Rory’s Story Cubes

Filed Under (Creative, Family Games, Library, Tops for 2010) by Major Fun on 09-05-2010

Rory's Story CubesRory’s Story Cubes is a set of nine dice. Each die has a different image on each side, and each die is different from the others. All in all, this gives you 54 different images and close to ten million possible combinations.

There are almost as many different games you can play with your Story Cubes. Three suggestions: 1) roll all the cubes, pick an image to start, and weave all of the 9 images into a story; 2) decide on a theme or title for a story, roll the cubes, and use just those images to illustrate your story; 3) give each player some cubes, start with one player who rolls her cubes, and selects one of them to start the story; and then it’s the next player’s turn.

Major Fun AwardHonestly, that’s only the beginning. You can set the cubes in any order and try to make a story that includes each image, from left to right, and then goes on to include those same images in reverse order.

The point is, Rory’s Story Cubes is an invitation to shared creative thinking, just open-ended enough to encourage spontaneity and humor, just structured enough to maintain focus and challenge.

Gamewright has added its usual stamp of quality, housing the dice in a wonderful little box with a folding magnetic lid, giving the game a look that complements the treasure it can so easily become.

There’s a whole website devoted to Rory’s Story Cubes, published by the inventor, Rory O’Connor. The site adds even more to treasure – more ways to play, more stories to read (you can even add your own), more ways to think about co-creativity. And yes, there’s an iPhone app too.

Making and telling stories is a valued and venerable play form. And Rory’s Story Cubes is a wonderfully nonthreatening invitation to that art. Play it by yourself. Play it friends. Play it with family. Play it at a party. By all means, play it.

Imaginets

Filed Under (Creative, Puzzles, Toys) by Major Fun on 10-03-2010

Think Colorforms – thick, bright, hefty, magnetic, geometrically-shaped colorforms. Imagine these thick, bright, hefty, geometrically-shaped colorform-like pieces that you carry around in a wood-framed suitcase. Now, while you’re at it, think Tangrams. That would explain the deck of large, two-sided cards, printed with colorful designs of varying complexity – each of which can be made with some or all of the thick, bright, hefty, colorful, geometrically-shaped pieces.

OK. We’re getting close.
Now, add a dry-erase marker or two. Note how you can draw, and of course, erase on the inside of both panels of the suitcase. Which means, if you want, you could make any shape out of any combination of pieces, outline the shape with a marker, and make your own puzzle. Can you take all the pieces off and put them back on?

Imagine all the things you could do with this set, all the places you could play with it, the puzzles you can try to solve, the puzzles you can create, the designs you can make. If your imagination is good enough, you’ll understand why this toy is called Imaginets, and why it was given a Major FUN award.

Imaginets is a toy that can engage children in a wide variety of creative and intellectual play experiences. It is easily shared (lay it flat and you have two, clearly de-marked play surfaces), and just as easily something that your child can play with by herself. It’s roughly the same size and feel of a briefcase or laptop computer, and thus lends itself to dramatic play. The ability to draw on the surfaces (no, the dry-erase markers are not included, and yes, it’d be neat if they were) adds a unique dimension to this activity, increasing the invitation to play, to exploration, to creativity and interaction.

Sketchy

Filed Under (Creative, Party Games) by Major Fun on 18-11-2009

Sketchy is a drawing and guessing game for 4-8 people from Fundex Games. It is cooperative, competitive, challenging, and laugh-provoking. It makes you feel closer to the people you play with. It can get very intense. And if you win, you not only feel good about your brilliance, but you also realize that it really didn’t matter who won. Playing Sketchy was so much fun, that it’s all the reward you needed.

The components are simple enough – 8 golf pencils, playing/scoring pads (ample enough for many replays), a deck of cards, a die, and a wonderfully annoying, batteries-included, electronic timer (the kind that ticks faster and faster every 15 seconds).

Each card has a list of six different categories. For example:

  1. Kinds of soup
  2. Sports where individuals compete
  3. Items on a teacher’s desk
  4. New England US states
  5. Foods that are eaten on a stick
  6. U-pick

Each page of the drawing/scoring pad gives you room to draw up to seven examples of the randomly chosen (by the roll of a die) category. Imagine that a category has been called, and the timer started. Now imagine everyone furiously drawing what they hope will be vividly clear illustrations of things that fit the category. When the timer runs inexorably out, and the annoying buzzer of finality finally buzzes, you use the column to the right of your drawings to name each of the objects you hopefully illustrated.

When you’re finished, you sit with your partner for that round and compare your answers, looking only at each others’ drawings (you fold over the column with the verbal descriptions of the objects so that your partner can’t see them, and you can’t change your mind about what your drawings actually depict). The timer is once more started, and you and your partner pro-tem decide which drawings on the two answer sheets are describing the same item. You can’t talk about what the items are. You must make your judgment solely on the drawings. And then you take score – 2 points for each item that appeared on both of your sheets, less one point for each item incorrectly selected. (“That was supposed to be chicken? I thought it was an artichoke!”)

