Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, May 18, 2012

Introducing One Thousand Blank White Cards to the Homeschoolers

You have an hour to go with a group of homeschoolers, and the kids have already played Nomic twice. What do you do? You play One Thousand Blank White Cards, of course!

Like Nomic, One Thousand Blank White Cards is a game that seems tailor-made for homeschoolers. Originating in Madison, Wisc., One Thousand Blank White Cards is a game that provides a basic game structure but otherwise allows the players to create the rules as they go. In this case, they do so by filling in blank cards with whatever sort of action, illustration, penalty or other play that they want.

Aside from the creative aspects, the game is fairly basic. Play begins to the dealer's left and continues clockwise, with each person playing a card on either herself or another player, although players are allowed to respond to others' play with further cards. You're allowed to create, alter and even destroy cards however you want, and you can even create cards that evoke the spirit of other card games.

Another group I played One Thousand Blank White Cards with, for instance, saw cards arise with things like "Lose 50 Points If You Don't Have a Water Card." This immediately led to someone creating a "Water" card worth 20 points, and that in turn to a third, "Anti-Water" card. The potential for silliness abounds.

I introduced the game today to Oldest Daughter's logic club after we had completed the day's exercises in critical thinking. I handed each of the students five completely blank cards, explained the basic rules, and let them indulge themselves. Once they had completed their cards, I shuffled the deck, mixed in a few more blank cards, and dealt the first hand.

We played this last weekend at a friend's house, and since everyone playing was in her mid-30s or later, the cards were silly but tilted toward the witty. We had a few cards that said things like "Swap cards with the person on your left" and "Trade places with someone else," but the majority said things like "Sing a Happy Song About Leprosy" and "Tell a Story About Your Teddy Bear." (I interrupted that one with a card that said, simply, "Shut up.")

Play today reflected the age of the players accordingly. They created a lot of cards that involved mildly humiliating or annoying tasks like "Crawl Like a Worm for a Minute" and "Hop Up and Down Until the Game Ends." (I saved that player after a few seconds with a card that read, simply, "Game Over.")

There were a number of cards that referred to specific players, like "Give Card to Joe," which led to some creative arguments among players as to which card should be given to Joe, that card or another one.

The phenomenon I found most interesting was the way players began creating cards to adapt their playing strategies to one another. Fifteen minutes into the game, there were cards being played that read in part "Play Right Away," thus allowing them to interrupt on someone else's turn; or "Card May Not Be Edited," so the player could be guaranteed her way. (Unfortunately for her, someone else played an Override card that allowed the card to be edited anyway.)

The game was a hit, mostly because the kids kept making one another do silly or embarrassing things. I am curious how things would have gone had someone played my card "Elves Attack Your Village. Lose 50 Points," especially since I always add nifty illustrations to my cards, but no one played that, so we never got to see whether a game would develop with points as a goal, or around a fantasy theme.

The game broke up when everybody had to go home, but I sent the kids packing with starter decks that consisted of the cards that they had created and the cards that were specific to them. (I have no use for a card that says "Mourn Billy's Lost Dignity," for instance, since there are no Billys in my family, though Billy's family may use it at some point.)

As they left, one of the moms told me that Nomic has been spreading. Not only has her family played it, she's seen her children teaching their other friends how to play it as well.

And now they have something else to share.



Copyright © 2012 by David Learn. Used with permission.


Friday, April 27, 2012

Introducing needless complexity into Nomic

For those who are keeping track of these things, we continued to play Nomic today at our homeschooling logic club.

Nomic is a game of self-governance, created in 1982 by philosopher Peter Suber. Like any other folk game, there are a number of variants, but the version I am most familiar with and taught to the children begins with exactly one rule: that it takes a two-thirds majority to change the rules. We played the game last week, and even though I was introducing it to a group of preteens, the game was very well received.

We continued our previous session, and though we passed fewer rules this time than previously, we still had a good time. The new rules passed are as follows.

21. Firstly, if Billy is not present, then the writer must go first. For purposes of Rule 11, the computer counts as paper and the person operating the computer counts as the writer. Secondly, if a rule is proposed, it must be voted on unless the person proposing the rule decides to withdraw it. Thirdly, the turn changes to the next person once the vote has been cast. (This rule represents an interesting development in how the kids were viewing the game. They realized that, according to Rule 5, Billy should go first -- but Billy was absent that day. Additionally, since I had transcribed the rules to the computer and they weren't using pen and ink, they had to confront an unexpected shortcoming of their rules by redefining their terms. But most significantly, this is a rule that addresses multiple, unrelated problems at the same time. That's a huge leap in complexity.)

22. Rules pass by a simple majority. (They were doing the math and realized three-fifths might not always be easy if we didn't have five players.)

23. Turn passes by the roll of a die, rather than to the next person in the circle. (My idea. I keep trying to give the game more unexpected twists and changes, to keep people on their toes.)

24. You cannot have a turn three times in a row, no matter how the die rolls. (Oldest Daughter's suggestion. She had proposed the turn limit last week, but her effort failed when everyone favored the idea of turns rotating clockwise instead.)

25. Rules 2 5, and 7 do not go into effect until quarter past three. (I inject more chaos. Note that only two rules have been passed since my last turn. This is due in part to the X factor introduced by the roll of the die, but also because it was becoming harder to reach consensus on what rules to make, now that the basic fairness issues had been resolved.)

26. E____'s father does not have to vote on any of her rules. (There were a couple failed efforts to pass rules between Rule 25 and this one. Ironically, I was able to get my daughter's blank-check support for this rule by telling her I would support the next rule she proposed.)

