A blog for fans of Bananagrams, word games, puzzles, and amazing things
Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, February 14, 2015

A. A. Milne on playing games

If you've ever hosted or attend a board games party, you might enjoy this essay by A. A. Milne about playing parlor games on a rainy day:
For a Wet Afternoon

Let us consider something seasonable; let us consider indoor games for a moment.

And by indoor games I do not mean anything so serious as bridge and billiards, nor anything so commercial as vingt-et-un with fish counters, nor anything so strenuous as "bumps." The games I mean are those jolly, sociable ones in which everybody in the house can join with an equal chance of distinction, those friendly games which are played with laughter round a fire what time the blizzards rattle against the window-pane.

These games may be divided broadly into two classes; namely, paper games and guessing games. The initial disadvantage of the paper game is that pencils have to be found for everybody; generally a difficult business. Once they are found, there is no further trouble until the game is over, when the pencils have to be collected from everybody; generally an impossible business. If you are a guest in the house, insist upon a paper game, for it gives you a chance of acquiring a pencil; if you are the host, consider carefully whether you would not rather play a guessing game.

But the guessing game has one great disadvantage too. It demands periodically that a member of the company should go out by himself into the hall and wait there patiently until his companions have "thought of something." (It may be supposed that he, too, is thinking of something in the cold hall, but perhaps not liking to say it.) However careful the players are, unpleasantness is bound to arise sometimes over this preliminary stage of the game. I knew of one case where the people in the room forgot all about the lady waiting in the hall and began to tell each other ghost stories. The lights were turned out, and sitting round the flickering fire the most imaginative members of the household thrilled their hearers with ghostly tales of the dead. Suddenly, in the middle of the story of Torfrida of the Towers—a lady who had strangled her children, and ever afterwards haunted the battlements, headless, and in a night- gown—the door opened softly, and Miss Robinson entered to ask how much longer they would be. Miss Robinson was wearing a white frock, and the effect of her entry was tremendous. I remember, too, another evening when we were playing "proverbs." William, who had gone outside, was noted for his skill at the game, and we were determined to give him something difficult; something which hadn't a camel or a glass house or a stable door in it. After some discussion a member of the company suggested a proverb from the Persian, as he alleged. It went something like this: "A wise man is kind to his dog, but a poor man riseth early in the morning." We took his word for it, and, feeling certain that William would never guess, called him to come in.

Unfortunately William, who is a trifle absentminded, had gone to bed.

To avoid accidents of this nature it is better to play "clumps," a guessing game in which the procedure is slightly varied. In "clumps" two people go into the hall and think of something, while the rest remain before the fire. Thus, however long the interval of waiting, all are happy; for the people inside can tell each other stories (or, as a last resort, play some other game) and the two outside are presumably amusing themselves in arranging something very difficult. Personally I adore clumps; not only for this reason, but because of its revelation of hidden talent. There may be a dozen persons in each clump, and in theory every one of the dozen is supposed to take a hand in the cross- examination, but in practice it is always one person who extracts the information required by a cataract of searching questions. Always one person and generally a girl. I love to see her coming out of her shell. She has excelled at none of the outdoor games perhaps; she has spoken hardly a word at meals. In our little company she has scarcely seemed to count. But suddenly she awakes into life. Clumps is the family game at home; she has been brought up on it. In a moment she discovers herself as our natural leader, a leader whom we follow humbly. And however we may spend the rest of our time together, the effect of her short hour's triumph will not wholly wear away. She is now established.

But the paper games will always be most popular, and once you are over the difficulty of the pencils you may play them for hours without wearying. But of course you must play the amusing ones and not the dull ones. The most common paper game of all, that of making small words out of a big one, has nothing to recommend it; for there can be no possible amusement in hearing somebody else read out "but," "bat," "bet," "bin," "ben," and so forth, riot even if you spend half an hour discussing whether "ben" is really a word. On the other hand your game, however amusing, ought to have some finality about it; a game is not really a game unless somebody can win it. For this reason I cannot wholly approve "telegrams." To concoct a telegram whose words begin with certain selected letters of the alphabet, say the first ten, is to amuse yourself anyhow and possibly your friends; whether you say, "Am bringing camel down early Friday. Got hump. Inform Jamrach"; or, "Afraid better cancel dinner engagement. Fred got horrid indigestion.—JANE." But it is impossible to declare yourself certainly the winner. Fortunately, however, there are games which combine amusement with a definite result; games in which the others can be funny while you can get the prize—or, if you prefer it, the other way about.

When I began to write this, the rain was streaming against the window-panes. It is now quite fine. This, you will notice, often happens when you decide to play indoor games on a wet afternoon. Just as you have found the pencils, the sun comes out.

Wednesday, November 21, 2012

A review of the word-tree building game Konexi

I previously posted about how intrigued I was about a new game that involved assembling letters into a precarious tree of words. Now, I have finally played this game (Konexi), and it exceeded my expectations.

The first player places a letter on the table, and then every successive move involves building letters off of that first letter, such that no other letter touches the table. The letters have little notches and also little isolated teeth, like the teeth of a gear, that fit nicely into the notches, while allowing a little bit of movement. By matching up a tooth of one letter with a notch of another letter, you can add the new letter to the tree, subject to the physical stability of the placement.


On your move, you have a choice between two (effectively) randomly chosen letters. You take one and try to add it to the tree in a way that allows you to connect together a set of letters that can be anagrammed to form a word. The letters must be a contiguous set. Your score is the number of letters in the word that you were able to make.

