The Game is Afoot

the game is afoot“Check this out!” Katie said to me one morning, holding up her phone. “My friend just posted this to her Instagram!” It was a board game, based on the book Hatchet, designed by Quinn Densmore, a 5th grader in New Mexico.

First of all, wow. Hatchet is a fantastic book. Second of all, WOW! Quinn’s game board was 3-dimensional! Thirdly, what amazing muse inspired him to create a game version of the book? The answer was Kandice Tomanek, his teacher. Clever Ms. Tomanek invited her class to design board games based on their favorite books. I asked if she would be willing to share a few more creations. The whole class voted for their Top 5, which I am delighted to present to you today, in no particular order.


PETER PAN
Designed by Terra Donahue

peter pan designed by terra donahue

Dice rolls move 4 players around the board. Some squares contains a symbol, others a number. If you land on a marked square, you must pick a card with the matching symbol or number and follow its instructions (be they good or bad). The game ends when a player reaches the “Finish Zone,” but the winner is the person who has collected the most gold balls.

I love the way the game board opens into Mermaid Lagoon and Pirate’s Bay. I love that all the famous Neverland landmarks are there. I love the ring of clouds around the top of the tallest mountain. I love the gorgeous compass. And I especially love the upended mermaid tails in the lagoon!


UPSIDE-DOWN MAGIC: STICKS AND STONES
Designed by Ailey Cassidy-Jones

upside down magic stick and stones designed by ailey cassidy-jonesThe goal of this game is to get rid of as many gems as you can before reaching the finish line (i.e. the “Pennies for Potions” square).  No small feat considering that each player starts with 50 gems! As you travel the board, you can either gain or lose gems depending on the space you land on and the cards you draw.

I’m not familiar with the Upside-Down Magic books, but I can absolutely appreciate that the game players are characters from the books (such cool little wooden boxes for each of them!). I also appreciate the math involved as you navigate the board and acquire and lose gems. That and Kitten Ball in the Gymnasium. I need to know what Kitten Ball is!


THE LANDS BEYOND
Designed by Greta Smith

the lands beyond designed by greta smithBased on The Phantom Tollbooth, players begin at the tollbooth but soon encounter the Doldrums. If you roll a 1,3, or 5, you get stuck on the Doldrums. If you roll a 2,4, or 6 you take another path. The game continues to move forward in this quirky fashion, and also includes directional cards that make you stop or allow you to roll again. Waiting at the finish line, of course, are Princesses Rhyme and Reason.

So, how much do you love that beautiful purple tollbooth? And the innovative take on dice roll navigation? As you get close to the Mountains of Ignorance, you’ll notice that the cards change from “Pick a Card” to “Demon Card” as well. So clever. And did you notice the Mathamagician’s pencil?

I can’t resist sneaking a couple Phantom Tollbooth connections in here. Click here to meet the author, and click here to visit Digitopolis, the city of math.


HATCHET
Designed by Quinn Densmore

hatchet designed by quinn densmoreThe object of this game is to get rescued from the wilderness. As you move around the board, you acquire different cards. If you get a fire card you are immune to 1 hypothermia card.  If you get hit by a disaster, you must do what the card instructs (move back, lose a turn, etc.). If you get a rescue card, you are safe from the next attack card. Collect 5 rescue cards, and you win!

Not only is this board a total work of 3-dimesional art, I think Quinn really captured the uncertainty of Brian’s plight in the game play. Because sometimes Brian was just plain unlucky (plane crash, gut cherries, extremely territorial moose). Also, there’s no finish line. You wind your way back and forth through the wilderness until (hopefully) you are rescued. Very cool.


THE HOBOKEN CHICKEN EMERGENCY
Designed by Rebekah Bagwell

hoboken chicken emergency designed by rebekah bagwellI’ve been a Daniel Pinkwater fan since I was 9, so I was thrilled to see this classic book turned into a game. Players race each other to Hokoben City Hall. Along the way, they must follow the directions on each space (if they land on a blank space, they just wait until their turn comes up again). The winner gets to take home a little Henrietta as a pet!

The details on this game are awesome. The players are characters from the book. Rebekah’s labeled the streets, the stores, and locations. There are nods to Bozo, potatoes, the Hoboken Inquirer, and Dr. Hsu Ting Feng. I tip my hat to you, Miss Bagwell.