27. David Diez and Mary (Joe's mother) may join the game; also, Rule 25 is no longer in effect. (The kids all thought Rule 26 was funny, but they also agreed with my daughter that it was a sneaky sort of thing to do.)

28. (I called for a vote on this rule before Joe could propose anything. The vote passed 5-1.)

The game was a hit the second week in a row, but at this point, I have no plans to continue it. Next time we meet, we will play a similar game a friend of mine in California has introduced me to, called 1,000 Blank White Cards. It looks interesting.



Copyright © 2012 by David Learn. Used with permission.


Sunday, April 22, 2012

Introducing a group of homeschoolers to Nomic

When you have four children at your house for two hours, and only one hour of planned activities, what do you do? You play Nomic, of course!

Created in 1982 by philosopher Peter Suber, Nomic is an exercise in self-governance, quite literally. It begins with only one rule, that it takes a two-thirds majority to change the rules. Given that I was introducing it to a group of preteens who for months had been ending their weekly logic class with games like Munchkin and Pandemic, I wasn't sure if this game would fly, but it was very well received.

The game is still in its early stages of development, but it has the potential to become a major lesson in consensus-building, compromise, and parliamentary procedure -- in short, it's an interesting hands-on lesson in how government works A quick overview of the rules will reveal that the kids for the most part so far have been concerned with being fair and giving everyone a chance to be heard.

Nomic is one of those games you hear about, and tuck away for the appropriate time to play. I had heard about it in 1997 from one of my wife's classmates in college. A friend of mine ran a game on Delphi Forums several years ago, but the nature of the forum made it hard for the game to advance much. When I started homeschooling Oldest Daughter two years ago, I knew I'd have to introduce it to some other kids someday.

Someday was Friday. We played for about an hour, amid a lot of laughter and merriment, without rolling a single die, moving a single token around a board, or playing a single card.

The kids had so much fun that they want to continue the game the next time we meet. I'm wondering how long it will take them to realize that they can introduce more complex rules, and even start making deals with other players to gain support for personally favored rules; or how long it will take them to start arguing over what exactly a rule means, and trying to initiate massive reforms to simplify the rule structure.

I'm also wondering if the game will at some point progress beyond merely passing rules. One adult, after hearing about the game, immediately grasped its potential for a drinking game. (That one, at least, I hope does not occur to the kids for some time to come.)


The rules:

0. A two-thirds majority is required to change the rules.

1. A three-fifths majority is needed to change the rules. (They added this because they wanted me to participate, and thought that a simple majority would be easier than a two-thirds supermajority. Interestingly, they made the rule specify a "three-fifths majority," instead of a "simple majority," which could have implications down the road, should the group increase in size a few people.)

2. Isaac has to write the new rules. (That was my suggestion. The rule immediately passed, 4-1, with Isaac casting the lone dissenting vote.)

3. We have to discuss all rules before they are made.

4. We cannot eat Joe. (The club is about developing logic and critical thinking skills. An hour earlier, I had illustrated false connections with the statements "Pigs exist. Joe exists. Therefore, Joe is a pig." Now as I was asking the kids if they wanted anything for a snack, I mentioned that we had bacon, and let my eyes linger meaningfully over Joe.)

5. We will vote on Billy's rule first. (I had proposed a rule that we take turns suggesting rules. While this was on the table, Oldest Daughter suggested limiting the number of rules anyone could introduce to three in a row. Billy in turn suggested that we vote on my rule before Oldest Daughter's, since mine had been suggested first. Since the rules failed to specify an order for how to entertain multiple motions, it was decided we should vote first on Billy's proposal to vote on my proposed rule. Ironically, this meant that we voted on Billy's rule second, but I didn't want to muddy the waters even further, so I kept that observation to myself.)

6. We vote on the first rule that was proposed (This is where they started introducing a sense of order to how the game would work; up until this point, it had been a free-for-all.)

7. We take turns proposing new rules, going in a circle.

8. The first person to propose a rule is Billy, and we go clockwise.

9. You can change your rule that you are proposing before it is voted on.

10. Every five minutes we switch seats. (This was my idea. I wanted to show the kids that we could make the game about more than just changing rules.)

11. The writer is the person in the chair in front of the paper. (This was Isaac's idea. Poor boy had been writing down rules for about 20 minutes. He was a good sport about it, though.)

12. Whenever a rule is passed, we must clap three times. (One of the kids had started to see the potential the game has for more than just passing rules.)

13. When a rule is suggested, the person on the left calls the end of the discussion -- unless the person on the left is the writer, in which case it is the person on the right. (Here is their first effort to ensure that every proposal gets fair consideration. I plan to demonstrate the flaw in this rule next week, by calling for a vote as soon as the rule is suggested, before anyone has a chance to discuss it.)

14. All rules must be numbered.

15. If your parent has come, you can go. (One of the other parents had come to collect her son and two other boys. I pointed out that there was no provision for people to leave yet.)

16. Amend Rule 15 to say "ride." (This came after I pointed out that under our rules, only Billy could leave, since Joe and Isaac's moms hadn't come for them -- just their ride.)

17. Anyone who breaks the rules must squawk like a chicken. (We realized that no one had been clapping when rules were passed, in clear violation of Rule 12. So here we have our first attempt at enforcement with consequences.)

18. The writer will set the timer.

19. We stop the game when the first person leaves.

20. When you forget to clap, you must take the writer's seat. If multiple people forget to clap, the last one to touch their nose is the one to take the writer's seat. If you forget to clap and you are in the writer's seat, then you cannot switch when the timer goes off.



Copyright © 2012 by David Learn. Used with permission.