Nine Men's Morris - Promo image at Amazon |
What I am doing when I am not doing what's expected of me - a blog for family and casual gaming. I firmly believe all games are educational games in some manner. Board games create friendships, build families and teach social skills. This site is dedicated to helping families and friends find great family games and casual games to play.
A chess tactic in which a player, instead of playing the expected move, first interpolates another move, changing the situation to the player's advantage (such as gaining material or avoiding what would otherwise be a strong continuation for the opponent).
Friday, July 15, 2011
The Gambit – Is Chess Good for Schools?
Friday, July 1, 2011
I am asking too much...
I guess that really means I am a chess teacher, and not a chess coach.
It's Your Move!
Friday, June 24, 2011
Good Camping Game ≠ Good Scout Game
Image by David Detwiler |
Hive is always a huge hit! (Image by Richard van Vugt) |
P.S. - Yes, I know that right now Brandubh is also showing as a game I played recently. I played it with one of the camp councilors. Afterward I gave it to him, since they can never have too many games and they may need something to do on a rainy evening too. It's an ancient game that can be made from a board printed on cardstock and aquarium stones. Let me know if you are interested, and I can shoot you a copy.
Tuesday, May 31, 2011
Memorial Day Gaming - Aliens vs GameGeeks!
Image by Jesus Perez |
Friday, May 27, 2011
Chess and the End of the School Year
- Teaching vs playing
- Basic skills vs more advanced skills
- Motivation vs discouragement
- Accessibility vs focus
- Kids who know nothing about chess, but want to learn,
- Beginners, who can move the pieces, but have no knowledge of tactics or strategy,
- Relatively experienced players, who know a little more and need more of a challenge.
Tuesday, May 24, 2011
Helping Hands
Sadly out of print (image by Patrick Carroll) |
Of course, that's fine with Clue: Little Detective, since you aren't holding a full hand of cards. Managing a hand of cards becomes one of the first game playing skills a child learns. Small hands have a tough time though, particularly with standard sized cards.
Enter the card holder. They come in two main variations.
Promotional image from Gamewright Games. |
Sunnywood rack promotional image |
As it is, we have a set of the first type (literally two disks fastened together), and I am about to purchase two of the second type. No, I don't have arthritis, but there are games where having the cards up where I can see them while my two hands are doing other things would be very convenient. This is particularly true in games where the cards have a lot of text on them. The first game that comes to mind is War of the Ring, but historical card driven war games like For the People (the American Civil War) or political games like 1960: The Making of the President would be helped too. On a more casual game level, I can see using them for themed variants of Risk, like the copy of Risk: Star Wars - Clone War Edition we have.
We need more Star Wars movies so we can have more great games like these! (Photo by Rich Chamberlain) |
It's Your Move!
Tuesday, April 26, 2011
Pecking Order
However, there are kids with different abilities and patience, which results in different lengths of games. As a result, this tournament was threatening to stretch out for the remainder of the year; something that just wouldn’t do. Our spring break is tied to Easter, so I decided that was a good break point at which to end the tournament. Unfortunately, I had kids who had played as few as five games, and some who had played as many as ten. How should I rank them?
I used a traditional scoring method for the games: 1 point for a win, 0 points for a loss, and a ½ point to each player for a draw or stalemate. From that, I could compute the average number of points per game for each child, effectively normalizing the data to one game. Now I had points/game for everyone, ranging from 0.80 pts/g to 0.0 pts/g. Ranking came pretty easily, as the first three slots were unique numbers.
Lewis Chess Queen (Finlay McWalter) |
What did I learn from all of this? I learned three things, two of which are significant:
- Do this at the beginning of the year to provide motivation for everyone. This will also show where the children fall out in terms of “chess education”.
- Chess clocks would be a great help. A 10 minute per game limit would allow for two games per player per week (we meet for an hour) with sufficient time for clean-up.
- Less importantly, it is amazing how many stalemates show up in games at this level! The kids tend to promote pieces to Queens, and then are shy about moving right up against the King and putting the King in check! The result of two Queens and a Rook attacking timidly is very often a stalemate, just because the attacked King has nowhere to go!
It’s Your Move!
