- Do you enjoy reading?
- Watching movies?
- Playing games?
- Does it move you when a pen give birth to a forest?
- Are you fascinated by the creation process?
- Do you want to create emotions?
- Motivation & Enticement are developed by giving players Freedom.
- Freedom is given by limiting the number of Rules & constrains.
- Freedom allows players to be more Honest in they Play & Talk.
- Adapt the Game to the Players Interest to create more engagement.
- Give Meaning early.
- Display Results early.
- Let the Players discover the game’s properties.
- Do not over-suggest.
- If you have a doubt over a specific issue do not mention it.
- Note the Players’ behaviors.
- Each Games contains the same elements:
- Goal
- Win conditions
- Other rules
- Accessories/Tools
- Players
- Time limits
Untie the Noose
- Choose the Noose’s Material.
- Draw a card in the Constrain Pile/Deck.
- Untie the Noose by following the Constrain conditions.
- The Constrain may not be applicable to the Noose’s Material.
- Goal
- Understand the Noose Structure.
- Identify & Categorize Problems.
- Win conditions
- Untie the noose.
- Other rules
- Noose mater change with every new game.
- Metal – Paper
- Use only certain part of anatomy
- Blind Untie
- Constrains
- Many Settings, Substances, maters can be used to create Physico-Chemical constrains.
- Some examples:
- Oil
- Water
- Salt
- Interactions between maters
- Metal – Paper
- Metal – Plastic (soft)
- Metal – Plastic (hard)
- Metal – Plastic (soft – hard)
- Metal – Plastic (hard – soft)
- Argile – Metal
- Argile – Plastic
- Wood – Metal
- Wood – Argile
- Wood – Plastic
- Plasticine/Modelling paste/Humorous Clay
- Players
- Team play
- Blind Untie
- Individual
- Time limits
- Until noose before it dries
- Until noose before it cools down
- Until noose before it becomes rigid
The Hose Pipe
- The Ball is placed in the Middle of the Board.
- The Game starts.
- The Players Blow in the Pipes.
- Goal
- Develop Resilience.
- Develop Endurance.
- Develop non-verbal communication.
- Develop Lung Capacity.
- Control own’s Breathe.
- Win conditions
- Keep the Ball in your Zone until Time limit.
- Break Ball in opponent Zone.
- Board Structure
- The Board is a Disk.
- The Disk is divided in 4 sections by diagonal lines
- Each section divided in half.
- Inner half : Common Space
- Outer half : Player’s Space
- The Ball is in the Middle.
- A Dome covers the Disk.
- 4 Pipes pass through the Dome.
- Other rules
- Accessories/Tools
- Players
- Since players won’t be able to talk, they’ll need to observe the other players behaviors.
- Time limits
Lasso them all
- The 2 Teams form Lines.
- Throw a Coin.
- The 1st Player of the winning line throws her lasso.
- If succeed, same team replays.
- If failure, pass to the 1st Player on the opposite side.
- Goal
- Develop Agility.
- Develop Dexterity.
- Win conditions
- Standard Condition (+1) : Grab all opponents with different lasso.
- Bonus Condition (+3) : Grab all opponents with same lasso.
- Other rules
- You can only tie certain parts of your opponents bodies.
- Authorized parts
- torso
- limbs
- Forbidden parts
- neck
- head
- any other vital part/organ
- Accessories/Tools : Lasso.
- Players : 2 teams.
- Time limits : 10′ per game.
The Round Table
- Pick a Theme
- 1 proposes an idea
- 2 proposes an idea
- 3 proposes an idea
- 4 proposes an idea
- pause
- collect ideas
- 1 proposes an idea based on the precedent Theme
- 2 proposes an idea
- 3 proposes an idea
- 4 proposes an idea
- pause
- collect ideas
- 1 proposes an idea based a Theme opposite to the 2 last ones
- 2 proposes an idea
- 3 proposes an idea
- 4 proposes an idea
- Goal
- Test solutions.
- Establish/Measure Confirmation Bias.
- Win conditions
- Find 2 solutions related to Theme.
- Find 1 solutions opposite to Theme.
- Other rules
- None
- Accessories/Tools
- Deck of Themes (if needed)
- Players : 2+ players.
- Time limits : 10′ per game.
The Flipper
- Round 1
- Pick a Problem.
- 1 proposes an idea.
- 2 proposes an idea.
- 3 proposes an idea based on 1 idea.
- 4 proposes an idea based on 2 idea.
- 1 proposes an idea based on 4 idea.
- 2 proposes an idea based on 3 idea.
- 3 proposes an idea based on 2 idea.
- 4 proposes an idea based on 1 idea.
- Round 2
- Pick a Problem.
- 3 proposes an idea.
- 4 proposes an idea.
- 1 proposes an idea based on 3 idea.
- 2 proposes an idea based on 4 idea.
- 3 proposes an idea based on 2 idea.
- 4 proposes an idea based on 1 idea.
- 1 proposes an idea based on 4 idea.
- 2 proposes an idea based on 3 idea.
- Goal
- Fast resolution.
- Eliminate Hesitation.
- Reduce Lethargy.
- Enhance.
- Win conditions
- Find Ideas Fast.
- Other rules
- None
- Accessories/Tools
- Deck of Themes (if needed).
- You can create a Deck of Ideas, to reuse.
- Players : 4+ players.
- Time limits : 10′ per game.
The Bag
- Write 3 Ideas on 3 pieces of paper (3*3 = 9).
- Place in the bag.
- Shake.
- Each Pull out a piece of paper.
- Reveal.
- Guess who’s had the Idea.
- Goal
- Fast resolution.
- Eliminate Hesitation.
- Understand other Players Behaviors & Interest.
- Enhance collaboration.
- Win conditions
- Guess the Person who written the Idea.
- Other rules
- None
- Accessories/Tools
- Different types of Pens & Inks.
- Stickers.
- You can create a specific language/code.
- Players : 4+ players.
- Time limits : 10′ per game.
- The Ridiculous Box
- The Most ridiculous Ideas may receive more attentions.
- It does not design the winner.
- What matters is to be able to understand other Players Behaviors & Interest.
Back to Board
- Players start away from the Shelter
- Survive on the road to the shelter
- Players determine the Length of the road
- Pick 10 objects in order of importance.
- Hierarchy justification
- Each team member holds 2-3 objects (4-5 players)
- When player dead, object lost
- Object can be lost, destroyed, consumed beforehand
- Goal
- Eliminate Hesitation.
- Understand other Players Behaviors & Interest.
- Enhance collaboration.
- Hierarchize.
- Win conditions
- Pick 10 objects in order of importance.
- Reach the Shelter.
- Other rules
- None
- Accessories/Tools
- Tools
- Flashlight (needs 30′ to recharge),
- Signal flares,
- Solar powered FM receiver, (needs 5′ to recharge)
- Portable heating unit. (needs 60′ to recharge)
- 50 feet of nylon rope,
- Parachute silk,
- Weapons – Two .45 caliber pistols,
- Self-inflating life raft,
- Stellar map,
- Magnetic compass,
- Food & Consumables (enough for the whole trip if used correctly)
- Large Box of Crackers,
- Large tank of water,
- One case of dehydrated milk,
- Two 100-pound tanks of oxygen,
- First aid kit
- Players : 4+ players.
- Time limits : 30′ per game.