Even once you find a set of letters in the existing tree that you can connect your chosen letter to, to form a new word, it can often be a huge challenge to place that new letter. It must connect one of its notches or teeth to a complementary tooth or notch of one of the letters in your word, and it must result in a balanced structure that continues to stand on its own. Consequently, whenever someone is placing a new letter, there is a tension to the process that is similar to those moments when someone is removing a piece from a Jenga tower (though it is generally not at the Jenga level of pressure). However, Konexi is actually better than Jenga because you have far more options as to where and how you can place letters. It's also a good game for building intuition about concepts like the center of mass of an object.

This game can play out in very different manners, depending upon the structure of the tree that the players form, and the letters that they choose. With enough vowels in your tree, you may find that it is easy to make four- and five-letter words on every turn. If insufficient vowels are available, players may at times struggle to form any words at all.

If someone accidentally knocks down the tree, that player loses three points, and a new tree is started on the next play. Play continues until someone scores 20 points.

This game is basically exactly as cool as it looks, so if you think it might be your kind of game, you will probably enjoy it.

Friday, November 16, 2012

My addiction to, and subsequent recovery from, Drawception

In my last post, I explained the wonderful sentence-illustrating, drawing-captioning game of Picture Telephone. In the wake of the recent brief popularity of a game for mobile devices called "Draw Something", a lone developer created an online version of Picture Telephone called "Drawception". This is not the first such attempt, having been preceded by such implementations as Broken Picture Telephone and Doodle or Die, but it may be the best.

The first night that I played Drawception, drawing anything using a mouse and the simple controls was a struggle. The resulting drawings were crude. My goal that first night was to unlock the ability to start new games (which allows you to write the initial description that seeds the game). In order to unlock this ability, I had to first earn ten points.

While Picture Telephone is a purely cooperative game, Drawception has some competitive aspects, since players earn points when other players vote for their panel. Once the game has reached its pre-designated panel limit (typically 12 or 15 panels at present), the participants, and often other players, read through the game and have the opportunity to click a little upward-pointing thumb symbol on any panel that they want to give points to. Such voting is anonymous and has no direct benefit to the player, except that it lets them express approval and have some influence on what is considered "good" in the Drawception culture.

Many of the drawings from my first night earned zero points, but some earned a few, like my depiction of the description "Rubber ducky, you're the one":

The next morning, enough of the games that I had played in had finished that I had earned the privilege to start my own first game. This is how it turned out:

I was hooked.

This went on to become the top game for the day (where top games are determined by how many people "favorite" it).

As I got better at the game, technical aspects of the game were also being improved. Bugs that slowed down the drawing process and made the results look worse were fixed. Previously you could accidentally paint over minutes of detailed work with one false swing of the cursor; a new Undo button rectified this, expanding the horizon of what could be drawn in ten minutes. Sites of this kind are frequently plagued by trolls who draw offensive panels and try to disrupt games, and one of the biggest successes of the Drawception developer has been implementing a system that mostly negates the effects of such trolling by filtering out or hiding such panels (though there is still enough potentially objectionable material that does not get flagged by the community that children and the easily offended should still not play).

There was a satisfaction that came with contributing panels to ten or twelve games in a night: it felt like an investment because I knew that the next day, I would be getting some funny or entertaining finished games as a result.

One of the highs that I got from playing Drawception was the feeling that, within that small drawing box, I could draw anything. Not just anything that might appear as a Drawception description, but anything that I could conceive of.

The feeling of possibility led me to experiments such as starting games with a particular phrase, just to see what one person's imagination and drawing skill could do with it. If that first drawing then spawned a great game, I viewed it merely as a bonus. When I spotted this kind of description in the pool of possible drawing prompts (and yes, it is possible to develop a sense for which descriptions are the initial descriptions for a game), if I felt that I could do the description justice, I found it satisfying to produce for the game creator a drawing that would make them happy. So, for instance, when I encountered the description "Richard Feynman plays the bongos", I realized that since I knew who Feynman was, I might be the best person playing at that moment to attempt to give it a shot. I found a Google Images result showing Feynman playing bongos to use as a guide and did my best to convey it, but as time was running out, I notice that it was not sufficiently obvious who the bongo player was supposed to be. Then, in a moment of inspiration, I realized that he should be thinking about physics while playing (as this seemed like a very Feynmanesque thing to do), so I drew a thought bubble and put a Feynman diagram inside it.

That my Feynman was subsequently mistaken for Elvis did not bother me. The player who had started the game was pleased and left me a positive comment, which made me smile.

At the peak of my Drawception addiction, I wondered how long it would go on and imagined that it could be part of my daily life indefinitely.

As I become habituated to the initial wonder of Drawception, many of the next hundred games began to seem pedestrian. The games where the same picture and phrase got repeated for most of the 12 or 15 panels, with artwork that was not particularly striking, became old after a while. I yearned for more novelty.

The more common a reference or idea is, the more likely it is for the person writing or drawing the next panel to correctly interpret it. Consequently, it is generally the most widely known references and characters that manage to propagate without distortion across multiple panels. This leads to the majority of games involving pop culture references or Internet "memes" at some point. If you play enough Drawception, you will likely see a lot of whoever the popular characters are at the moment (Batman or Spider-Man or Worf) and you will learn to identify others (such as Trogdor and Nyan Cat and Chthulu and various anime characters).

From this active tide pool of Internet culture emerged a new lifeform: Trouble Muffin. It started out as an in-joke between two friends who played Drawception and created games about someone named "Trouble Muffin". Soon, other players wanted to participate. Trouble Muffin evolved into a muffin with an eye patch and a tough-guy persona. Those who did not recognize him when playing Drawception typically described him as a cupcake or a pirate muffin, but as his fame grew, he became an icon of Drawception. At the peak of his popularity, most of the top games were about Trouble Muffin and his many adventures.

