Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, October 1, 2012

On Games and Nijuin

        I wonder what attracts us to certain games over others?  Depending on the person, games might provide a social opportunity or a solitary escape; players may prefer the thrill of chance or the challenge of skill; people may crave variety and novelty, or consistency and familiarity; some people refuse to play a game they cannot win consistently while others prefer wrestling against the high possibility of failure; what some people call a game, others may call work.   A person may even prefer a different game for a different occasion or in different company.  I, myself, don't play games often (unless one counts tutoring games for work, making up stories, or guessing the age of old books before I look at their publication information).  However, my investigation into renku (as mentioned in a previous post) and my husband's recent birthday present of the game Dominion have gotten me back into playing games.  So far, my own preferences for gaming lie as follows: 

Apples to Apples for large groups of ages 7 and up
Settlers of Catan for groups of 3-6 (with expansion), ages 10 and up
Hide and seek for groups of two or more children, 
provided we have access to good hiding spots
Dominion for adult groups of 2-4, ages 10 and up
Spider Solitaire or Neverwinter Nights by myself

        I've had a difficult time finding players to write nijuin with methe twenty-stanza form of renku--so my esteem for this poetry game is still undecided, pending a complete game or two with a group.  I did, however, finish a solo nijuin and have posted it below.  The game requires linking adjacent stanzas while shifting on to new subjects and moods, and the challenge is increased with the tradition of visiting each of the seasons and proscribed topics (love, the moon, and blossoms) in a particular sequence.  (As this is my first nijuin, I hope any experienced renku writers reading this will pardon whatever failures in form or weaknesses of expression I am sure exist.  I would welcome professional advice for improvements.)

 

An Autumn Nijuin
Composed 28 September to 1 October 2012 
Revised February 2013

1.         a walk alone
           over wind-scattered acorns--
           such noisy thoughts


2.         feeling chilly inside
           and out after the news


3.         father and daughter
debate the forecast under
the autumn moon


4.         making plans
           for the problem child
__________________________


5.         red string
           over, under, and ‘round
           the sleeper


6.         a frisson from a comment
and burning face from a touch


7.         her lowered gaze
           a flirtation or
           consternation?


8.         only much hard proof
           earns a first date


9.         an evening downpour
isn’t enough to drown
these sorrows


10.       whimpers under the bed from
guard dogs afraid of thunder
__________________________


11.       a perfect time for
           a tryst with Jane Austen
           and a mug of tea


12.       languid specks
in the skewed square of sunshine


13.       improbably high,
           a deceptively tiny
           aluminum bird


14.       plowing through
the spotless expanse of white


15.       the pristine world
           silvered in moonlight fulfills
           their Christmas hopes


16.       old Simeon and Anna
rejoice in the temple
__________________________



17.       what a joy
           to see prayers confirmed
           by this sight


18.       the drab landscape with
a robin on a Yield sign


19.       brick and ivy
           hide the adventurer’s
           secret blossoms


20.       wisteria’s velvet stems
           escape the fence



Monday, May 21, 2012

On Ghost Leg

     Sometimes in manga, I'd see characters use an unfamiliar "Ladder Game" (a.k.a. "Ghost Leg" or "Amidakuji") to make decisions or assign tasks.  I couldn't figure out how it worked, so I looked it up on Wikipedia.  I will here demonstrate how it works and leave you to contemplate the interesting logic of why it works:

      One may play Ghost Leg to randomly assign people to chores in a household, roles in a play, or slots in a schedule--usually when the number of people equal the number of items.  Alternately, one can play Ghost Leg solo to randomly decide between several options, such as what ice cream flavor to eat, place to visit, or gift to give.
      Either way, the creator starts by drawing vertical lines equal to the number of participants and/or options, then by writing in the options below each line.  In an equal participants-to-options game, the creator may then either assign the top lines to participants or let them chose their lines; in a solo game, the player will later choose one top line at random. 
Fig. 1
       To finish preparing the game, the creator then draws random horizontal lines called "legs" between pairs of vertical lines (see Fig. 1).  Alternately, the creator may let each participant draw one leg.  I'll note that I've seen cosmetic variations of this game wherein some legs are diagonal or have curly-cues in the middle, which do not affect how the game is played.
      Finally, each player traces a path from the top of their chosen vertical line to the bottom, following each leg that their pencil meets to its linked vertical line, always continuing down to the bottom, thus pairing each starting item at the top with an ending item at the bottom (see Fig. 2).

Fig. 2
      No matter how many legs one adds, this game will always result in a 1:1 ratio; all top and bottom items will be paired without overlaps.  Fascinating, eh?  The game is also simple to make and play.  I think I may use this game in the future in place of "Eenie Meenie Miney Mo."  :)