Thursday, July 2, 2009

Games? Game Night?

One of the founding principals of the first Porterhills was taking advantage of the large group of friends to play some games. Originally, there was capture the flag. Midnight Ghost yielded nearly as many fatalities. Then the greased watermelon reminded us of our age and limitations. Then extreme croquet and volleyball squeezed all remaining zip for life from us. 

While I'm not stupid enough to suggest we revive any of that, there are some lower-impact games that could be fun to play in a group, and might I suggest we try to revive some of the ye olde Porterhill spirit?

Below are some links to a game known as werewolf, or mafia. I thought this could be a good thing to try on the hill or by the fire. Any other suggestions for low-impact, non-competitive, imaginative games?



13 comments:

Ea said...

I love this! I think this would be totally fun and good for the whole group.

and I agree with the sentiment....more games!

JennyJJ said...

Dead Fun!!!! I'm in!

Ea said...

1000 Blank White Cards

This game is right up our alley cos we create the cards, the parameters and add to it as we play.

Create our own game cards. Caption, Sm Drawing (Stick figures are fine), and then explanation. We will each design a handful of cards to start, and have blanks in the deck to design as we go.

Think Calvin Ball meets Lunch Money.

http://bwcgallery.net78.net/index_0001.html

I am feeling this is beyond perfect for us.

Ross said...

Blank White Cards sounds interesting: reminds me of Dictionary, where the creativity is the point, not winning/losing, etc. I'd certainly give it a go.

As a game lover, though, I do like rules and strategy: I wonder how long this could be sustained without it just breaking down into anarchy.

(I also like anarchy, but I don't play games to achieve that!)

Ross said...

PS. What's Calvin Ball?

JennyJJ said...

Ditto Ross!

Ea said...

Calvin Ball was the game Calvin and Hobbes played in many a strip--the basis was basically that there were no rules to start, you made them up as you went along. Sometimes it was baseball/croquette with a treehouse for "base". that sort of non-sensical thing.

For 1000 Blank White Cards, people typically play a modified rummy type set up, but perhaps with lots of variables. If there are sets of things to collect in the deck, that can get spelled out at the begining. Much of it will end up being a bit more random--elements that could evoke UNO-like cards, Catan-Like cards, Mille Bournes, etc. Scoring would end up being based on points (typically-with cards awarding or deducting points), but could also be collecting sets of the Undead Cards or Favorite People from People cards or whatever tickes the fancy of the card maker. Each player keeps a scrap paper to record their own score as they go along, since it will be comprised of multiple pieces. Anyway, I will still be looking to give it a go. I will be happy to send anyone a "starter pack" of blank white cards if they want to make some before PH.

JennyJJ said...

Again, daft scientist-type-- give me an assignment that is specific enough to get me started in some small way so my limited brain can find its way to the right side???

Ea said...

JJJ--take 10 Blank Index Cards (3 X5) and create 10 "playing cards".

They could be as varied as these

The game will evolve from the designations and silliness we create and how thing bounce around inside our 1000 Blank White Cards-Iverse.

JennyJJ said...

OK-- I will!!

Paloma said...

yes to games and games night!!

Ea said...


This is another good 1000 Blank White Cards
link. Good explanation of everything.

Ea said...

Sorry meant to include this too:

A card consists (usually) of a title, a picture and a description of its effect. The title should uniquely identify the card. The picture can be as simple as a stick figure, or as complex as the player likes. The description, or rule, is the part that affects the game. It can award or deny points, cause a player to miss a turn, change the direction of play, or do anything the player can think of. The rules written on cards in play make up the majority of the game's total ruleset.

and this: There are many rule suggestions, but these seem to be the two most popular house rules:

Everyone draws up to 5 cards at the end of his/her turn.
Cards must target a specific player, unless it says otherwise on the card. This keeps cards that weren't meant to be played on everyone from being put down in the middle. It also makes the game much easier to understand.
Other rule suggestions exist that attempt to establish a level of fairness amongst the cards.[2] They are listed as follows:

A card cannot say one player "wins" or another player "loses"
A card cannot give players extra turns
Cards cannot skip more than one turn
Cards can only take one card from a player's hand
Cards can't affect who can create cards or how players create cards
Cards can't take cards from the deck (if you need to draw another card, you have to pass on a turn).
Cards can only do one thing (cards can't gain points, skip a turn, and make a player discard his favorite card all at once)
It is also suggested that players set a limit to the number of points that a single card can give or take away (1000 seems to be a good limit)