse them because they take up so much space (some stores give them away to educational programs just to get rid of them before the winter months)." from Bernie DeKoven, funsmithLabels: Games, Toys

Tuesday, May 22, 2007
Smart Ass
Smart Ass is a guessing game. Except you don't want to guess until you're more or less absolutely sure. Because you only get one per round. There's a board. There are pieces. There are dice (two, nice, big dice). And there are question cards - 220 of them to be exact. Two-sided cards. So that's 440 questions. Which is more than enough for many hours of significant play. It's the question cards that are most interesting. Because each card is a graduated list of hints - the first being the most general, the last, the most specific. Generally, by the time you hear the last hint, you pretty much know the answer. It's a little like a game of 20 questions, only it's 10 answers.  So that makes it a very different kind of guessing game. Since everybody can guess, it makes it also an unusually involving, and clearly Major FUN kind of guessing game - especially for teens. If you guess correctly, you get to roll the numbered die and move that many spaces around the track. So, the sting of your victory is somewhat mollified by the balm of blind luck. There are three special spaces on the board, called, respectively (but definitely not respectfully) "Dumb Ass," "Hard Ass," and "Kick Ass." If you land on "Dumb Ass" you can't guess the next round. "Hard Ass" you get a bonus question. "Kick Ass" you have to move back three places. All in all, there's just enough luck to keep the game open for everyone, just enough challenge to keep the game interesting, and just enough mayhem to keep the game fun. Labels: Party Games

Highrise Dominoes
 You know how every now and then you come across this beautifully packaged set of dominoes, sometimes in a tin, even, and the dominoes are in deed very nice - hefty, colorful, smooth - and sometimes there's even some kind of lovely plastic thing that sits in the center of the table or some place, and keeps score or turns around or even makes noise - and yet it's still dominoes? You know what I mean. Dominoes, in a nice package, but it feels like dominoes, and it looks like dominoes, and it plays just like dominoes. And you can't help feeling just a little disappointed, just a little like you were hoping maybe for a really different game, something new, something that maybe used dominoes, but was more interesting, more challenging, more, well, different? Despair no more, my playful friend. For Highrise Dominoes is in deed a wonderfully different game. And the base that is included in the lovely tin is really functional, really central to the game.  The object is to build a tower of dominoes. First, a basement is built - 8 dominoes placed, face-up, in the bottom of the turntable base. From then on, players take turn building on to the base, the rule being that the domino has to match the numbers it rests on. And yes, you can lay your domino so that it rests on two different dominoes. And once that domino is laid, you can lay another domino on top of that. And the higher the level, the higher the score. It's a completely different experience of dominoes. There's so much to look at. Which is why you're so happy that the turntable turns. There are clear plastic blocks that are used when the dominoes you want to match are on two different levels. Which is fine, unless the dominoes are on two different levels that are more than one level apart. And then comes the joyous agony of having to maybe (gasp) draw another domino. There are also wild dominoes, there's a double, with both halves wild. And there are others with only one wild half. But, boy, do you get to love those wild ones! Seeing as they are often the only ones that you can play. Which you really want to do. Because the first player to use all her tiles can get many, many points. Labels: Family Games, Thinking Games

Wednesday, May 16, 2007
Stack revisited
 I am certain you recall that Stack received a Major Fun Award a little over 4 years ago. In fact, it was a recipient of several awards: the Party Games award, the Thinking Games award, the much-touted Keeper award, and even, oddly enough, it was found most Senior-Worthy. And you probably even recall why. I, on the other hand, have been exploring the game in greater depth, especially recently as I work more and more with various groups of seniors hereabouts. And what I have been exploring, actually, is the, shall we say, "Super Stack" set - two different sets of the Stack game (the deluxe, jumbo, of course), each set having different color dice, thereby enabling me to play a game with 8 people.  The large dice that come with the deluxe version prove to be especially comforting for senior eyes and hands. Easy to read, even at a distance, enjoyable to hold because of their greater heft, and easier to stack because of their larger size. Having enough for eight people makes the game ideal for building a sense of community and friendship. Because the group is larger, people don't can play at a safe distance from each other (psychologically safe), but because they're all sharing the same set of dice, they feel connected. If we need to, we can easily divide into smaller, more intimate groups. But having all those dice means that each player has twice as many options to consider. On the one hand, it makes the beginning of the game that much easier and more inviting. On the other, it makes the endgame that much more dramatic. Stacks get built, options constantly get fewer and fewer, the need to play strategically gets more and more vivid. Stack, even with only 4 colors, has never disappointed us as a game for almost all ages. But having twice as many dice turns out to be more than twice as flexible, twice as interesting, for at least twice as many people. Labels: Family Games, Keeper, Party Games, Senior-Worthy, Thinking Games

Monday, May 07, 2007
Alfredo's Food Fight
 You're probably going to think that Alfred's Food Fight is a perfectly silly game. Which, especially if you happen to be between the ages of let's say 6 and 12, is exactly what's going to make it one of your very favorites. Chef Alfredo stands on top of a batery-powered, turning spaghetti base. He holds two velco-covered pizza pans, and wears a velcro-covered apron and hat. Players (up to 4) use their spring-action forks to fling spaghetti-yarn-streaming meat balls, hoping to make them stick somewhere on Alfredo's ample velcro coverings.  And that's the game. Simple. Exciting. Silly. Safe (the meatballs are soft enough so that if you accidentally get flung upon it can't hurt), Major FUN - especially for kids. Sure, sure, you can change the rules. You can score extra points, if you want, for sticking on the pizza pans, or something. You can make it easier - get closer to Alfredo - and in the same way, make it more difficult, moving further away. But the real point is: it's silly, it's fun, and, with enough patient fork-flipping, you can get very good at it. Labels: Kids Games

