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The Insider's Guide to Malcocinado, Spain

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Game Ideas

I spent a lot of my youth inventing games. The following are some of the ones I recall.

Scrambled Countries of Europe and Africa (illustrated by Adrian) 2011

Platypus (invented by Adrian -- for young children) 2007

Free Trade 1993

Claude (card game) 1977?

Frontier 1977?

Pencil and paper games for kids

Ghost (not mine)

Blind Race (not mine)

Hex (not mine)

Triangulate 1976?

Word puzzle (for adults)

Boggleback 1981?

Word Links 1978?

Auction Action 1995?

Scrambled Countries of Europe (or "Eurosmack")
October 2011

Our kids really enjoyed a game we bought called Scrambled States of America from Gamewright. So they decided to create a version for Europe. Adrian (12) did all the artwork and Teo (9) did his share of the countries. It's highly educational, but that can't be helped.

  • Click here and print it out on a color printer. It includes instructions, 4 pages of country cards, 3 pages of play cards, and two maps of Europe.
  • Put the 4 pages of country cards back in the printer, then click here and print this on the back to distinguish them from the play cards.
  • Next, have the kids cut out all the cards. Then you're ready: just follow the instructions and play!

Afrosmack
October 2012

Here's our version for Africa:

  • Click here and print it out on a color printer. It includes instructions, 4 pages of country cards, 3 pages of play cards, and two maps of Africa.
  • Put the 4 pages of country cards back in the printer, then click here and print this on the back to distinguish them from the play cards.
  • Next, have the kids cut out all the cards. Then you're ready: just follow the instructions and play!

 

Platypus
19 February 2008

Dear Sir/Madam,

Please consider the following game idea.

It's for children ages 3 - 9. It allows children to invent their own simple games, using cardboard puzzle pieces to form the game. Each interlocking piece is square with one "male" side, and three "female" sides. That allows the puzzle pieces to be put together any way the children like, with zigzagging or a long loop.

---------------------- PARTS - 48 puzzle pieces: 6 groups of 8. Each group has a background color, and each has an animal drawn on it. Below is the animal's name. Above left is the phylum, class, and order. Above right is the population, speed, and length. - 1 die - 1 start piece - 1 end piece - 1 shortcut piece (the size of 2 squares) - 6 game markers in each of the 6 colors - 8 blank puzzle pieces

THE SETUP Players work together to build a long, winding path out of the puzzle pieces. They can use the shortcut piece to add a shortcut where the path is close together.

Then players work together to decide on the rules. They can invent any rules they wish. Some examples: - If you land on an animal matching your color, advance to the next space of that color. - If you land on a fish, you advance 2 spaces. - If you land on an opponent, the opponent goes back 3 spaces. - If you land on an extinct animal (population: 0), you lose a turn. - If you land on a fast animal, roll again. (The faster ones are printed in green, the slower ones in red). - If you land on a small animal, you swap positions with the person on your right. (The small ones are printed in red, the big ones in green.)

We suggest the following fixed rules: - If more than one rule applies to a space, the player only applies one (their choice). - No more than 2 or 3 rules -- better to keep it simple. - You can only take the shortcut if your marker ends up on the shortcut.

You can do whatever you like with the blank pieces: save a few if pieces get lost, draw more animals or invented animals with special rules, add fixed instruction pieces (advance 3 spaces), whatever. We recommend saving them until you have played a lot.

THE PLAY The youngest player rolls the die, and moves that many spaces. Play continues clockwise. First player to reach the end wins. ------------------

That's it. A simple idea, but it has good selling points: - Imagination: The kids invent the game themselves. - Negotiation: They need to work together on the setup and rules. - Many things in one: A puzzle, a game, an art project. - Educational: It will give an idea of animal types and useful stats. (And I find that as an adult, the real (though approximate) data of population, speed, and length is enough to keep my mind occupied while playing the game with the kids.)

I've done a lot of game inventing in my life, though it was my older boy, Adrian, who came up with this idea. The theme could be dinosaurs to capture the dinosaur-obsessed market, but I like the idea of mixing extinct and current animals in this age of diminishing species to increase children's understanding. I know Adrian as a 6-year-old would have pored over such a game for hours, just putting the pieces in order by one of the stats.