The fun I had watching and participating in the development of Trouble Muffin helped me understand why people can be so enthusiastic about such Internet memes; it's just different when you are on the inside.

Since Drawception is played all around the world, little bits of the language and culture of other countries can manifest during the process of repeated translation between language and pictures. British English has a major presence on Drawception, so if you play long enough you will see police officers described as "bobbies", panties described as "knickers", mathematics called "maths", redheads called "gingers" (though according to this BBC article, the use of the phrase "ginger hair" in American English is growing because "ginger" appeared in Harry Potter books published in the U.S., even though there was an attempt to remove all the British English), and cookies called "biscuits". None of that prepared me for what happened when what appeared to be a speaker of British English encountered a picture of Cookie Monster:

I'm pretty sure that Sesame Street characters are fairly well recognized all over the world, but obviously not quite as well as Robocop is... At least he wasn't referred to as "Biscuit Monster".

As I continued to play, I became more selective in what descriptions I would draw. Only things that I had never drawn before, only descriptions that were inspiring. Sometimes I would skip descriptions for half an hour without finding anything I wanted to draw.

Toward the end, changes to the way the game worked by the developer tended to detract from my enjoyment of the game. Too many games were stuck in the queue, causing games to take days to complete. The blame was placed on descriptions that no one wanted to draw (typically because they were too difficult to draw or to understand). The developer dubbed these "dustcatchers" and decided that whenever a description panel had been skipped by too many players, it would be rejected, and the game would be backed up to the previous panel, which would be reinserted into the pool of available drawings to describe. My first two descriptions after this change were both rejected. I basically stopped playing at that point, feeling that the game was being dumbed down (as recently finished games suggested). The dustcatcher sensitivity was set too high initially, and while this was only a temporary state (I believe the developer must have started silently adjusting it (maybe even the next day)), my addiction to Drawception was finally broken.

It would be easy to say that I am done playing Drawception, that I have lived through a 15-panel pseudo-narrative arc and that my days of playing Drawception are over. But I still check in on the game periodically, and whenever the developer introduces new features, I play with them for a while. Mainly, I prefer to just start games now. It requires very little time and can sometimes yield cool results. And it is ultimately the privilege that motivated me to start playing in the very beginning.

Playing Drawception was a great experience. I got to draw a lot, which is something I enjoy. I honed my ability to paint tiny pictures using a trackpad to levels that didn't initially seem possible. I created popular games and panels. I enjoyed the challenge of trying to read the mind of the player who had drawn a particular panel, to try to come up with the most correct (or most amusing) description of it. And I participated in and enjoyed lots of hilarious and creative games with a good group of players.

The game has now entered a monetization stage, so the nature of the game, and the community around the game, are continuing to change, but there are enough good things about the game that I think I can still recommend Drawception to anyone who wants to try something new.


Monday, August 27, 2012

The irresistible game of Picture Telephone

One of my favorite games is Picture Telephone. Like the children's game of Telephone (in which a message is whispered from one player to the next, becoming garbled in the process, to hilarious effect), Picture Telephone is about transmitting a sentence through a sequence of players. What distinguishes Picture Telephone is that sentences are alternately written and then depicted through drawing. Players are not allowed to write words in their drawings; that would defeat the whole purpose of the game.

For an idea of how it works, consider this mock-up of a typical game:

(This image is from the now defunct site for an online version of Picture Telephone called Broken Picture Telephone. In my experience, actual Picture Telephone games will have complete sentences and will be funnier.)

Inevitably, there will be someone in the group whose drawings of a person talking into a microphone will be mistaken for a person licking an ice cream cone, and someone else in the group will routinely have trouble recognizing what the previous person drew. These players will only make the game more fun.

There are some unwritten rules to this game: Players must legitimately try to communicate the message that they are given. It is very easy to deliberately derail the game and really spoils the fun for everyone. This is fundamentally a cooperative game.

As a corollary, it only makes sense to write as an initial sentence, a sentence that you feel reasonably certain that the next person can draw. Action sentences, like "The picnic was ruined by ants", are good. Don't worry, the sentence will often become more complex and challenging as it makes its way around the circle.

The dynamics of this game are interesting. Occasionally one sentence will make it all the way through the game essentially unchanged. Sentences can even diverge from their original subject and then return to it. Certain concepts seem to have strange attractors in Picture Telephone, such as how many four-legged animals tend to converge to dogs or cats.

The core of the game is the challenge of receiving a written sentence and trying to figure out how you can possibly make a drawing from which the next person can correctly infer the original sentence. I enjoy tremendously this process. The drawing is fun too. Basically, there is nothing about this game that I dislike.

All that you need to play this game is a bunch of 3-by-5 note cards and writing utensils.

As your group becomes more skilled at communicating through drawing, you can use more complex sentences. Consequently, the sophistication of the game scales with the players, like Dixit and chess do.

I have enjoyed this game for years, and I consider it to be one of the most fun games to play whenever a group of seven or nine player is available. It is certainly the game that has made me laugh the most. I have decided to write about it now because I recently spent rather a lot of time playing a new online variation on Picture Telephone called Drawception, about which I will say a lot more in the next post.

Wednesday, March 23, 2011

Guess My Word - a fun word-guessing game

Important notice: This post is about an online game that no longer exists at the linked URL, but you can find the same game (now maintained by someone else here.
Imagine if you were trying to play Twenty Questions but weren't allowed to ask about the meaning of the word, only its position in the dictionary. Well somebody else imagined it first, wrote it up, and put it online.

It's called "Guess my word!", and each day there is a new word to guess.

