games for writers

In her article Games (click to see PDF), to be published in the May 2013 issue of Writer Magazine, author Karen M Rider describes how simple story-telling games can become powerful tools for writers. She explains:

As authoring tools, games encourage players to write stories and design new worlds. Storytelling games provide deeper understanding of language, the world we live in and ourselves. They unleash freedom of expression and, frequently, insight into solving seemingly intractable personal or business problems. While you’re playing ‒ creating a story with you kids or writing group ‒ you might just write the next best-seller.

You’ll find some of our favorite Major Fun games in this category: Tell-Tale, Rory’s Story Cubes, Think-ets, and Dixit. And, if you read the article, you’ll find even more games worthy of your writerly consideration.

You’ll also find some free, non-commercial, not-even-packaged, yet significantly writer-worthy games in our Infinite Games collection, e.g.:

And yes, your Major was quoted in the article, which just goes to show you.

 

WordAround

WordAroundWordAround is an ingenious word game that can be played as an actual game for 2 or more people, or, even better, as a solitaire.

You get 100 round cards. Each card has three words on it. Each word is printed in a circle, so there’s no way to tell where the word begins. There are three words on each card, each on a different color band. The backs of each card is one of three different colors, matching the different color bands.

You take the deck out of the sturdy, well-made box, and put them, in a stack, face-up, on the table. You might want to get a timer so you can challenge yourself to see how many words you are able to find in, say, two minutes, maybe three.

Start with the black ring on the top card. As soon as you figure out what it is, take it off the stack and place it, next to the stack, face-down. The color on the back of the face-down card determines which word you are trying to find on the card that on top of the stack that you just revealed.

On and on you go, seeing how many words you can find in whatever time limit you decided on, or just playing through, at your leisure, enjoying the challenge.puzzles

Obviously, you don’t have to play alone. Friends, family (with a good vocabulary), neighbors, strangers, whomever you can get to play with you, as many of them as you can gather around the table, will all find the game challenging and inviting. It’s very easy to learn. Stragglers can join in the fray after watching for maybe 30 seconds. The only problem is that the more you play the game, the less fair it is for everyone else you’re playing with. Yes, there are 300 words. But, oddly enough, even with all those different words, once you figure it out, it tends to get etched into your memory. On the other hand, if you’re not into fairness, you’re going to want to play it with everyone you want to impress.

Wordaround was designed by Joe and Dave Herbert and is available from Thinkfun.

Scrabble Electronic Catch Phrase

Scrabble Electronic Catchphrase is a “refreshed” version of classic Catchphrase. The colors are different. The words and phrases that you try to get people to guess are new. But the game is the same wonderful party game it has always been.

We wrote about it 2002, and again in 2005. It was refreshed once more in 2010. And now again in 2012. It looks more refreshed now than. And what proves to be even more refreshing is that it’s the same game, and just as fun as it was 10 years ago when we first reviewed it – as follows (refreshed):

The game itself is readily understood because it is in fact a combination of hot potato and password. You try to get your team to guess the word or phrase on the LCD display (now backlit and easy to read). In the mean time, a timer is sounding. As soon as anybody on your team guesses correctly, you hand it off to the next player, who is on the other team. Meanwhile, the timer, the other player, and the other team are all getting more frantic. As soon as they guess it, they hand it off, etc., etc., et not much more cetera, because the timer isn’t very long, and when it goes off, if your team happen to be the one that’s holding it, the other team gets the point.

You have to press a button to tell the computer that the other team won (a good opportunity to manifest sportspersonlike behavior whilst massaging more salt into your conceptual wound). When the timer runs out, it buzzes two annoying times, rubbing in both victory and defeat. The next round begins with the selection of a new category, or not. And so it goes, until one team reaches 7 points. A brief musical fanfare proclaims the end of the game.