Thursday, April 21, 2011
A Second Chance at a First Impression
Since this is so crucial, how does one go about teaching a game? Everyone develops their own method over time, but I do think there are three critical phases that are needed. Within each phase there are more variations, but I personally have three steps within each phase, leading me to the Three-On-Three Method.
The first phase is Study. Long before the game session is to begin, you, as the Game Explainer needs to:
- Become intimately familiar with the parts of game. This starts with unpacking. If the game is being unsealed, this is a great time to punch and bag any counters and cards. (I wrote about card storage a little while ago.) Use this time to take a look at all of the game components; this will make reading the rules clearer.
- Read the rules – several times. This may seem to be obvious and overkill, but many rules aren’t written as clearly as they should be. This is particularly true when the game was developed someplace else in the world; something literally may be lost in the translation. Take a second look at the game components as you read.
- Play the game solitaire. Look at the range for the number of players, and set up the game for somewhere in the middle of that range. Play several turns of each player, until the flow of the game is well understood. As an example, 7 Wonders is a game for 2-7 players, so I will set up for four players and play the game myself. (Hey, I said I didn’t know my stuff, didn’t I?)
- Before everyone comes to the table, set the game up for the correct number of players. This way everyone will be set up correctly, and all of the components will be out where they can be seen in reference to the game board and players.
- Teach the game in layers, becoming more detailed as you go. (Discourage questions until you are through.) Give the storyline for the game; often this can be read from the back of the box or beginning of the rules. Explain the overall objective and victory conditions. Then review the board and components and their role in the game. However, do not explain every detail; keep it to the general effect on the game. Then, discuss what a player will do on their turn. Provide a little more detail, but not every bit.
- Answer relatively simple questions. Often, they will be explained in the next phase. Stay on track and keep moving towards the next phase as quickly as possible.
- Their options can be explored as a group. This lets everyone see how choosing an option plays out, and the short term impact of the choice. Long term impacts, if they are at all understood, can be discussed.
- Details of the components can be explained, including any symbols used. In particular, cards might be used in multiple ways, and each of these ways can be talked about.
- The game should slowly be turned over to players. This is when the last finicky details can be added. For example, if the conditions that end the game are different than the victory conditions, they can be explained here. In Ticket to Ride, the end of the game is triggered by any one player having only two of their 45 markers left. At that point, play goes one more time around the table. Explaining this a few turns into the game provides more context, and is better understood without impact to someone’s strategy.
If the Game Explainer is already a long-time veteran player of the game being introduced, the Study phase can clearly be dropped. The point is to know the subject. Time in class can be traded for experience! However, teaching a new game well will always take some extra effort.
Now it is time for me to follow my own advice. I need to grab 7 Wonders off the shelf and not only become more familiar with the components, but play a solo game too. Until next time…
It’s Your Move!
Friday, April 8, 2011
Cheat Sheets
Tuesday, March 1, 2011
Knightly Devotions
This is my third year of teaching chess in our son’s grade school. Contrary to what I expected, it gets tougher every year. While I have some great ideas I have received from others who have run scholastic chess programs, they are only partially helpful. Many of those programs are aimed at competition, and we just aren’t there. In fact, I have learned there are at least three big obstacles to starting a scholastic chess club: the emotional maturity of the child, the level of chess knowledge they come with, and when they join during the school year.
First of all, let me say that our school chess club is based upon the idea that chess is a classic ability everyone should know, improving logic and problem solving skills and promoting sportsmanship. Subsequently, no one is ever turned away. This principle is largely responsible for this set of problems, so I realize I have made my own bed.
That said, the administration agreed with me at the beginning of the year that primary school children in general would not have the ability to sit still and play chess. Therefore, a child has to be in fourth grade to join. Since the primary is in a separate wing of the school, being “beyond the double doors” has meaning akin to a rite of passage. Using this existing distinction to define the privilege of joining the chess club is accepted more easily. This is not a hard and fast filter; we admitted a second grader based on faculty recommendation and consultation. This boy has shown he already knows how the pieces move and he is focused. At the same time, a fourth grade girl who has been with us all year apparently has not yet learned how all the pieces move. There is some suspicion she is pretending to be confused to gain attention. Even some of the older students cannot remain quiet, and must be reminded they are disturbing other players’ thoughts. The noise and distraction get in the way of teaching, even for the mere ten to fifteen minutes I would like, just as they would in the classroom. Even when a lesson manages to slip in, the difference in maturity shows. Younger players are less likely to move center pawns out early, even when instructed repeatedly. It seems the younger children shy away from the kind of confrontation early center play can start.