If you've read this far and are interested, as I say, I relinquish all rights. I'd just like to see a good idea come to fruition. The only things I request are: - that you give me one more round of input, then you can change it all as you see fit. - that you send us a few copies of the game, once published.

I have only sent this idea to Ravensburger, since I appreciate the quality of the products you make, and I know that you specialize in making puzzles. I don't plan to send this idea to anyone else.

In any case, thank you very much for reading my email and for considering the idea.

Kind regards, Tom Strong (Spain) +34 932 155393

Free Trade

This is a noisy game where everyone tries to trade with the other players. I sent a videotape of my friends playing this game to a couple of game companies. Now I'm hoping my kids will in a few years pass the game around in college. I need to locate a set of rules for the game.

Claude

A solitaire card game I invented in my teens.

The setup
Remove jacks and kings from the deck. The suit of the cards has no importance.

The play
Put five cards in a row. Above this line are the x1 stack and the x2 stack. Above this line are the x3 stack and the x4 stack. Cards in the row of five do not get stacked. During play, you either move a card from the row of five up to either the x1 or x2 stack, or turn up a card from the deck and put it either in an empty slot in the row of five or play it directly on the x1 or x2 stack. If you play a card from the deck directly to the x1 or x2 stack, then you can move that stack up to the next stack (x1 goes to the x3 stack, and x2 goes to the x4 stack).

When playing to the x1 or x2 stack, you may only play onto a card in sequence (only a 6 or an 8 onto a 7, only a 9 onto a 10, only a 2 onto an ace -- consider an ace as a 1).

When moving a stack up to the x3 or x4 stack, you move the full stack. x1 and x2 are empty, and you can move any card from the row of five to the x1 or x2 slot. When moving a stack up to the x3 or x4 stack, keep it slightly offset from previous stacks, so you can keep track of bonuses. If you have 8 cards or more in any stack, you get a bonus of 10 points (16 or more for a bonus of 20 points). You may not count cards in the x1 or x2 stack before deciding to move them (keep track). If you have less than 3 cards in any stack then you do not get any credit for these cards.

If you are unable to play any cards in your row of five, then you can move one of these cards or move the x1 or x2 stack (you won't get credit for it) to a stack on the side called the penalty stack. At then end of the game, each card (or stack from x1/x2) in the penalty stack counts as minus 10.

Queens are wild cards. However, as soon as you get one, you must put it in the x1 or x2 stack and either move the stack up or put a card from the row on top of it, considering the queen as a particular number (for instance, if you put a queen on a 4, you may only put a 2, 4, or 6 on top of the queen).

The scoring
Play ends when there are no more cards in the deck. Add up the penalties and bonuses, then multiply each stack by its appropriate number and add it all toghether. Remember, any stack with less than 3 cards is not counted (nor are any remaining cards in the row of five). A score above 140 is good; a score below 110 is bad.

I played this game a fair amount. The downside is the complicated scoring -- it would work well as a computer game.

Frontier

I picked up styrofoam packaging and turned it into a gameboard. The idea was you pick up cards until you have enough to make a bunch of moves and surround an opponent's unit(s), kind of like a less abstract version of Go. The good idea was that if you move up to a "mountain", from there you can spawn: create as many duplicates of that unit as you like. I thought highly enough of the game to try to create a computer version of it, in order to learn the "C" programming language -- a project I never finished, though I remember the program created attractive fractal-based topographical maps.

Ghost A fine game that I played with my teacher in fifth grade. The first player writes a letter. Each player in turn adds a letter before or after. You try not to make a word, but you must have a word in mind. If you think the other player doesn't have a word in mind, you can challenge. For example, my crowing moment with my teacher was: I started with B, he made it DB, my turn: EDB, his turn EDBU (thinking of BEDBUG), my turn REDBU, he challenged. My word was REDBUD, a type of tree.

Blind Race Another game from my school. Draw a squiggly racetrack, with maybe a few "puddles" in it. One player places their pen at the starting line, studies the track, then closes their eyes and draws a line. When their line goes outside the track, the other person yells STOP, then it's the other player's turn. On your next turn, you start from the point where you went out.

Hex

Two-person game.
Bought a pad of this game once: simple and engaging. With a diamond of 20 hexagons by 20 hexagons or so, one player tries to draw a continuous line between west and east, the other tries to draw a continuous line between north and south.