This game is most definitely fun. Way more fun than you think you could get out of an electronic gadget. The hot potato part adds tension and makes scoring feel very easy and natural. Because you don’t get points for guessing correctly (you just pass the pod to next player), the focus remains on the complete round of play rather than on a single correct guess. This makes the whole game even more fun. Because your team is working together to guess (yes, this is one of those more-the-merrier games that could easily accommodate twenty or even more players), there’s a wonderful sense of teamwork that transcends individual performance, again making the game even more fun. Being able to select a new category at the beginning of each round provides a good break, adds a bit of information, a sense of control, and is totally optional. And there are so many words and phrases (now 1500), and it’s all so elegantly designed that you don’t need to come up with variations to keep it fun, but, if you want to, there’s nothing stopping you. Younger kids might have difficulty with some of the vocabulary, but if you’re playing with a mixed age group, you don’t need to get so serious about the competition that you can’t find a way to make the game fun for everyone.

Word Bits

Word Bits word gameWord Bits is recommended for 2-4 players. We played it with 8. It’s also recommended for players 8 and up. Our youngest was 10, and our oldest belonged to the order Septuagenarian. And it was fun. In fact, it was major fun.

You get four letter dice. And, thought it is only mildly relevant, I must add that these are exceptionally lovely letter dice, amber-colored, embossed with letters of a pleasingly Victorian-like, serif-ish font, slightly rounded for extra rollability; accompanied by a deck of what can only be called “category cards.” Each of these cards describe, as you might rightly assume, a category, e.g.: Author, Sport, Anything About a Building. The number in the center of each category card indicates how many dice are to be used, from 1 to, as you probably already assumed, 4.

A card is turned over. The appropriate number of dice are thrown. And the first player to announce (or, in our case, yell out) a word that: 1) fits the category, and 2) contains all the letters indicated by the dice, keeps that card. You can play until all the cards have been used. Or you can stop at any pre-arranged number of cards or when somebody has to go to the bathroom. The player with the most cards, if you care about these things, wins. We generally don’t care about such things, especially when the game is so easy to learn, involves everyone, and is so significantly fun.

Elegant game design by Dr. Reiner Knizia. Elegant art by Alvin Madden. Easy to learn. Durable materials. Right-sized package. Fun for the few or many.

Duple

And now, from the makers of the Major Fun award-winning Anomia, we have Duple, a party game, using game play that is similar in many significant aspects to the aforementioned Major Fun award-winning Anomia, but different in a non-categorized, word-finding, vocabulary-searching kid of way – a difference of profound enough significance to make Duple a game that deserves its own review, as if it were an unprecedented invitation to fun, which, as a matter of fact, it is.

There are many cards.

Sixty-four of them are letter cards. Letter cards have, as you probably already conjectured, letters on them. One letter each. They also have symbols on them – one of eight different kinds. After you’ve set everything up and started actually playing, taking turns picking and turning over cards from the draw decks, the moment you notice that your card bears the same symbol as someone else’s card, you find yourself in a head-to-head race to be the first to utter, mention, or shout out a word of five or more letters that has both your letter and the letter on your opponent’s card. Thus catalyzing great attention-paying and moments of death and transfiguration.

But wait, there’s more. In addition to the letter cards, there are the category cards. Categorically speaking, this impact of these cards is to excruciate the intellect by forcing you not only to race to find a word of five or more letters containing both of the letters on the cards of matching symbol, but also restricting acceptability to words of that particular category. Also note, there are two kinds of category cards: thirteen have categories on them, and four cards don’t. These four are known as “blank” cards. Should you draw a blank card, you get to assert your strategic creativity and make your own category for that particular nonce, until another category card appears. There is also a category card that says “no category,” in which event there is as you would assume, no category at all, at all.

Major Fun AwardBut wait again for the more: the wild cards. The wildness of these cards is indicated by each of them having a combination of two different symbols. No letters. No categories. No blankness. Just symbols. Two, as I said, different symbols. Thus, instead of looking for two letter cards with matching symbols, should you happen to notice that one of the symbols on a wild card is the same as that on your letter card, you must, with out further ado at all, seek out a player whose card bears the other symbol on the wild card – not the symbol that matches the symbol on your letter card, mind you. No, not at all that symbol.