You determine your scores. Write them down on a sheet somewhere. Change partners. And begin the next round. So see, even though you only score when you see eye-to-eye, as it were, with your partner, your cumulative score reflects your performance as an individual.

Designed by Brian S. Spence, Garrett J. Donner and Michael S. Steer, Sketchy is, by every measure, Major FUN. It is everything you’d want to see in a party game – absorbing, challenging, creative, intelligent, easy to learn, easy on time (a whole game can be played in 20 minutes), bringing people together, making people laugh.

Dixit – a party game of subtlety, sensitivity and creativity

Filed Under (Creative, Party Games, Tops for 2009) by Major Fun on 19-10-2009

Dixit is a surprisingly lovely and subtle party game in which players try to guess which image was selected by the “storyteller.” The rules are simple enough to learn in a few minutes. The 84 large cards are beautifully and evocatively illustrated. And the whole game can be played in well under an hour.

The subtlety of the game comes from the scoring system and from a growing understanding of the art of being a successful storyteller – for art is what it is.

The game begins with each player receiving six cards, dealt randomly from the deck. One player is selected storyteller. Once the storyteller has selected a card, she can give any kind of clue she wants. After she has given her clue, the other players try to find a card that will fit the clue well enough to get voted for. The storyteller takes her card and the other players selections, and lays them out, face-up, in random order. Everyone uses their voting chips to select the one card they think belonged to the storyteller. Players get the most points by voting for the storyteller’s card. They also gets points for every player who votes for their card. In addition to the cards, the game includes a race track scoring board, voting chips, and 6 wooden bunny-like playing pieces, each of a different color.

What makes the game so intriguingly subtle is the result how the storyteller scores. If her clue is so good that everyone votes for her card, or so vague that no one votes for it, she gets no points. So there’s an art here. If you’re the storyteller (you don’t actually have to tell a story, you can sing a song, utter a poem, act, mime, whatever you think will communicate your choice to almost everyone), it pays not only to be subtle, but also to have a good feel for your audience.

The need for both subtlety and social awareness makes Dixit a true party game. Though children as young as 8 can understand the game, unless they are compassionate and theatrically gifted (like my granddaughter), they will have trouble playing it successfully with anyone other than their peers. Though it may remind you of other games (Balderdash, perhaps? Apples to Apples?), it proves to be impressively unique, and hence a valuable addition to your games collection. Designed by Jean-Louis Roubira, with art by Marie Cardouat, Dixit invites strategic thinking, sensitivity and, most importantly, creativity. And for people who possess all these strengths, Dixit proves to be Major FUN.

(thanks to Marc Gilutin for recommending Dixit so strongly – he was right again)

The Bilibo Game Box – a child’s tool kit for game invention

Filed Under (Creative, Kids Games, Tops for 2009, Toys) by Major Fun on 22-07-2009

The Bilibo Game Box is not just a toy. It is a tool kit for the very young game designer (age 4 and up) and an invitation to inventiveness for the rest of us.

The Game Box contains a die with interchangeable faces and six sets of differently-colored discs that fit in each face. There’s also a set of six, plastic, hand-sized “mini-Bilibos,” in each of the six colors corresponding to the colors of the discs.

Bilibos are shaped something like pregnant plastic Pringles, with holes that look almost like eyes. Full-sized Bilibos are big enough for a kid to sit, spin, rock, float, climb in or on, or pretend with. The simple, friendly, colorful design invites creativity, exploration, and invention, and nurtures playfulness. No moving parts. Just a funny shape to explore, define, redefine, shape your dreams on. Mini-Bilibos are just as strange, just as funny, just as fun to play with. And, as son-in-law Tom observed, function quite satisfactorily as doll helmets.

The die is called a Bilibo Pixel. It is made of some surprisingly bouncy and slightly stretchy plastic. The corners are so wonderfully rounded that it rolls as well as bounces almost as well as a rubber ball. Button-like pieces fit in each of the faces of the die where there are cavities deep enough not only to accommodate any of the discs, but also to fit little messages or prizes, or, if you are so inclined, weights. So you can play around with fate, as it were, making some of the faces the same color or all of the faces different, adding and removing things behind the colored buttons to influence where the die might fall and add further elements of surprise.

The Bilibo Game Box gives your child a set of almost infinitely enticing properties and relationships to explore. Without even reading anything even closely approximating rules, the child will find herself using the die in some way to indicate which mini-Bilibo she should aim for. Aim what, you might ask. Any of those color-coded, button-like discs which can be slid or juggled or tossed or tiddled under or over or through. Or strung together, for that matter, or strung together with a mini-Bilibo.