You start by making some initial guess about where the word might be in the alphabet:


You find out where the word is with respect to your guesses (with the closest words being highlighted in blue and red (indicating before and after, respectively)):


And after a number of guesses, eventually you should converge on the word:


...after which you can enter your name to appear on the leaderboard and check out other people's times and guesses. It's a good way to work on your active vocabulary when you are not playing Bananagrams...

You can play Guess My Word by clicking here. If you really like it, there are now two separate words you can play each day. Plus there is a new iPhone app called Lexicographer which is a little different, and for which I have written a separate review.

The best thing about this game is that you can also easily play it offline as a two-person game. You can take turns thinking of the secret word and guessing, and since this can be played without pen and paper (as long as you can remember the two current bounding words), it makes a great game to play in the car.



Further reading:

Thursday, January 20, 2011

Ghost, Superghost, and Disorder: Word-dodging games

I recently played a game called Disorder, which is a neat little word-building (or more accurately, word-avoiding) game. To explain it, it's best to start with the simpler games that it is based on:

We begin with an old parlor game called Ghost. In Ghost, players take turns adding letters to a word they are building, trying to avoid being the one to actually finish a complete word. If a player adds a letter that makes it impossible to form a real word (e.g., T-R-I-C-J), another player can challenge him. If the first player cannot name a legitimate word that he's trying to make, he loses the game. But if the challenger is wrong, he loses instead.

Example gameplay:
Player 1: A
Player 2: M [A and AM are words, but words shorter than 4 letters are permitted.]
Player 1: B
[At this point in the game, there are lots of words that players may be thinking of like AMBITIOUS, AMBULANCE, AMBUSH, AMBIGUOUS, AMBLE. But with each new letter the options narrow.]
Player 2: E
[This is a brilliant play because the only common words that can be formed starting with AMBE all have the root AMBER which is a valid word. The options for Player 1 are to choose the R and lose or choose another letter and try to bluff. Bluffing adds an interesting gameplay dimension to Ghost and related games.]

A Ghost variant called Superghost allows players to add letters to both the beginning and the end of the proto-word, opening wide the strategic possibilities and making for a game that you really have to think about.

The writer James Thurber enjoyed playing Superghost with his friends and wrote a New Yorker essay about it back in 1951 (delightfully titled, 'Do You Want to Make Something Out of It? (Or, if you put an "o" on "understo," you'll ruin my "thunderstorm")'). The essay can be found on the New Yorker site (behind a paywall) or in a collection of Thurber's writings called Thurber Country).

Finally we come to Disorder, which is a board game that comes with 1) cards that players get dealt so that they have a hand of letters to choose from, 2) a long skinny board with slots for each card to go into as the word is being built, and 3) chips for keeping score. In addition to giving players a set of letters that they can use for word-extending, Disorder introduces a few more twists on Superghost. Mixed into the deck of letters are four types of power cards. The Exchange card lets you swap a card in your hand with a card on the board. The Switch card lets you take two cards on the board and switch their positions. The Squeeze card allows you to make a one-card gap anywhere in the word and insert a card from your hand. And the Pass card lets you skip a turn.

And finally, any card can be used as a wild card, simply by flipping it over (they all say "wild!" on the back) and laying it down as part of the word. Wild cards can be tricky to deal with since (unlike in Scrabble, where a player declares what the blank tile represents) in Disorder, the wild card can be any letter. This makes it easier to build toward a word without giving away to your opponents what you are planning, but it also makes it difficult to think of all the possible words that could be in play.

Scoring is simple. Each card has a point value on it, with harder letters like Q and Z having correspondingly larger point values (roughly like in Scrabble). At the end of the round, the point values of the cards that have been played on the board are summed, and the total is awarded to whoever lost the round. After how ever many rounds are played, the winner is the player who accumulates the least points. I enjoy playing Disorder so much that I am willing to play without keeping score (though that may just be the Bananagrammer in me).

Disorder is a great game. I have already bought someone a copy for Christmas.

I like having the cards and the board, but in a pinch, this could be played with Bananagrams tiles with a few modifications: Each player can take 7 Bananagrams tiles and, in the absence of racks, just stand the tiles up on their edges. Note that Disorder has a flat letter distribution (4 cards for each letter of the alphabet). While I haven't tried it, I think that using the standard Bananagrams distribution of letters will still be fine. The important adjustment I would recommend borrowing from Disorder is the notion that you can play a tile face-down and have it act as a wildcard. If you're playing for the first time, I suggest starting off with the regular Ghost version until you are ready to graduate to the Superghost variety.


Ghost lends itself to rule variation, spawning games with names like "Superduperghost" and "Spook". My ambition is to come up with a mutation that will best them all. I think I'll call it "Pac-Man".

Monday, December 6, 2010

The new crop of games from the makers of Bananagrams: Zip-It, et al.

First they brought us Bananagrams. Last year they introduced Appletters and Pairs in Pears. This fall, they released so many new items that I feel like I am going to have to make a list:
  1. Zip-It is like an accelerated version of Bananagrams, except instead of tiles, you get twelve letter cubes. And unlike in Boggle, you can turn each of those cubes and use whichever side you want. A typical time for forming those cubes into a grid of words is reported to be about twenty seconds! It sounds super-frenetic, like playing Bananagrams on a roller coaster. Zip-It comes with Weords, a small book containing game-winning weird words.
  2. The 4th Bananagrams book has been released: 10-Minute Bananagrams, in which each puzzle is designed to be solved in 10 minutes or less.
  3. The Bananagrams 2011 Page-a-day Calendar - perfect for your favorite Bananagrams addict.