And then there’s that particularly pernicious, and more than mildly exacerbating wild card bearing the words “All Play,” indicating that all players, not just those whose symbols match, must race to be the first to announce a word containing all the letters currently displayed.

There’s more. But the most more is the joyous intensity you will be experiencing, the constant engagement, the challenge, the, perhaps, yelling, the sheer Majorness of fun.

3-6 players, 10 or older. OK, maybe 7 if that guy absolutely has to play.

 

Nounsense

Nounsense hits that sweet spot for family word games: intuitive rules, rapid pace, and multiple chances at redemption.

THE RULES:

Split into 2 teams. Deal out a deck of 60 nouns from the 480 provided. These 60 cards will be used for three rounds of play. One player gives clues to his or her team so that they guess the noun on the card. Clues can be any gestures and any number of words (but no “Sounds like…” clues).  A team has 60 seconds. Cards they get right in 90 seconds they keep. The second team now plays with the remaining cards. 90 seconds, keep what you guess. Round One ends when all the cards have been correctly guessed. Each team receives one point for each card they got right.

For Round Two, the 60 cards are reshuffled and play starts over. Each team rotates through 90 second turns but this time, the clue-master may give only three words. Yup. Three. Gestures are still allowed. Collect correct cards and score them to end the round.

Round Three allows gestures and ONE MEASELY WORD.

THE RAPID PACE:

90 seconds is not much time. It keeps things lively and yet you generally feel like you have accomplished something at the end of your turn. Although only one person can be a clue-master, it takes several turns to get through the 60 cards and everyone gets a chance. And gestures can save the day, especially in later rounds.

THE REDEMPTION:

There are lots of interesting skills at play here. There is acting and vocabulary and wit. But there is also memory and pattern recognition. Being a good clue-master is important in the first round, but having a good memory is important for rounds two and three. There are lots of ways to shine in Nounsense.

Major Fun loves giving players lots of ways to succeed.

Of course, there are times when it just all breaks down, especially in the three-word round. That’s fun too. And Major Fun loves laughing at the train-wreck clues and wild gestures that pile up as the sand timer inexorably succumbs to the gentle urging of gravity.

For 2 teams, ages 8+

Nounsense  designed by Mark Fuchs. © 2012 by Maranda Games.

Kerflip

The eight stages of Kerflipping:

1) The Unboxing

You open the box. You take out the various and many intriguing components: the bag of 90 letter tiles (two-sided, ivory and yellow, some of which having little numbers on them), the lovely cloth drawstring tile bag, the four (yes, four) sand timers, the cute little deck of 22 bonus cards, the sturdy, yet empty, inner box for, what, holding the letter tiles? even though you already have a lovely cloth drawstring tile bag; the game board with the tuck-in-able flap; and the large, well-illustrated, cardstock rule thingy.

2) The Re-box

You read enough of the rules to realize that you should put the tiles in the tile bag (logically enough); and that strange, sturdy, yet empty inner box should have actually stayed in its special compartment; and that board with the tuck-in-able flap should go back on the box, on top of the strange, sturdy, yet empty inner box, with it’s flap, tucked in.

3) The wonder

You read a little further and find yourself pouring the letter tiles out of their lovely letter-tile bag, onto the flap-tucked game board, and then sweeping the tiles into the two compartments that yawn enticingly in their left and right compartments in front of the flap-tucked game board. And then you lift the box, and shake it so that the tiles slide rearwardly. And then you remove the gameboard only to discover that yes, as advertised, almost all of the tiles (you needed one more slight shake) have made their way to that inner box, which is now, at last, filled. And you remove that inner box and dump the tiles with consummate ease into the lovely letter-tile bag. And you are awash in wonder at the sheer cleverness of it all. And you do the whole thing again so that you can be similarly wonder-washed.