Triangulate

Two-person game. Draw a random grid of dots, in rows and columns 2, 3, or 4 across or down, say something like this:
.
....
..
.
On each player's turn, both players show one finger or two (after saying "X's turn. One, two, three, shoot"). If the fingers don't match, play passes to the other player's turn. If the fingers match, the player whose turn it is, draws one line between two dots, or two lines between two pairs of dots, depending on how many fingers both players showed. After each line drawn, the player counts how many triangles were formed using this line. Only triangles that connect three dots count! If two lines cross, but there's no dot at that intersection, then that cannot form the point of a triangle. Once all possible lines are made, players count up their points.

Boggleback

This puzzle is based on the game Boggle. A player has written down the following words, after playing a game of boggle:

toad
body
flame
land
mark
foal
damn
tone
seal
spot
spin
board

Can you reconstruct the 4x4 boggle grid of letters that were used for this game? The answer can arrived at through logical means. No trial and error is required. See answer.

Now try this one:

lynx
wary
tray
sank
spear
ibex
cube
beta
want
bent

See answer.

Wordlinks

The goal is to build the shortest chain between two words. At each step of the chain, you can either remove one letter, add one letter, or change one letter. For instance, to go from SHORT to TALL:

short
sort
sore
sole
sale
tale
tall

Now try A STITCH IN TIME (going from A to STITCH to IN to TIME). The answer I have is 17 steps long. When you're on a boring trip, take a random phrase and see who can come up with the shortest chain.

Auction Action
A game for 3 to 10 players. Pencil, paper, egg timer, and a dictionary required.

How to link See "Wordlinks" above.

The play
One person is declared "auctioneer". That person finds a sentence in a book and reads off the first two words. Everyone (including the auctioneer) then tries to find a link. If you think the link can be done in 8 steps, yell "8". This is called a bid. Whenever someone yells a number, the auctioneer confirms their bid by pointing to that person and repeating their bid. In other words, the auctioneer acts as a referee for determining who bid first. Once the first bid is made, the egg timer is turned over, and bidding continues (as opposed to a real auction, the bid goes lower and lower.) When the egg timer runs out, bidding stops, links are verified, and scoring is done (see below). Then the next round begins: the auctioneer reads the second and third words in the sentence, etc. [If the auctioneer declares himself quick bidder and a neutral person disagrees (or on the contrary, if a neutral person thinks the auctioneer won a bid and didn't says so), then the winning bidder may be changed by consent of the players.]

Scoring
Whoever was able to figure out a link matching the final bid receives that many points. In addition, those who gave the final three winning bids receive a bonus of 5 points each. For example, Greg bids 9, then Julie bids 8, then Tom bids 7, then Julie bids 6, then the timer runs out. Julie, Jane, and Tom all have found a link with 6 steps, so each receives 6 points. The final three bidders are Julie, Tom, and Julie (again), so Julie gets a bonus of 10 points, and Tom gets a bonus of 5 points.

The play, part II
If during the bidding someone makes a bid that someone else thinks is not possible, that person may say "that's impossible. I bid x". If other people think the bid is possible, they may not rebid the same number; they may only bid below the original number. Those who give wrong bids receive zero for the round. For example, Julie bids 10, Bob bids 8, Greg says "impossible. I bid 9". (Ath this point, no one may bid 8.) Julie then bids 7, and the timer runs out. Suppose Julie's link is invalid. The shortest link is 9. So Julie gets 0, Bob 0, Greg 9 + 5. (All others with a link of 9 get 9 points also.) If the shortest link were 8, then Julie gets 0, Bob 8, Greg 0. If the shortest link is indeed 7, then Julie gets 7 + 10, Bob 5 (if he got it), Greg 0.

How to link, part II
It may be impossible to link two words. Then you're allowed at one step to change, add or remove 2 letters. The bid for this is "x with a double". You may not combine a change and an add for a double (i.e. you can't go from "rate" to "ratio" for the double). If it's still impossible. You may need to change 2 letters in 2 different steps ("x with 2 doubles") or one step changing 3 letters ("x with a triple"). Which bid wins? It's the opposite of poker: a straight bid is better than any with a double, which is better than one with various doubles, which is better than one with a triple, etc.
Example: for "love" -> "potion":
love
rove
rave
rate
rat
ratio (double)
ration
nation
notion
potion This is "9 with a double".

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