2014 UPDATE: More recent games from the makers of Bananagrams: Bananagrams WildTiles - a new version of Bananagrams with extra monkey-themed wildcard tiles.
Also available are the French version of Bananagrams, for the family Francophile or polyglot, and the German version of Bananagrams.


UPDATE 2: The release of Oh-Spell is apparently not as imminent as I had wishfully thought. But in the meanwhile we have, coming very soon... Fruitominoes, the first non-word-game game from the makers of Bananagrams.

Wednesday, November 24, 2010

Boggle + Jenga = Konexi

One new game that caught my eye is called Konexi. It has the word formation aspect of Boggle and the balancing act aspect of Jenga. But instead of Jenga-style (also Operation-style, I suppose) delicate removal of parts, in Konexi you have to carefully add letters to an existing tree-like structure without causing it to collapse.

Gameplay is simple. You start by laying out the twenty-six plastic letters in a big circle. Then on each turn, you throw a die and move a special marker the indicated number of positions around the circle. The letter you land on is the one that you have to place in the tree. The object is to position the letter so that it connects to a set of letters that you can anagram to form a word. So for instance, in the illustration on the box, you can see that the words WORD and GAME could have been claimed (by the players who played the W and the E respectively), but if the D had already been there when GAME was formed, a better play would have been to claim GAMED since you get an extra point for each letter in the word. First player to twenty wins. Knocking down the tree loses a player three points and requires a new tree to be started.


And yes, it's not just a trick of perspective; the game box really is a trapezoid.

I really like the dual challenge of forming anagrammed words while maintaining a balanced structure. This may wind up being my new favorite game.

Wednesday, October 13, 2010

Scrabble Flash: An entire game in 5 electronic pieces

Last year, a cool new technology from the MIT Media Lab called "Siftables" was demonstrated in a TED Talk. It consists of little computerized blocks that you can move around with your hands. Touching them together makes them interact, and they can give feedback via their built-in screens and speakers.

At around 2:40 in the TED Talk video (below), the speaker shows how these Siftables can be used to play a word-formation game, referred to as being "like a mash-up of Scrabble and Boggle".



Now this technology has been licensed to Hasbro for a game called Scrabble Flash. There are three games that you can play with these tiles:
  1. Scrabble Flash is similar to Boggle. The tiles are locked into a random set of five letters for 75 seconds, during which time you try to make as many 3-, 4-, and 5-letter words as possible. Whenever you form a new word, the tiles flash at you and make a pleasant reward sound. At the end of the round, the tiles will display the number of words you formed and also the maximum number of words you could have formed.
  2. Scrabble Five-Letter Flash is an anagramming game in which you're just supposed to find one single 5-letter word, after which the tiles will flash and then switch to a different set of five letters.
  3. Scrabble Pass Flash is a multi-player version of Scrabble Five-Letter Flash. If someone fails to find the five-letter word within a set time, they will be knocked out from the game. The speed of the game increases, and the player who avoids elimination wins.

The speed and simplicity of these games reminds me of Bananagrams. It might be even more fun to have one set for each player, so you could play head-to-head. This looks to be easily the most fun new Scrabble-branded game in years.

UPDATE: It is now possible to buy the Siftables blocks shown in the TED Talk. They are sold under the name Sifteo Cubes. They are expensive ($149 for a set of 3), but they are much more colorful, dynamic, and amazing. You can buy "apps" for them, and in principle, program your own games or uses for them.

Sunday, July 18, 2010

Dixit Review

My new favorite game is Dixit. It is this cool game, originally from France, in which everyone has a hand of cards with fanciful illustrations on them, and one player has to say something (a word, a phrase, a sentence, a sound effect) and place one of their cards face down. Everyone else adds a card to try to fool the other players into picking their card. I find that the trick is to pick a card that is close to the theme, but not too obvious about it. The "storyteller" player wants to get neither all of the players to choose his card nor none of the players. Something in between earns him three points. Players who pick his card earn points. Players whose card is picked by others earn points (which allow the players to move their rabbit pieces around the board). The first to the finish wins.

Gameplay resembles a combination of Apples to Apples and Balderdash, but, in my opinion, Dixit is a much better game. It's a fun and unique challenge. The artwork is gorgeous. Everyone I've played with seems to love this game. Also, you don't just have to take my word for it. Dixit was recently awarded the coveted Spiel des Jahres award, so the Germans like it too.

If you want more Dixit cards (as I expect you eventually will), you can get them through an expansion pack.


UPDATE: There is now a third Dixit set: Dixit Odyssey. It is not just an expansion pack. It includes 84 more cards, a board, and all the necessary tokens. The rules has have been slightly tweaked, and there are also now variant rules that allow for, up to 12 players to play, either in Team variation or a streamlined Party variation. The box is big enough to hold the cards from all three Dixit games.

It's been over a year since I first played Dixit, and I still get excited about playing it. I think Dixit is destined to be one of those classic, mainstay games.

Saturday, May 8, 2010

Before there was Bananagrams, there was Word-Sport

In the past, I've proposed, half-seriously, the idea of a future where Bananagrams is played on a serious tournament level, like Scrabble or chess. But it turns out that the idea of something like a Speed Scrabble tournament was floated and promoted before Bananagrams was even invented.

First, the game: It's called Word-Sport. Word-Sport is basically Speed Scrabble with some modifications. It is played with the entire Scrabble tile set (including the blanks, which are excluded from Speed Scrabble as normally played). Word-Sport oddly doesn't require that you actually link all your words into a single grid. Instead, there is a scoring system that offers rewards for single grids, for never allowing your opponent to peel (more feasible when you are playing with the smaller Scrabble tile set), and for words 7 or more letters long.

