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libtechreprtchp7

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03/18/2014

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A p p e n d ic e s
A p p e n d ix A
B o a rd G a m e R e c o m m e n d a tio n s
a .
<
R ecom m ended board gam es for
libraries fro m
S c o tt N ic h o ls o n
(C a s e S tu d y 1 )
The following gam es are good exam ples of m odern board
g a m e s th a t a r e re la tiv e ly
sim ple to
le a rn
th a t w o u ld
b e
g o o d a d d itio n s to a lib ra ry . N o t a ll o f th e s e g a m e s h a v e
a il o f t h e
a s p e c ts
lis te d
in
C ase
S tu d y
1, but they
a re
all m ore
im m e rs iv e g a m in g e x p e rie n c e s th a n
tra d itio n a l
gam es. Som e of them

are card gam es or dice gam es, but they are grouped into the larger concept of board gam es. T he first seven gam es are sam ples of th e variety of "fam ily strategy" board gam es, and the final three are other types of gam es.

No Thanks! (Z -M a n G a m e s , 3 -5 p la y e rs , a g e 8
a n d u p , $ 1 0 .0 0 )
^
No Thanks! is an easy-to-!earn card gam e for th ree to five
players. Cards have the num bers 3 through 35, and nine
of them
are random ly
rem oved
before play begins. Each
player starts w ith eleven chips, and each
c h ip h e o r s h e
has at the end of the gam e is w orth

o n e p o in t. T h e to p c a rd is re v e a le d , a n d e a c h p la y e r w ill ta k e a tu r n , to e ith e r g iv e u p o n e c h ip o r ta k e th e c a rd a lo n g w ith

all of the
chips other players have given up, so piayers have to bal-
a n c e th e g o o d p o in ts fro m

c h ip s w ith th e b a d p o in ts fro m c a rd s . C a rd s a re w o rth n e g a tiv e p o in ts e q u a l to th e v a lu e of the card, hut if a player gets cards that are in sequence, o n ly

the lowest num her of the sequence

c o u n ts a g a in s t the player. A t the end of the gam e, the players count their c h ip s a n d

subtract their cards and
th e
p la y e r w ith
th e
best score w ins.
In c a n G o ld(S u n riv e r G a m e s , 3 -8 p la y e rs , a g e 8
a n d u p , S 1 9 .9 5 )
In
In c a n
G o ld , th re e
t o
e ig h t p la y e rs d e lv e
in to
c a v e s

to bring back treasures, but m any hazards lie in w ait to end a player's adventure. There are fifteen treasure cards and fifteen hazard cards of five different types. A card is flip p e d , a n d

if i t i s t r e a s u r e , p l a y e r s d i v i d e t h e
tre a s u re
e v e n ly , le a v in g a n y
rem ainder on
th e

card. Players can th e n c h o o s e to c o n tin u e th e ir jo u rn e y o r to g o b a c k to th e cam p, p ic k in g u p th e le fto v e rs a n d b a n k in g th e ir w in n in g s . T he rem aining players reveal the next card and divide the spoils. If tw o

m a tc h in g
h a z a rd

cards are revealed, then the adventure ends and all players not safely at cam p lose their treasures. C ards are then reshuffled

a fte r re m o v in g
th e
c a rd
that ended
th e
m is s io n , a n d
a new
a d v e n tu re
c o n tin u e s . A fter fiv e jo u rn e y s , th e p la y e r w ith th e m o s t
treasure w ins.
B lo k u s(E d u c a tio n a l In s ig h ts , 2 - 4 p la y e rs , a g e 5
a n d u p , $ 2 9 .9 9 )

T h is c o lo rfu l g a m e is b e s t fo r tw o o r fo u r p la y e rs . P la y e rs have pieces that are com binations of one to five square tiles in various configurations. On a turn, the player puts a piece on a grid starting from

one corner. Future pieces
m u st to u c h
a p la y e r's p re v io u s
pieces by a corner, but
cannot share
a n
e n tire
side w ith
th e ir
previous pieces.
P ia y e rs c o n tin u e
t o
p la y p ie c e s u n til n o
p la y e r h a s a n y
m oves rem aining, and the
player who has gotten

rid of the m ost of their tiles is the w inner. (N ote: T his is a gam e w ith

" p la y e r e lim in a tio n ," b u t s in c e a ty p ic a l g a m e la s ts
less than
tw e n ty
m in u te s , a n
e lim in a te d
p la y e r d o e s n 't
h a v e lo n g to w a it.)
1 0 D a y s in th e
U .S .A .(O ut of the Box G am es,
2 - 4 p la y e r s , a g e 1 0 a n d u p , $ 2 4 .9 9 )

T h is is o n e o f a s e rie s o f g e o g ra p h ic a l g a m e s (w ith o th e r gam es in A frica, A sia, and Europe) that w ere not designed a s e d u c a tio n a l e x p e rie n c e s , b u t c e rta in ly w ill te a c h p la y - ers about the

layout of states and
c o u n trie s a lo n g
th e

way. Players have a rack with ten cards, each showing a s ta te , c o u n try , o r tra n s p o rt. P la y e rs w ill ta k e o n e of th re e face-up cards and replace one of the cards from

their rack
w ith
th e
draw n
c a rd
w ith
th e
goal of putting

s ta te s o r countries that share a border next to each other in the rack. Transports like airplanes can allow a route to jum p a c ro s s th e b o a rd b e fo re c o n tin u in g . T h e w in n e r is th e firs t player to m ake a route such that he or she can start w ith the first card and can trace a connected path using each of the ten cards.