As children continue to explore the properties and relationships of the Bilibo Game Box, they will inevitably discover that the elements can be used in conjunction with a surprisingly varied array of other objects in their environment – chairs and steps, tables, counter-tops, floors. They can make targets and game boards with sheets of paper, ramps and obstacles out of paper plates and sheets of cardboard, die-launchers and Bilibo-flippers out of spoons and rulers.

Alex Hochstrasser, designer of the Bilibo Game Box and associated products, has created a work of playful genius. The simplicity of the components belie the elegance of design and the depth of understanding of the nature of creative play.

There are several delightful videos on Youtube that illustrate a few of the plethora of possibilities contained in the Bilibo Game Box, and a well-illustrated booklet that accompanies each Game Box for yet more ideas, and, soon, even more will be on the Bilibo website.

Despite all these resources, please, consider this: the more you and your children play together with this, openly, inventing games from scratch, without any guidance other than that which comes from your collectively playful hearts, the greater the value of your experiences with this remarkable toy. If you want ideas, let your children be your guide. The Bilibo Game Box is remarkably innovative and brilliantly designed, but the real value of it only becomes apparent when it is used as a tool for playful, inspired invention.

The Big Bilibo – better than the box it came in

Filed Under (Creative, Toys) by Major Fun on 09-06-2009

Bilibo is a toy. A large, colorful toy. With no moving parts, unless you count the children who play with it. Like any toy, it is designed for a certain kind of child with equally certain kinds of parents – creative, imaginative, active children, whose parents understand and support unstructured, unpredictable, non-directed play.

The Bilibo is the mother of the Bilibo Game Box – the very Bilibo Game Box glowingly reviewed here just last month. For children between the ages of 18 mos and 8 years, the Bilibo is something to sit in or on, to rock or twirl or scoot in, to stand on, to wear. It is a water toy and a sand toy and a family room toy. It is a toy for storing other toys in.

Just what this toy means to kids depends on the adult as much as the child. The way you play with your child, the expectations you have, the limits you impose, the other toys you have out for play… all impact the way your child experiences the Bilibo, and you experience your child. Alex Hochstrasser, the inventor of what has become the Bilibo system, comments: “…most children have fun with Bilibo anyways, because that’s how they play. They learn much more when they explore and discover things by themselves…I wanted to create a toy that was not gender or age specific but rather grows with the kids and, depending on age and interests, can be used in ever new ways. The closest I had as a role model was probably the card board box.”

But it is also true that if adults are present, they influence the child’s play, overtly or covertly. Parents need to be careful of their expectations. Even the most gifted children might not immediately take to the Bilibo. They need time with it. Time to explore or not. To kick it around, sit on it, or ignore it. Its presence in their play environment, like the presence of an empty cardboard box, will, in time beckon to them.

The best influence you can have, especially with a toy like Bilibo, is in your willingness to let the child discover and define the toy for herself. For example, from the persepective of a physical therapist who has obviously allowed the child undirected access to the toy, it becomes a multi-purpose tool. The therapist writes:

“I thought I would tell you how much one child I work with enjoys the Bilibo toy. He is 5 and totally blind. He spins quite fast around in it on a hard surface floor. He is able to catch himself with his arms what ever direction he tips over which is helping him with upper body development and balance skills.

“It also cradles small/multi involved children with low tone, very nicely encouraging them in bringing their hands to midline. When a large enough child is in there (and I am supporting the Bilibo not to roll about), rather than arms/hands flopping about at the sides, the arms end up more in the middle of the body, to hold a toy. Of course with experience many of these kids like a bit of gentle rocking to and fro as well.”

Alex adds: ” the stimulation of the child’s vestibular system by spinning and balancing in the shells would be an interesting area where Bilibo shines. (The vestibular and proprioceptive systems play a key role in the development of the brain and reading and writing skills in particular.)”

If you already have the Bilibo Game Box, the big Bilibo makes an ideal expansion component, and vice versa. It’s almost a given that children will weave family fantasies around the relationship between the big Bilibo and mini-Bilibos. Then there are the profound discoveries to be made about mini-Bilibo-spinning inside a big-spinning-Bilibo, spinning, perhaps, in a different direction. And what about the Bilibo Pixel? Does it roll and bounce and do even more fun things when it’s inside a big, spinning Bilibo?

And if you can afford more than one (child or Bilibo), there’s yet other orders of magnitude of games and fantasies, probability and physics, social and biodynamics to explore.

For kids (or parents) who don’t yet have a Bilibo, there’s an ample collection of inspirational clips on YouTube. On the other had, once your kids start playing with their Bilibo collection, they’ll have all the inspiration you need. If you’re good, maybe they’ll let you play, too.