Plans were in the works for a version of the Word-Sport game you could buy (including some optional wild tiles) and a computer version of the game, playable over the Internet (modelled after Literati and paralleling the Large Animal Games Flash version of Bananagrams).

An equally fascinating part of the Word-Sport web site is the page that describes the birth of indoor rowing races. (Imagine a treadmill race, but with rowing machines). I am not making these races up. Apparently indoor rowing races inspired and motivated the idea of Word-Sport tournaments, complete with timers and specially designed tables.

Exploring the Word-Sport web site is like peering into an alternate universe because I can totally imagine a world where Word-Sport took off, pre-empting Bananagrams entirely.

Saturday, May 1, 2010

Article about Bananagrams, Zip-It, and Oh-Spell

A Rhode Island newspaper published an article on a talk that Abe Nathanson (the Top Banana at Bananagrams International) recently gave. There are lots of great quotes. For instance, he reveals that, while he originally wanted to have Bananagrams sets manufactured locally, that would have resulted in them being sold for seventy to eighty dollars apiece.

Best of all, there's plenty of information on the new crop of games:
Zip-It, Nathanson said, was developed to be played within an eight-square-inch area and "is almost as fast as rock, paper, scissors." It involves 24 six-sided cubes and plays like a sped up version of Bananagrams, with players racing each other to complete ten word-grids first.

The simplicity and rapidity of Zip-It, says Nathanson, would make it a great drinking game for bars.

"I suspect that at bars it will start as Zip-It and wind up as Tip-It," Nathanson said.

His latest creation is based on the traditional card game "Oh Hell." Nathanson's version, Oh Spell, is a word-based card game that substitutes font patterns for suits.

"I don't know why no one has thought of this before," Nathanson said. "With numbers you are limited, but with words, creation is infinite."


This tells us that Oh-Spell will be a trick-taking card game, which still sounds kind of like Quiddler, but we may have to wait a couple more months to find out exactly how Oh-Spell works.

Sunday, March 21, 2010

Three-dimensional word games may be on their way

I've spent some time trying to think of a way to make a three-dimensional word grid for Scrabble or Bananagrams purposes. (The added challenge that an extra dimension would pose in such a game is very tempting!)

Cubical blocks with the same letter on all sides would almost work. Except that it wouldn't allow words to be build sideways from an upper level without other blocks acting as supports.

There are in fact, a lot of other games from the past that have been referred to as "three-dimensional Scrabble" or something similar, but they never seem to be successful, truly three-dimensional implementations.

Upwords is sometimes included in the category of 3-D word games, but it's physically more like layered Scrabble with corresponding differences in strategy. I mean, yes, technically it's three-dimensional, in that you need three-coordinates to locate a piece (row, column, height), but at any one time, it's only the topmost letter that matters. It's not really what people want when they think of 3-D Scrabble.

This patent from 1997 is for methods of making a three-dimensional Scrabble game.

A figure from the patent documents illustrates what I would consider closer to a true 3-D word game:


This patent laid out a bunch of ways that three-dimensional constructions might be done (connecting letter spheres together with magnets, velcro, and various mechanical tricks). As far as I can tell, none of these ideas ever made it to production.

Another patent was quite recently applied for for a three-dimensional word game. The inventor is listed as Joseph Elie Tefaye with Games R Us of Australia.

This figure shows the essence of the idea:


The design is reminiscent of the two-dimensional Typ-Dom, a predecessor of Scrabble invented in Austria in 1936. In Typ-Dom, the letter tiles are shaped like jigsaw puzzle pieces, so that they all link together. It's an interesting way of keeping letters in place without a board. This actually strikes me as superior to having a board in some ways: You can extend the grid as far as you want in any direction, and if your table gets jostled, the tiles won't be thrown out of position. In fact, you wouldn't even need a particularly flat surface to play on.

The extension to making Typ-Dom into a three-dimensional word game just required two main ideas: 1) Using a base to build the three-dimensional word grid from, and 2) modifying the pieces so that one can link up with another at a 90 degree angle. It looks like this might work out nicely.

But if you can't stand waiting for someone else to manufacture the perfect 3-D word game, you could always make your own, Star-Trek-style: 3-D Scrabble in Futurama

Saturday, February 27, 2010

Zip-It and Oh-Spell!: Two new games from the makers of Bananagrams

The makers of Bananagrams unveiled their latest creations at the American International Toy Fair this month.

Zip-It is a two player game in which each player gets 12 letter cubes (dice with letters on all sides) and then has to assemble them into a grid of words as quickly as possible. The first to finish their grid says "Zip!" and scores one point. You can keep track of the score by incrementing the two zippers built into the bag for the game pieces.

Coincidentally, I have been recently thinking that it would be neat to make a game with letter cubes, like in Boggle, except that the player would get to choose which side to use. The cube aspect of Zip-It is tantalizing. Imagine playing Bananagrams with letter cubes. I imagine that there might be a lot of head-tilting to look at cubes from the sides. If you don't like one of the face-up letters, you could just rotate it until you found a letter that you liked. But is that the fastest method? I really want to play this right now and find out!

Oh-Spell! is the first card game from Bananagrams International. It sounds somewhat like Quiddler in the sense that the cards have letters rather than numbers, and the objective is to form words. There is a twist involving the cards having suits... It's not yet clear how that will play into the game. And I have a suspicion that rather than making separate words, players will form a word grid from the cards in their hand. But at this point, that's just a rumor (which I started because I think it will make a cool game).

I will report back when I have more details on these games.

Zip-It and Oh-Spell! should be available in a few months.