Qwirkle
Qwirkle is an elegant tile game, easy to learn and understand, visually inviting, and increasingly challenging as the game progresses.
There are 108 thick, wooden tiles - thick enough to stand on end, like dominoes. Each tile is imprinted with one of six shapes in one of six colors. Players take turns, adding to an increasingly complex grid of tiles, the rule being that to place a tile it must be either of the same color or shape as the adjacent tiles. You can place several tiles, as long as they are in one line.
Each player starts out with 6 tiles, and replenishes her hand after each play. The game continues until all 108 tiles have been played.
Your score for the turn depends on the number of tiles in the rows or columns adjacent to the tiles you've just placed. So, if one of your tiles brings the number of tiles in a row to, say, 4, and the number of tiles in a column to, for example, 3, you'd score 7 points for that one tile. If your tile is the sixth in a row or column of tiles of the same shape or color, you'd score twice as many points (12). As more tiles are placed, there are more choices, so the search for the high scoring play becomes more and more complex.
 The challenge is both visual and logical, clear enough to engage a school-age child, and complex enough to invite serious, adult competition. Most importantly, though it is a competitive game, the competition is gentle and inviting. You win more by your ability to find the best possible placement for your pieces than you do by trying to keep your opponent from scoring.
In fact, so satisfying was it to get a high score in any single turn was that we really didn't need to keep a cumulative score. We could admire each other's genius (and luck), while more or less competing to see if one of our plays could score even higher. Labels: Family Games, Keeper, Thinking Games

Sunday, May 06, 2007
Rukshuk
Rukshuk, a.k.a. "The Game of Rock Balancing," is, as you might infer, a game about balancing rocks. Well, not actual rocks, but cunningly contrived, highly rocklike pieces, in 5 different colors. Highly rocklike - hefty, and irregularly shaped rocklike. There are long, flat white "bridge rocks" (each player gets two of these to be used as required). The collection of building rocks includes smaller white pieces, which only count for one point, but all have somewhat flat, and most accommodating surfaces. Thus one can easily imagine oneself building white rock towers and things. Whilst the blue rocks are only flattish on one side, so the idea of stacking one on top of another appears to be, shall we say, not such a good one. Then there are the green rocks (rated as "difficult"), and the highly irregular, 4-point-scoring red rocks (candidly rated "impossible") and of course the high-scoring, but extremely rare gold rocks. None of which is actually a rock. Then there are the 25 challenge cards, each depicting rock constructs of various difficulty and geographic significance. The Pinnacle formation, for example, is purportedly found on the Galapagos Islands, whereas the Pigeon Rock configuration is somewhere near the city of Beirut.  Players each draw seven rocks from the rock bag, thereby randomizing the scoring potential and challenge, since you really can't tell what color rock you'll be getting until you actually get it. Got it? A Rukshuk card and the sand timer are then turned over to reveal the challenge for the round and to start the rocky contest. Players can build and rebuild their rock construct, attempting to place whatever higher scoring color rocks they have in their indicated multiple-point positions, or not. Once all the sand has fallen, all construction ceases, and the scores are calculated accordingly. Rukshuk is a surprisingly well-balanced game, if you excuse the expression. It can be played as a solitaire, or with as many as five players. The pieces, the fantasy, the challenge cards all work together to make the game intensely involving, even for the nimble-fingered few, with just enough chance and strategic depth to entice the less-than-dexterous many. Labels: Dexterity, Family Games

Friday, May 04, 2007
Destruct 3
 There's something primal about Destruct 3. My wife says it's a boy thing. If it is, it's a primal boy thing. Build. Destroy. Build again. There are 12 small wooden blocks: three T-shape blocks, four L-shape, four longish rectangles, and one shortish. You can use any two of these for a base, upon which the remain ten are to be built. You assemble your construct somewhere in the center of the designated platform. After you've created your version of a stable structure, the enemy (all right, the other players), take turns trying to destroy it. The are three destruction mechanisms, which one might call, respectively: the Ramp of Doom, the Pendulum of Destiny, and the Catapult of Catastrophe. Each of these is a large wooden structure, to which a ball-and-cord is attached. Which of these devices you get to use is determined by the roll a die. You take the appointed mechanism, position it in any of the 12 mechanism mounts, and do your best/worst. The scoring is equally ingenious. You get two points for each block you've knocked over, as long as it rests in the center square of the building platform. You get one point for the blocks that remain on the periphery. And no points for blocks that are knocked completely and entirely off the platform all together. Thus, you must temper your destructive impulse, else you will knock the blocks too far from the high-scoring center of the building platform. And, as builder, you get to be both constructively artful and strategically cunning in devising structures that are prone to wide dispersal upon impact. Destruct 3 is a maturely crafted, all-wooden, eco-sensitive, heirloom-type, self-contained, hinge-boxed play tool, made of rubber tree wood, because "rubber-tree wood is a by-product of rubber harvests and is a sustainable resource." You're kids are going to want to play with it, and you're just going to have to let them - as they are old enough to be clear about who owns what and why. Labels: Dexterity, Family Games

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