Many thanks to Ailey, Greta, Quinn, Rebekah, and Terra for sharing their games, and to Kandice Tomanek for organizing the vote and sending the pictures (and just for being an awesome teacher)!

Mindful Mismatching

mindful mismatchingWe’ve created plenty of matching games at story time, but what about an un-matching game? Search under the snow to find 4 leaves for your bird nest. But look carefully – no two leaves can be alike!

We read No Two Alike by Keith Baker (Beach Lane Books, 2011). Two red birds journey through a winter woods, observing everything from snowflakes to animal tracks. Trees, nests, branches, leaves, even patterns on feathers – each thing is different, and that’s something to admire!

You’ll need:

  • 1 small box (mine was 4” x 4” x 4” – a small tissue box works too)
  • Brown and red construction paper
  • 2 toilet paper tubes
  • 2 small feathers, each a different color
  • 2 small triangles of self-adhesive foam
  • 2 pairs of eye stickers
  • 1 un-matching leaf game (more on that below!)
  • Scissors, tape and glue for construction

red birds in nest

We’ll begin with your bird nest! To make the birds, wrap 2 toilet paper tubes with red construction paper. Cut wings from construction paper and attach to the tube. Use triangles of self-adhesive foam for the beaks (or snippets of yellow construction paper). We used eye stickers, but you can also draw the eyes on with marker. In the book, the birds are almost identical (but not quite). So we added two different color feather crests.

two red birdsTo make the nest, cut a box down to 2.5″ and then wrap it with strips of brown construction paper. We used multicultural construction paper, cut into different jagged lengths. Attach the strips to the box with tape or glue.

box nestSet the birds and nest aside for a moment, it’s time for the game! I had some “Fabric Fall Leaves” from Discount School Supply (a pack of 200 costs $6). Katie used a permanent marker to draw 24 sets of leaves. Each set consisted of 4 shapes – a triangle, a rectangle, a circle, and a square.

leaves marked with shapesWe scattered all 96 leaves on top of a brown bed sheet…

leaves on sheetAnd heaped a ton of polyester fill “snow” on top of them.

snow on leaf sheetThe story time kids dug into the snow to find a set of leaves, keeping in mind that the shapes on the leaves could NOT match! I did, however, post drawings of the shapes nearby, so they could remember which shapes they were looking for.

I was worried the game was going to be a crazy digging frenzy but it was actually quite relaxed as kids quietly dug and searched for the leaves to tuck into their nests.

searching for leaves

If you ARE in the mood for matching games, check out our cookie-eating cow,  our shopping spree with a fox, the sweetest little post office ever, and our giant burger relay race!

Magicus Extremos

wand works spell simulation game by jose m rico, background by jeremy goncalvesAre you ready to see something stunning, amazing, and totally, wickedly, cool?

Above are screen shots from the custom Harry Potter game that was featured at our library’s Wand Works event. Set in the Great Hall of Hogwarts, the Spell Simulator allows kids to test 6 spells with their wands. I’ll share the game with you first, and then introduce you to its creator, Princeton University junior José M Rico (who is, incidentally, majoring in Computer Science and co-founder of the gaming company Kapricorn Media).

For starters, we wanted the game to play on a really big screen, have good sound, and have the highest resolution possible. Instead of cobbling something together with our library’s equipment, I did one of the smartest things of my outreach career. I hired NJ Backyard Movies. They brought a huge inflatable screen, big sound speakers, and a terrific projector. Best of all, a tech guy set everything up and stayed during the event to make sure it ran smoothly.

casting a spell 1One by one, kids approached the screen, where 6 spells were displayed on a menu – Bombarda, Glacius, Incendio, Lumos Maxima, Priori Incantatem, and Protego. Once chosen, the screen would briefly display the title of the spell, its use, and its linguistic roots. Then the caster would find themselves in the Great Hall. A sparkling circle would appear. With a flick of the wand and a shout, kids would cast the spell.

Discretely to the side of the spell-casting area, and controlling the game with keystrokes, was José. He wouldn’t activate the spell unless the kids spoke the spell and flicked their wands. And he wouldn’t stop the spell until they raised or lowered their wands. This made the game appear to react to the kids’ movements.

casting a spell 2This photo also caught Téa Wimer, our Curator of Muggle Artifacts, taking a break from her exhibit to check out the game. OK. Ready to see the spells? I highly recommend dimming the lights, cranking up the sound, and viewing these full screen.

