They call it "Bang!" - this award-winning card game from Italy. The first time we tried it, we called it "quits."
You know the rule we have at Game Tastings - the one about a game taking maybe 15 minutes to learn. Well, we gave it a half hour, that first time. Who'd think that a card game, in that small of a package, could be that complicated?
The second time we tried it we gave it 45 minutes - an exacerbatingly long time to learn a game. There are so many special cards, each with its special function, that we were especially frustrated. Before the next Tasting, Tammy took the time to find the best versions or the rules she could, and sent them out to all of us so that we could prepare. And, as you so well know, preparing for a Tasting is simply not done.
The third time, we devoted the last half of the Tasting to playing Bang! We were outside. And it was getting colder. But we were determined to play it through. And we did. Even though it got colder and still colder. And, yes, somebody shot the sheriff, and they didn't kill the deputy. And we finally actually played the game. And we had fun. I mean, we were beyond Tasting. We had established, beyond doubt, that the rules are just too complicated, and can take veritable hours to learn. Which is simply not your typically MajorFUN-awardable scenario. And yet, fun was definitely being had.
Our conclusion to date: if you like role-playing games, you'll definitely get a Bang! out of this one.
Now Tammy's at work on creating visual aids because she's convinced she can make it easier for us to play next time. Even though, according to Tasting protocol, that next time might not be for a couple months. I'm having a sneaking suspicion. Protocol or not, we'll be playing it again this coming Sunday.
It seems to me that the Internet is doing more for the art/play connection lately. In fact, I'm beginning to believe that, along with the broadening of bandwidth, the Internet has become an invitation for artists and art appreciaters to create new forms of gloriously graphic, interactive fun. Witness this work, called "An InterFace of my significant other."
Go to the homesite - Alterfin - and click on "org" - note the title "Art & Play"- mouse and click around a bit and you'll get a good sense of how this one artist, Yariv Alter Fin, pursues the art-play connection. For further evidence, see this collection of QuickTime clips. Alter Fin even extends the art-play exploration into poetry with "This is My Voice."
If you don't want to take this one instance as proof of the Internet's influence on the Art-Fun connection, click your way over to the Symmetry Lab and then play around on Jim Andrew's site. Try his visual singing synthesizer, his experiments in Langu(im)age, and the MajorFUN Award-winning interactive poetry game of Arteroids (you now use the "X" key to shoot).
If you've ever played the game of Mousetrap, you know why there's such a thing as The Official RUBE GOLDBERG Website, and why you'd be at least amused to click through the ten Rube Goldberg drawings in this site's Gallery.
Rube Goldberg has had a remarkable influence on play and education, and proven to be an invaluable resource for people who want to keep play and education together. Witness, for one example, Argonne National Laboratory's Rube Goldberg Machine Contest.
The commercial success of Sierra's Incredible Machines/Contraptions series is yet more evidence of the play value of Rube Goldberg's legacy. And, for those of us who have the bandwidth, the commercial viability of Goldberg's work can be seen, in all its entertaining glory, in this advertisement for Honda.
I don't know why we are so attracted by things that fool us. I'm guessing that it helps remind us about the fun-fool connection. It's fun to be fooled. At least in some circumstances. Like watching a magician or looking at optical illusions.
Optical illusions are literally a fascinating funonemon, combining play, art and science.
If you're fascinated by the art of illusion, take a look at Akiyoshi's illusion pages from psychologist/artist Akiyoshi Kitaoka, Department of Psychology, Ritsumeikan University, Kyoto, Japan. He has created some stunning, original fool-the-eye works, some of which are available for download.
If you're more interested in the science of illusion, take a look at MIT's professor Edward H. Adelson's interactive collection of illusions and demos. Want more? Then click your way over to the Seeing Exhibit from my favorite interactive science museum, San Francisco's Exploratorium.
Belgian Danball, according to the official Belgian Danball Site, is "...a game played in the street with whatever you've got at hand, with a bunch of friends. You should have some pizza around, because it's fun and because it's tradition. When the pizza arrives, ask the name of the person who hands it over to you. That's important."
Danball is a kind of street hockey game, played by two teams of three players each, with a plastic, soccer-sized ball and sticks (they say that small, plastic oars make the best sticks). What makes it so noteworthy is that it is clearly and explicitly played for fun. It's informal. It's played at night. The rules, such as they are, are posted here.
Then there's Australian Suburbanball. Kind of amazing to discover how a game invented in Belgium made it's way to the opposite side of the world. On the other hand, a quick read through the rules is more than ample evidence of what happens when a light-hearted, fun-focused event gets taken seriously enough to be made into a "formal" sport. Not to denigrate the play value of the Australian version, but definitely to be instructed by the transformation of the spirit that gave birth to the game.