Q-BA-MAZE

Filed Under (Creative, Thinking Games, Toys) by Major Fun on 23-08-2007

Q-BA-MAZE is a marble run construction toy, in the tradition of Boyongolo, the HABA Ball set, the Quercetti Marble Run, the Skyrail Marble Run Roller Coaster, and, of course, Cuboro. In the tradition of, and yet, unique, and uniquely worthy of our collective attention.

Actually, all these toys, and many more like them, are worthy of our collective attention. Building a marble run engages both creative and scientific reasoning. Every design must ultimately “work,” not only aesthetically, but also mechanically. No matter how good it looks, if the ball doesn’t go where you think it should, or if the run isn’t as long as you hope it should be, you’re just going to have to build it differently.

Now, back to Q-BA-MAZE. I promise not to use the word “amazing” more than once – after this. First, allow me to use the word “cube.” As in Cuboro, the basic building block is a, well, block. Unlike Cuboro, there are only three types of blocks, they are made out of a durable polycarbonate, translucently acrylic-like plastic, and they fit together in most satisfyingly interlocking configurations. They can slide into each other along their sides, they can be stacked on to each other, they can be built up and out into cantileverishly cunning constructs. They also work. One of the three, the one that opens on both ends, works in a most curiously delightful manner. It is a switch, of sorts. With no moving parts. But when a ball drops into it, the ball will often hesitate before traveling left or right, sometimes hesitate a most tantalizingly long time, as if deliberating. And this turns out to be a particularly delicious deliberation, adding just that extra touch of surprise, just that extra change in rhythm that makes the whole, multi-colored construct that much more surprising, that much more engaging.

Q-BA-MAZE comes with a bunch of steel balls – not because they’re easy to lose, and definitely not because they’re easy to swallow (hence, the small child advisory), but because the more balls you drop into it, the more complex the pattern of the fall, the more fun it is to watch – a visual equivalent of the difference between melody and symphony.

Watch the video, read the blog, construct your own myriad of delights, or build any of the configurations you find online, like this one, if you happen to have purchased the 50 count set (36 blocks and 14 balls).

You’ll be amazed.

50 Ways to Use Your (Pool) Noodle

Filed Under (Creative, Toys) by Major Fun on 24-05-2007

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, funsmith

Erasable, Twistable Crayons

Filed Under (Creative, Toys) by Major Fun on 28-03-2003

Markers may be all things bright and beautiful for graphic artists and meeting facilitators, but for creative work and play, nothing beats the color and sketch-like informality of Crayons. Recently, the Crayola company has come up with Erasable Twistable Crayons – the first truly executive crayon.

Encased in clear plastic that lets you twist up more color as the tip wears down, the Erasable Twistable crayon is clean and easy to handle, never needs sharpening (because the colorful wax insert is long and thin), and doesn’t look like the ubiquitous crayon. This is the key element that makes this new crayon so executive-worthy, it has a fun, yet more “corporate” appearance than the crayons you used as a child. Frankly, it’s a little difficult to maintain your position as meeting facilitator when you bring out you tusty box of 64. But when you bring out your Erasable Twistables, why, there’s no question that this is in deed a facilitative tool, and something that can’t be mistaken for a child’s toy. Even though it is.

The Erasable Twistable Crayon gets a Major FUN Award because it extends the wonderful fun of Crayolas into the adult world, where it is so sorely needed. And it’s erasable. And twistable, too.

Wikki Stix

Filed Under (Creative, Keeper, Toys) by Major Fun on 25-03-2003

Wikki Stix is an incredibly simple toy, so simple that it invites kids and adults to hours of creative play.

Simplicity-wise, simply by adding wax to yarn (all right, a special, secret kind of wax, but wax, nonetheless), the inventors have created an art toy that is as fun as it is expressive. The fun of it is that it sticks almost anywhere. The Wikki face and Wikki heart and Wikki initials that I experimented with five months ago are still on my wall, waiting only my whim to be peeled effortlessly way.

Wikki Stix receives today’s Major FUN Award and is on my most-recommended list for executive retreats and creative brainstorm sessions. My executive-related Wikki Stix exploration concludes with this exemplary story from Stephanie Portola:

“Years ago when I had a Wikki Stix wall in my office people would add to it sequentially and check in with it periodically. It became a group work in progress (although the group members were anonymous to each other). The ever changing work of art was quite creative and fun. For example: One person would “draw” a face in outline, another person would add a face looking into the first face, someone else would come up with a “word balloon” and get the two people talking. Or someone would draw a figure and another person would put flowers in the figure’s hand.”

The Wikki Stix site is “adapted for the site impaired” because its easy-to-touch-read texture makes it a perfect instructional aid, as well as an invitation to play, for all of us, with more of us.