Another obstacle is the variation in the children’s “chess maturity”. I currently have students that have never played the game before this year, and I have students that have been in the chess club all three years. Their needs are obviously different. My wife is the school librarian, and acts as the faculty advisor to the group. She is willing to take the new learners and teach them the moves. Our idea at the beginning of the year was that we could divide the group between us, with me teaching the next level of play. However, it has become apparent there are at least three groups that need attention. There are those learning the moves, those learning very basic concepts (control the center of the board, protect the king), and finally the students who are looking at somewhat more advanced ideas (doubled rooks, bad bishops). As this goes forward, I suspect there will be more differentiation.
Add to this the constant inflow of new students to the club, and we sometimes take two steps forward and one step back. It can be a bit frustrating, but I will firmly stand by the commitment to teach anyone who wants to learn, even teachers who show up! More volunteers would be great, but very few people can come in after school.
Most of the chess programs I have seen that are highlighted in the news, or who write about their success, are based on the idea that they will take students who are already chess players and take them to tournaments. There we see the best and brightest. We are far from that goal, though I would love to be able to do that, but my group of kids is just not there yet.
If you have any suggestions, please let me know. What qualifies me as a chess coach for the school is not any great ability to teach, and obviously (if you have been checking out my chess rating on the left) not any fantastic skill in chess. I am just the guy who said “yes”. I would love to hear thoughts on how to make it a better chess experience for all.
Roll on!
Monday, February 7, 2011
Gaming – Opening Moves
We had our share of mass-market games on our shelves: Monopoly, Balderdash, Taboo and Uno. There were also children’s games like Hi, Ho Cherry-O! After playing Ticket to Ride and then Settlers of Catan, I started looking for other games, and stumbled upon the BoardGameGeek website. This website supports an online community of gamers around the globe. With around 50,000 games in the database, it opens up the boardgaming world. After joining in January 2008, I have used this site to find games I love, received answers to questions on rules, and thoroughly enjoyed the hobby beyond just playing games.
Most of my friends and family, though, do not share this passion. Many of them play casually, socially, and it is for them (and you!) that I write this blog. The question many ask is, “What would be a good game for my family and friends to play now and then?”
The first step is to figure out what you have and start playing! Monopoly, Risk and Trivial Pursuit, amongst other commonly found games, can make for memorable evenings even if they are not everyone’s favorite game. (Did you know that stealing is not against the rules in Monopoly? I found out the hard way, and we still tell the story in our family!) As you play, you will start to see what types of games are better for you family. Are there little ones in the family? How much confrontation can the game have before tempers flare? How long can the game be and still keep everyone interested? How complex can it be?
It sounds complicated, but that’s why I am here. In fact, I am going to open up this topic with my first, all-purpose, suggestion: Forbidden Island. It is a cooperative game, which means all players are team up against the workings of the game. For most people, this is a completely new concept, but it is becoming more popular in the gaming world. Players form a team of adventurers, looking to recover ancient artifacts. A long-dead civilization placed these mystical items on the island to keep them from falling into the hands of enemies, and with safeguards in place to keep the artifacts from being taken. Once someone sets foot upon Forbidden Island, it begins to sink into the sea. The players must recover the artifacts and fly off the island before it sinks to win the game. Each player has a unique role on the team, and a corresponding ability, which will help the group in its efforts. Using these different abilities effectively is critical to win, and keeps the game fresh.
This game plays in 30 minutes with up to four players of nearly any age. Because everyone is playing as a team, children can be coached by parents within the spirit and rules of the game. Kids don’t feel like “the loser”, since everyone wins or loses together. It is certainly not a “kid’s game” though; adults will find themselves challenged to win. Forbidden Island will certainly promote a lot of group interaction without confrontation (though there might be some passionate debates!). The artwork and game pieces are wonderful, and it comes in a nice tin box. It is priced very reasonably, and shouldn’t be too hard to find. Bookstore chains were carrying it at Christmas, and online gaming stores will have it in stock.
In upcoming posts I will discuss Ticket to Ride and other good games to start your play.
Roll On!