I first met Robert Abbott when I was reviewing games for Games Magazine. I was amazed then as I am now by his ability to invent games and puzzles that are innovative, and profoundly challenging. One of the first and best of his games is the card game "Eleusis." It's one of the few card games I know that are based on deductive reasoning. And it's great fun. As is his "equipment-based game" called "What's That On My Head" - another example of how he manages to balance playfulness with the perplexing.
Then there are his mazes. The maze in the illustration is called "Theseus and the Minotaur." You move the red dot. The black dot is the Minotaur, and it has a mind of its own, which, in order not to get virtually gored, you have to figure out. It's one of six, different, interactive mazes that you play online. Bob is a Mensa kind of guy, so don't expect any of his games or puzzles to be "no-brainers." But definitely expect them to be engaging, innovative, and profoundly challenging.
According to this recent study, "diabetics may be better able to process the sugar they consume during meals if they order a side of laughter with their food."
This is just one of a growing body of research that demonstrates that laughter, even when you don't particularly feel like laughing, is good for your health. Much of this research was sparked by Norman Cousins, author of Anatomy of an Illness, who documented how watching films of the Marx Brothers and Candid Camera paved the way for his return to health.
In the last decade, this "laughing for the health of it" has sparked the creation of a new kind of Yoga, developed by Dr. Madan Kataria. Represented in the US by Steve Wilson of The World Laughter Tour, there is now a worldwide movement of "Laughter Clubs" where people meet, and, without cracking a joke, laugh themselves to health.
Though I try to focus my search for fun to those we can have in the flesh, as opposed to via Flash, there's this one site filled with Flash games of such consistently gentle, playful, creative fun failure to bring it to your attention would constitute a disservice to the spirit of play. The site's name: "Orisinal."
Every game on the site is rendered in a soft, dreamlike colors accompanied by happy, almost affectionate musical compositions. Yes, there's shooting and killing, but all done with such playful effects that the fun clearly takes precedence over the fantasy.
There are currently 43 different games available, all for free, all for fun. They're each solid invitations to play. But don't miss out exploring the 21 "experiments" on the bottom of the page, each playing with yet more Flash magic.
While you're clicking around, visit the homepage of Orisinal's creator, artist Ferry Halim. You'll find more games, and be both amused and amazed by his relentless fascination, and clearly deep commitment to the fun of Flash.
Word Sense is a sweet little word game that will keep 2-6 players delicously challenged for ten minutes to an hour of intense but rather joyous competition - especially if everyone shares similar verbal competencies.
The handy plastic carrying case contains 31 letter tiles, two blank dice with stickers, a score pad and pencil. Five of the letter tiles are double letters. There are two versions of the game, one of which requires players to compete simultaneously. We liked this one so much more I'm not even going to tell you about the other version. Which means you won't need the dice.
One player is the Chooser. That player decides how many tiles get turned over (2-5) - the more tiles, the more difficult the challenge. Let's say the Chooser chooses 4 tiles. The other players then pick four tiles, placing them face down in front of them. At a signal from the Chooser, all turn their tiles over. Which might give you something like W D (ED) N (ED being a tile with two letters on it). The challenge - be the first player to shout out a word that uses all of those letters - in any order. A solution: how about UNWEDDED?
We were very pleasantly surprised to discover what a good challenge this little game gave us. There are several variations suggested by the manufacturers. Which is a clear invitation to invent your own.
In answer to the question: what is a Kickbike, I am happy to tell you that you can read all about it online. Here's an owner's manual and here a technical description of the Millenium Racing. Oh, and here's Kickbike USA with videoclips making it vividly clear that Kickbiking is real exercise. Nowhere did I find how fast a Kickbike can go. But maybe that really isn't the point.
Let us begin our journey into Kickbiking with a brief visit to the land of the Kicksled.
"The kicksled originates from Northern Scandinavia, most probably from Jämtland. It got its modern structure in the end of 19th century, evolving from a water or timber sled that could be pushed more easily by elongating the runners backwards. The glide and durability was improved by applying iron coating on the underside. A horizontal handlebar was attached to the vertical supports for pushing stability. Thus the Swedish-style race sled of late 19th century was a sturdy and swift wooden beauty."
As for the kickbike: "In summer 1992 the first prototype series of Kickbike sport scooter were delivered to the members of Ketkupolkka kicksled club test team. After thousands of miles and experience gathered from races Kickbike is the king of the kicking world. The design of a sport scooter bases on the same principles as kicksled design. The motion of kicking foot must be free from obstacles. In addition, the scooter has to be equipped with good brakes. Furthermore, the footboard must be raised just high enough so that it does not constantly hit a typically uneven kicking surface."
It is always delicious to discover a new toy, especially one that invites us back into our bodies and the world.