4) The play

And now, at last, box reassembled, tiles in their lovely drawstring bag, cute little bonus cards tucked snugly into their compartment, front and center; you find yourself stepping beyond the playing-with-the-game stage, ready, finally, to play the game itself actually. You and three of your anagram-loving, party-going friends each take three tiles from the tile bag, simultaneously place your tiles on top of the board in a random, ivory-face-up fashion, and then: let the game begin. As soon as you find it, call a word that can be spelled from some of the letters on the gameboard and start your timer. Now the remaining three get a bit more frantic, because they must find yet another word, hopefully a word that doesn’t use any of the letters that were in the first player’s word. (Well, you can use them if you need to, but they’re worth only half of the value of an unused letter.) And then the second player calls her word out, and starts her timer. If it happens that somehow in all this focused fury that the second player’s timer runs out before a third player has called out a word, the round, of course, reaches its untimely conclusion. And on and on, until everyone has found a word, or run out of time.

5) The score

The first player spells out his word, turning each tile in the word over as he announces each letter, and scoring 10 points for each. Should any of the tiles used in creating the word happen to also bear a number in their lower corner, the player also takes that many bonus cards, and keeps them, face-down, until stage 7:  the summing. The next player then spells out her word, scoring ten points for each ivory-side-up tile, but only 5 points for each of the tiles that are yellow-side up (having been turned thuswards by the first player).  And again, should a numbered letter tile be involved, collecting bonus cards accordingly. And so on, until the last player’s score has been recorded. And the on to stage 6.

6) The Replenishment

And so it goes, round after round, until there are not enough tiles left for the replenishment.

7) The Summing

The inevitable end of the game evits itself. Players add their totals from each round, arriving at a grander total. And then, for the moment of grace, look upon their bonus cards, adding their cumulative bonus to their cumulative scores and chortling variously. And, semi-finally, a discussion of strategies and feats of astounding cleverness and the fickleness of fate, and marveling again, perhaps, at the genius of it all: the box, the game, each other. Perhaps even noting how, in deed, given the tile-flip factor, a child as young as shall we say eight years could join the game, at somewhat of an equal advantage, should she be quick enough to shout out a word of as few as shall we say four as yet unused letters, and should we be inclined to invite her to join us some other time perhaps tomorrow.

8) The Replay

And so, without further ado, the game begins again, unless someone new wants to join, which will result in yet further ado.

Kerflip. Designed by Damon Tabb, available from Creative Foundry Gameworks, for 2-4 players, 8 and older.

Fictionaire

There’s a game. A party game. An old party game called Fictionary. There’s another game. Plays like Fictionary. As challenging as Fictionary. At least as funny. Only, more elegantly designed. More intriguingly packaged. More portable. More, well, lovable. And it’s called Fictionaire.

Yes, it looks like a package of cigarettes. If you’re an anti-smoking kind of person, get over it. It’s a very clever little package. Very functional. Let me explain:

It’s a deck of cards. Sixty of the cards are for questions. There are questions on both sides of the cards. So you get 120 questions. There are also answers on the lower half of each card. But, notice, if you close the flap and tuck the question card the question card in as illustrated, you can’t see the answer. Very clever. If you could see the answer, you’d also notice that some of the words are in red (most of the time). There are also point cards and instruction cards. We’ll get to them later.

First, let me tell you about the exceptionally elegant part. You don’t need a dictionary. You don’t need paper and pencils. Everything you need is in that small, enticingly politically-incorrect, shirt-pocket-size box. You don’t even need pencil and paper to keep score. That’s what the point cards are for. There are 14 of them. You only need twice as many as there are players, because you only play two rounds.

So, one person reads the word in question on top of the first card in the pack (or any card, as long as the bottom stays hidden). For example, the questioner reads: “What is a Kiskeedee?”

Then the pack is passed to the next player. That player slides the card up so she can see the answer, which, in this case, is “A French-speaking person who us unable to understand English.” Notice the words in red. Since that player is the first to go, she can decide whether on not she wants to give the “real” answer. If she goes for reality, she must include the red words, her clue being something like “a French person who is unable to understand you,” or “what you might call someone who is French who, no matter how hard you try, seems unable to understand what you are saying.” The remaining players make up their own definitions, e.g.: “an affectionate person who likes to make nice to babies.”

