Patrick
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to Thinking about Games
Maybe some of my long-ago Boy Scout training stayed with me; I don't
know. But for whatever reason, I like things compact and portable,
and I like to be ready for whatever I'm likely to end up doing. Games
are no exception.
If one carries a deck of cards (or any portable game or game-set)
around, he'll be ready for a spontaneous game, should the opportunity
arise. But if you're stuck waiting in an airport or someplace, and
you don't have the cards, you're limited to something like rock-
scissors-paper or twenty questions or charades. Fine games if you
like them, but they wouldn't be my choices.
Which brings up a key point: you don't want to carry around just any
old game; it ought to be one that you really like playing.
Portability is an obvious factor too, of course. Many games are such
that you might keep a copy in your car. But that doesn't help at
airports or other places where your car is unavailable. Better is a
game you can carry in a backpack, briefcase, or coat pocket. Then
it's right there with you when opportunity knocks.
Next is the question of how well known the game is or how easy it is
to teach. Because if it's not that well known, you're likely to have
to teach it to someone. So, it should be reasonably simple.
It should also be economical when it comes to time and space. It's
not enough to be able to carry the game with you; you have to be able
to set it up and play it wherever you are--in a coffee shop, on an
airplane's tray table, in a restaurant or pub, or anyplace. And you
want to be able to fit the game into a busy schedule, so it has to be
playable over a coffee break or during a lunch hour, for example.
If you might end up playing outdoors--at a picnic, on the beach, at a
campsite, on a backyard deck or patio--the game components should be
able to stand up to the environment. A little wind or humidity
shouldn't spoil the fun, and maybe you'd even want the game to
withstand rain, sand, and spilled drinks. Games like Hive and
dominoes are well suited for this. Most dice games as well--even
backgammon.
You might not want to be limited to playing with just one opponent.
Who knows when you may encounter two or three who want to play?
Ideally your game should be scalable to different size groups. (Here,
Army of Frogs has an advantage over Hive.)
If you're like me, you'll also want a solitaire option. I don't like
carrying something around with me that never gets used--unless it's
essential in an emergency (like a first-aid kit or a spare tire). So,
it'd annoy me to carry a deck of cards in my pocket all year long and
use it only once or twice. I've done that in the past with things
like pocket calendars, and I quickly got out of the habit of carrying
them. But a deck of cards can be used for solitaire (patience); and
if you'll use it for that, it's worth having in your pocket.
An advantage of a solitaire-friendly game is that it may attract
notice. Someone may come along and ask, "Can that game be played by
more than one?" Next thing you know, you're in a "real" game with
others.
And that brings up a final factor: attractiveness. If the game you
tote around and play solo is good-looking, others will take an
interest. Ordinary playing cards are just so-so, but a game with art
on the cards--like Magic, Race for the Galaxy, or Dominion--could have
some crowd appeal.
All of this, however, comes back to the very first point I made: it
has to be a game you really like. Unless you're just desperate to
attract attention and make acquaintances, there's no point playing a
game others might like if you don't care for it yourself.
If your favorite game is too big to carry or too complex to easily
teach, you're stuck looking for other means to enjoy it. It won't be
the kind of game you'll be ready to play anytime, anyplace; you'll
have to arrange a formal gathering.
But if you really like certain card, dice, or domino games--or some
other compact game--you have the advantage of being able to be ready
for a game at a moment's notice, anytime, anyplace.
Then the trick, besides just asking someone to play now and then, is
to make sure you're clear on the rules to the game. It helps if you
practice it regularly, because then you'll be familiar enough with it
to teach effectively. Nothing puts a damper on newfound fun like
dragging out a rulebook and saying, "Well, let's see if I can remind
myself how to play this." You ought to *own* the game you carry
around; playing it should be second nature to you. One of the best
things about the game to the new person across the table from you is
that it comes with a teacher--you--which means he doesn't have to read
any rules or puzzle out how the mechanics work. So, don't just carry
the game around; be sure to stay thoroughly brushed up on it.
Are there any games you take along with you everywhere? Any games
you're ready to play anytime the opportunity arises? Which ones? And
how does it work for you?
--pc