 

 

 

 

 


AMAZING, right? I must admit, I was moved to tears when José first showed me his game. The amount of time, care, and talent he put into it is truly touching. At the event, there were huge smiles, gasps of wonder, delighted laughter, and long, slow drawn out exclamations of “Whoaaaaaa….”

José has very generously modified the game so YOU can play it. Yup. Download a Windows or Mac version of the game, for free, right here.


GAME DESIGNER JOSÉ M RICO

jose m rico

Tell us a little about Kapricorn Media…

Kapricorn Media is a two-man game development team. It consists of Luciano Obregon, the artist and designer and my friend since childhood, and me, the programmer. It was officially named and established by us in May of 2016, though it had inadvertently started in spirit years earlier. Luciano and I have always been searching for something in this world. This has led us on a path of creation, discovery, and uncertainty that involved our early immersions into many LEGO worlds, our wooden sword fights, our hand-drawn mini games, our video game mods, and ultimately our own game development team. Kapricorn Media is our next and most mature step in this constant search.

How would you describe your relationship with the Harry Potter books?

The Harry Potter books opened up a rich universe of magic and adventure. Even though I doubt I was even capable of reading at the time the first book was published, I quickly joined the Harry Potter craze as the movies and the later books started to come out. I spent several days trying to look for the perfectly shaped stick to use as a wand, and then casting spells at my friends and imaginary enemies. I remember Luciano and I made our own Marauder’s Map at some point. I also remember having a framed photo of Luciano and me, only I had cut out a picture of Hermione Granger and pasted it on top of Luciano’s face. I had a huge crush on Hermione.

How did you decide which spells to include in the game?

I started out with a huge list of spells, and a limited amount of time to implement them. Some of them, like Wingardium Leviosa or Accio, would have required me to develop more interactive controls. Some of them weren’t as visually interesting, like Alohomora or Expelliarmus by itself. Ultimately, I chose the ones that I thought were most visually striking and made the caster feel most powerful. I also decided to add Protego and Priori Incantatem to vary the mechanics of the game by introducing an opponent.

Describe the process of building one of the spells…

Each spell had three main components: visual effects, the physical effect of the spell, and sound. I usually implemented them in that order. All visual effects involved some sort of particle system, one or more light sources to integrate the particles with the game scene, and a conduit for the spell, usually a missile or beam. The physical effect of the spell was trickiest for Bombarda, since the explosion triggers an expanding shockwave that knocks back all props in the scene. Finally, the sound design consisted of me shifting through free online sound databases. The explosion sound for Glacius, for example, contains modified audio clips of people dumping out lots of ice cubes.

How long did it take to develop the entire game?

The game probably took me a grand total of 70 to 80 hours to develop.

Which spell is your favorite?

My favorite spell is, by far, Priori Incantatem (which is not technically a spell, but more of an “event”). However, the spell with my favorite sound effects is Glacius.

What was the most creative aspect of this game for you?

The most creative aspect was choosing the appropriate way of presenting and controlling the game environment at the actual event. Even though I experimented with several options, including motion capture through webcams and Nintendo Wii remotes, I ultimately decided to do something extremely simple, yet effective. I was the one controlling the pace of the game behind the scenes. The players would point their wands and cast spells, but it would be me actually pressing the buttons and running the show. As such, the result was more of a visual effects slideshow than an actual interactive game, but I believe it was the best choice for this situation.

What was the most difficult thing to develop?

Even though I developed this game under the name of Kapricorn Media, I was mostly on my own, since Luciano was busy working on his own projects and plans at the moment. Therefore, I had to take over the visual design of the game. I had the good fortune of finding an amazing 3D rendition of the Hogwarts Great Hall by French artist Jeremy Goncalves. This scene grounded the aesthetic of the game and allowed me to take concrete decisions about the scene’s lighting and special effects.

How did event attendees react to your game?

The attendees, both children and parents, were impressed by the power of each spell cast! As the button-presser behind the scenes, I got to watch every single player flick their wand and react at the result. I saw plenty of smiles and surprised faces! There was the occasional skeptic who just shrugged and said “oh, it’s just a screen.” Most players tried one or two spells, though some of them got in line over and over again to try them all. The more attentive and talkative ones approached me and quickly realized that I was, in fact, the one controlling the flow of the game.


Many thanks to artist Jeremy Goncalves for allowing us to use his stunning 3D rendition of the Great Hall.