UPDATE: OK, these games were not released by the summer, as I had expected. Oh-Spell has been delayed indefinitely, but Zip-It is now out. Get it while it's hot!

Saturday, February 13, 2010

The Werewolf game

Wired Magazine has a nice article about Werewolf, a sort of parlor game that is apparently becoming very popular in certain circles.

A game called "Mafia" was invented in the mid-eighties and spread rapidly. It showed up in the United States and was then modified to have a more fitting werewolf theme by Andrew Plotkin (a.k.a., Zarf) who then popularized it on the Internet. Andrew Plotkin is a major figure in the indie Interactive Fiction community which produces text adventures that are the evolutionary descendants of the old Infocom games.

Just as you might refer to Bananagrams as like Scrabble without a board (or pauses or lots of other things...), Werewolf has been described as like poker without cards. In a typical game, two players are secretly designated as Werewolves and the rest are Villagers. The game is divided into a series of day and night turns. During the nighttime turns, everyone closes their eyes except the Werewolves, who silently pick a Villager to "kill". They indicate this to a moderator who removes that person from the game. During the daytime turns, the Villagers have the opportunity to pick someone that they think is a Werewolf and lynch them. Since the identities of the Werewolves are secret, the Werewolves can participate in the debate over who should be killed, trying to maintain their cover and divert suspicion to someone else. The object of the game for the Villagers is to identify and eliminate all the Werewolves. To win, the Werewolves only have to survive until there are the same number of Villagers left as Werewolves.

It is a game of persuasion and bluffing and inference. It's very interesting to see how different people play the game and what tactics are successful in convincing a crowd to choose a certain way.

Detailed instructions can be found on Zarf's page on Werewolf. Or you might like the extra details compiled by Wired, including how to host your own Werewolf game, a cheat sheet, and the many different extra roles that can be added.

All that you need to play Werewolf is a group of people, but if you'd like some fancy cards to designate who the Werewolves are and who plays the other roles, you can find a PDF of free Werewolf cards that you can print out here (courtesy of http://www.ee0r.com/proj/werecard.html). Or if you want to buy a more formal version, the Looney Labs "Are You A Werewolf?" set is pretty cheap. One could, of course, use any other scheme for designating the Werewolves. For instance: each player chooses a Bananagrams tile from a pool that is pre-arranged to have 2 or 3 W tiles for the Werewolves and enough E tiles for everyone else.

If you are looking for a game that is out of the ordinary, I can definitely recommend Werewolf.

Sunday, January 10, 2010

My first Q-without-U word and Academic Games

I once played a game called LinguiSHTIK in a competitive situation. The other players were clearly veterans, and I was the rookie. They must have decided among themselves that they were going to take advantage of the newcomer. A big part of LinguiSHTIK is placing constraints on the word to be formed (e.g., must be four letters long, must be a noun, must contain a certain letter) while moving cubes with letters on them into either the ALLOWED or FORBIDDEN areas of the board. The other players made the requirements that the word must contain a Q and must not contain a U. Then at some point, one of them decided to CHALLENGE WIN, essentially saying that it was possible to make a word from the ALLOWED letters that satisfied all of the constraints. Fortunately, I had already come up with a word spelled with a Q but without a U - something I remembered from browsing through the Q section of the dictionary: QOPH (the 19th letter of the Hebrew alphabet). Somehow, I had managed to get the letters I needed into the ALLOWED set. When everyone revealed their words, the other players were kind of irritated: they had both been thinking of QAID (which was presumably the accepted Q-without-U word in that group) and they had never heard of QOPH. They challenged my word, but fortunately the dictionary contained the word QOPH, and I was vindicated.

WFF 'N PROOF, the manufacturers of LinguiSHTIK, have produced many other games, all having the same parallel-universe board game feel, probably because most of them have educational value as their primary design goal. These games do a good job of challenging the player while being fun enough as a game to suck the player in. Equations: The Game of Creative Mathematics is similar to LinguiSHTIK in that players are setting constraints and trying to find a solution that meets them, but with numbers and mathematical operations instead of letters and words. WFF 'N PROOF cites research suggesting that students who sometimes get to play Equations in math class skip classes less often and are better at applying math concepts.

The even more interesting claim is that another game boosts I.Q. test scores:
The first studies published (in 1972) on the effects of resource allocation games involved I.Q. tests on groups of students playing WFF 'N PROOF: The Game of Modern Logic intensively for three weeks in summer school classes. The average increase in the non-verbal I.Q. scores was more than 20 points. Although researchers have questions about the sort of intelligence actually measured by such tests, it is clear that there was a dramatic improvement in the problem-solving skills utilized in such exercises.

Another game that seems really compelling to me is Queries 'N Theories: The Game of Science & Language. It's the closest thing I have ever seen to a code-cracking game. One player makes up a "language" (consisting of fundamental allowed sentences and rules for transforming those sentences to other sentences). It's a bit like Mastermind except that where Mastermind has one secret sequence of colored tokens that the player is trying to infer, Queries 'n Theories starts off with such a sequence (a "sentence") which the first player morphs according to his transformational rules (like, every instance of GREEN RED transforms to RED YELLOW GREEN) and then presents the result - a more complex sentence in the language - to the other players. The other players then try to figure out the principles of the language by proposing possible sentences which are then accepted or rejected by the player who made up the language.

Like most of the WFF 'N PROOF games, Queries 'n Theories can be scaled down in complexity for the younger part of its age range (only sentences of length four for 12-year-olds) or scaled up to challenge more experienced players (sentences of length thirteen!). The most appealing part about this game, to my mind, is that it teaches scientific thinking and inductive reasoning.