Of course, the first player can always choose not to give the real answer – in many cases, a very wise choice, forcing someone else to have to deal with the truth – as long as someone does so before the round is over. The person who read the question (the “host”) then gives one point card to the person she thinks gave the correct answer. If he tricked the host, then that player also gets the question card. If not, the host gets it.

And on and on, until all the point cards are played, the player with the most point and/or question cards winning the game.

Elegant, don’t you think. Portable, party-worthy, pencil-and-paper-less fun.

There are four different, shall we say, packs, each extending the concept into a different area of knowledge: Classic (“What is a Vade Mecum?”), Naturals (“Harlequin ducks walk like a duck and quack like a….?”), Fool Science (“In the early 1900s phone operators were required to…”), Tall Tales (“When you enter a Mongolian Yurt it is customary to drink a glass of Kumis. What is it made of?”).

Designed by Hervé Marly, for people of smoking age, but not necessarily for smokers, available in the U.S. from Days of Wonder.

Pathwords

If you like word games as much as you like logic puzzles, or vice versa, Pathwords will lead you to hours of something close to the most fun you’ve ever had doing either, or both.

Everything about the game is ingeniously conceived and executed. First, the puzzles. Yes, you can call them “word searches,” and yes, “word search extreme” is a bit more accurate, but they are not like any word search you’ve ever played before. First, you’re not looking for letters in a straight line, you’re looking for words that fit one of the eight puzzle shapes that comprise the game. Which turns out to be a totally different challenge from anything you’ve ever experienced in anything you would possibly call a word search. Next, you’re not looking for any word that might fit a particular puzzle piece, but the one word that will fit that shape when all the other puzzle pieces are positioned so that each of them also cover a word that will fit their unique shape. So, even though you’ve been clever enough to find a word that fits a shape, you won’t know you’ve found the right word until you’ve found all the other words that fit all the other shapes used in that particular puzzle.

And there are 40 puzzles, ranging in difficulty from easy to excruciating.Major Fun Award

Then there’s the answer booklet, to which, of course, you will find yourself inexorably drawn. I know, I know, you don’t want to see the whole answer, necessarily. Just a hint. And, behold, there are three different kinds of hints for each puzzle: one letter identified by color (each piece being a different color), the orientation of one color piece, and, all right already, one whole word from the puzzle.

Then there are the pieces, transparent, so you can see the letters through them, smooth to the touch and of fondle-worthy heft, with each square section in the piece lens-like, magnifying the letters they cover. Which nestle sweetly, but not too snugly, on the gently curving spaces on the transparent board. Which fits perfectly on to the top of the carrying case, which contains, easily, all the parts of the puzzle: pieces, answer booklet, puzzle booklet. And the puzzle booklet, of course, spiral bound for flat folding, slipping ever so perfectly between the lid and the case, each puzzle writ large enough for shared pondering, should you choose to share.

Invented by Dick Niederman. Recommended for puzzler-solvers 12 and older. Available from ThinkFun. Monumentally major fun.

Word on the Street is a Keeper

We gave the Major Fun award to Word on the Street in 2009. Since then, it has continued not only to be one of our favorite word games, but has shown itself to be as much fun for two people as it is for 12. Or 13 even. (Or uneven, actually. Yes, you can play in teams. No, you don’t really need the same number of people on both teams.)

This is a significant accomplishment for any game: to be so much fun with so many different groups in so many different settings – couples, families (with kids 8 and up – for younger kids, there’s also the Major Fun award-winning Word on the Street, Junior), a party full of adults, or families.

It can be taken very seriously – I mean, you can actually keep score, if you have to. Have tournaments, even. Or it can be taken as a light-hearted invitation to play with words and spelling and vocabulary and each other – with the only goal being to amaze each other with your cleverness.

It’s very well made. The tiles have a satisfying, hefty feel. The board and cards are durable. The “street” theme is cleverly echoed in the design. It’s a game you’ll want to keep for-basically-ever.

That’s why we’ve decided to call it a Keeper.

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