There are two organizations that allow students to play some of these games against each other in a regular tournament: The Academic Games League of America and National Academic Games.

You can buy these games directly from Wff 'n Proof.



Further reading: My previous post on Q-without-U words and a reference to another game about logic, invented by Lewis Carroll.

Saturday, October 24, 2009

Scrabble Me: The chimera of Scrabble games

I recently ran across the strangest official Scrabble mutation that I have ever seen: "Scrabble Me"

It looks like, in addition to Scrabble Apple, the makers of Scrabble decided to make another game that fuses elements of Bananagrams with those of conventional Scrabble. This one is kind of a Frankenstein hybrid, so don't say I didn't warn you.

The game is divided into rounds. In each round, everyone uses up their tiles by building words on independent mini-Scrabble-boards. Then players score their words, draw new tiles, and continue building up their grids.

Unlike Scrabble Apple, which seemed to be fairly close to Bananagrams, with some Scrabble elements thrown in (scoring and double word score squares), Scrabble Me seems like it is deviating from the Scrabble - Bananagrams continuum. It's more random, in the sense that when someone uses a blank tile (called "wild" in this game), they have to swap their grid with someone else's. However, it is less random in the sense that there is a pool of face-up tiles that one can opt to draw from, instead of from the bag. It somehow reminds me of the card game Uno.

In the interest of trying to categorize these games, I've made this ASCII chart:


^ BANANAGRAMS
S |
P |
E |
E |
D | SCRABBLE SCRABBLE ME
|
|---------------------------------->
DECOUPLING OF PLAYERS


And there really ought to be a third-dimension where Scrabble Me towers above the others on the Uno-ness axis.

The reviews I've read are sort of favorable though. In spite of the Frankenstein quality, I would like to try this game.

Friday, October 9, 2009

The games of Lewis Carroll

In addition to his anagramming prowess and his wonderfully surreal and whimsical stories, Lewis Carroll is known for creating numerous games and puzzles.

He is credited with the invention and popularization of the doublet (a.k.a, Word Ladder) in which one transforms one word into another, one letter at a time, with all the intermediary steps being legitimate words. Two examples:
          EAST          CAT
FAST COT
FEST COG
WEST DOG
Admittedly, this is really more of a puzzle or a pastime than a game.

He spent much of his professional life tutoring students in mathematics and logic. He invented a game called The Game of Logic designed to teach the fundamentals of formal logic, using a unique way of representing logic propositions with a game board and colored tokens. The game is described in a book of the same name (available from Project Gutenberg (though they seem not to have gotten the figures right)). Ultimately though, it seems to be for one player and seems rather like a puzzle.

Carroll also thought about and devised rules for playing billiards (the British sort, played on a table without pockets) on a circular table.

In 1880, he wrote in his diary that "A game might be made of letters, to be moved about on a chess-board till they form words.". Martin Gardner (famous for his writings on recreational mathematics) took such notes from the writings of Carroll and fleshed them out into a board game in which, as I understand it, letters are placed on the first row of a chessboard and can be moved like queens to form a word in the fifth row. Meanwhile your opponent is trying to do the same thing while blocking you. (Rows 2, 3, 6, and 7 are open to everyone.) Like Scrabble, once a word has been formed, more letters are drawn from a bag, and the first row is replenished. You can buy the game here. I am thinking of playing an improvised version with a chessboard and a set of Bananagrams tiles.

Friday, September 18, 2009

Description of the Pairs in Pears game

Now that the new Pairs in Pears game is available, some new information has surfaced. The tiles come in four designs: solid, outline, lines and dots. The different patterns function like different suits of cards. As there are four suits, each containing a complete alphabet, there are a total of 104 tiles. Just as in a deck of cards, each tile is unique (e.g., the G of solids or the H of dots). This adds an interesting new dimension to play with.

The "Pairs in Pears" game involves making pairs of intersecting words that consist of tiles of all the same pattern (as shown in the picture). Whoever makes a certain number of word pairs first, wins. "Pairpoints" is a variation that includes a more elaborate scoring scheme.

I will post more information about gameplay here, as I find it.

Appletters details revealed!



The online version of the Toy Directory trade magazine reports that Appletters (one of the new games from the makers of Bananagrams, previously mentioned in this post) will come with 110 tiles in a cloth apple and will come with instructions for three separate games:
In Appleletters, for two to six players ages 5 and up, players alternately add tiles to the first or last letter of a word in the middle of the table, creating a continuous "snake" of new words. Apple Turnover, for two to four players ages 7 and up, is similar to Appleletters. However, each player begins with 21 tiles instead of nine, and may actually replace an opponent's word with a longer word. The goal is to be the first player to get rid of tiles. In Applescore, for two to four players ages 7 and up, players build words as long as possible in crossword-like fashion and get bonus points for length, palindromes and going out first.
If the spelling above is correct, this means that the overall physical package is called "Appletters", while one of the three games that can be played with the equipment is called "Appleletters". We'll see... All of the games sound interesting. Applescore, in particular, sounds like a sort of Bananagrams-Scrabble hybrid that incorporates the emphasis on long words and scoring of Scrabble while retaining the free-flowing nature, individual grids, and speed of Bananagrams. Adding extra points for palindromes is probably the twist I like the most.


UPDATE: According to the rules of Appleletters, players build a single zigzagging chain of words, like the formation used in dominos:
          TOCK
GIANT I E
O A C Y
A BOOK
L
The object of the game is to be the first to use all your letters. If, on a given turn, you cannot add a word to one of the two ends, you must draw three more tiles.

The tiles are about twice as thick as Bananagrams tiles, so they can stand up on their own without need for a rack.