\u2022
..
Z o o lo re tto
(R io G ra n d e G a m e s , 2 -5 p la y e rs , a g e
8 a n d u p , $ 4 4 .9 5 )
.
.

In th is g a m e , tw o to fiv e p la y e rs a re c o lle c tin g a n d b re e d - in g a n im a ls fo r th e ir z o o s . P la y e rs s ta r t w ith th r e e p e n s , e a c h o f w h ic h

c a n
h o ld
a s in g le ty p e of a n im a l. P la y e rs
d ra w
a random
tile , w h ic h w ill b e a n

a n im a l, m o n e y , o r a fo o d s ta n d . A fte r d ra w in g , th e p la y e r w ill p la c e th e tile on one of several trucks. Instead

of drawing

a tile, the player m ay take a truck and the tiles on the truck. Tiles t h a t a p la y e r c a n n o t a c c o m m o d a te in th e ir p e n s w ill g o in to th e p la y e r's b a rn

for later use or sale to others. At th e e n d o f th e g a m e , p la y e rs g e t p o in ts fo r th e ir a n im a ls w ith b o n u s e s fo r fu ll p e n s a n d lo s e p o in ts fo r a n im a ls s till in th e ir b a r n s .

T ic k e t to R id e(D a y s o f W o n d e r, 2 -5 p la y e rs , a g e
8 a n d u p , $ 4 0 .0 0 )
T ic k e t to R id e is com m only recognized as one of th e best

"gatew ay gam es" for players new to m odern board gam es. P la y e rs h a v e s e c re t m is s io n s to c o n n e c t p a irs o f c itie s o n a m ap of N orth A m erica. Cities on the board are connected by paths ofa single color of varying lengths. Players select cards m aking sets of th e sam e color and can play a set of c a r d s to c la im

a route for their exclusive use. As the gam e develops, players get m ore secret routes to com plete, but a s m o re r o u te s a re c la im e d , it b e c o m e s m o re c h a lle n g in g fo r p la y e rs to c o n n e c t th e ir c itie s .

S e ttle rs o f C a ta n(M a y fa ir, 2 -4 p la y e rs , a g e 1 2
a n d u p , S 4 2 .0 0 )
S e ttle r s o fC a ta n w as the first gam e from

Germany that becam e popular in the U nited States in the 1990s. Players are settling a new

island by collecting resources, trading
w ith
e a c h
other, and
b u ild in g
roads, tow ns, cities, and
d e v e lo p m e n ts . P la y e rs g e t v ic to ry p o in ts fo r b u ild in g s a n d
som e developm ents and are trying to be the first person
to reach ten victory points.
H e ro s c a p e( M ilto n B ra d le y , 2 + p la y e rs ,
8 a n d u p , $ 4 4 .9 5 )
H eroscape is different from

the other gam es on the list, and although it is m ore of a pure A m erican gam e, it w ould be a

g re a t a d d itio n
for a
lib ra ry
program . Players
ta k e
control of a set of troops from
v a rio u s tim e p e rio d s a n d

fight over objectives. T he m iniatures that represent troops a re c o lo rfu l a n d d e ta ile d , a n d th e g a m e c o m e s w ith m a n y c u s to m iz a b le

th re e -d im e n s io n a l
s ta c k in g
t e r r a i n
tile s .

O n c e th e g a m e is s e t u p . it is e y e -c a tc h in g a n d is a ls o n o t a c o m p le x g a m e to p la y .AH eroscape s e t u p in th e m id d le of a

lib ra ry
w o u ld
c e rta in ly
d ra w
a tte n tio n
a n d
e x c ite -
m e n t to a g a m in g p ro g ra m .
W its a n d
W a g e rs(N o rth S ta r G a m e s , 3 -2 1 p la y -
e rs , a g e 1 0 a n d u p , $ 2 9 .9 9 )

Party gam es have also evolved over the last decade. The "roll-and-m ove and answ er questions" gam e form at estab- lis h e d

b y
T r iv ia l P u r s u it
has been
re p la c e d
w ith
m ore
dynam ic w ays of interacting. In W itsa n d
W agers,p la y e rs

a re g iv e n a q u e s tio n w ith a n u m \u00e9 ric a ! a n s w e r. A ll p la y e rs w rite dow n a guess, and the guesses are then ranked from lo w

t o
h ig h . P la y e rs th e n
wager on
w h ic h

g u e s s is t h e closest w ithout going over, and w agers placed on th e m ore extrem e guesses pay out at a higher rate. Players can do w ell b y e ith e r k n o w in g th e a n sw e r, k n o w in g w h o a t th e ta b le s h o u ld

k n o w
the answ er, or playing the num erical
spread betw een guesses and the odds.
T u m b lin ' D ic e (Nash Gam es, 2-4 players, age 8
a n d u p , $ 5 9 .9 9 )
T h is a d m itte d ly
n o is y
g a m e w o u ld
be a fun
a d d itio n
t o
a library and is a great exam ple of a gam e that draw s in
players of m any ages. In this gam e, players flick
dice off
a
p la tfo rm . T h e d ic e
r a t t l e
dow n
several stepped
b o a rd
areas and
h o p e fu lly
com e to a stop before going off the
board. The dice are w orth
th e n u m b e r s h o w in g tim e s a
m u ltip lie r, b a s e d
u p o n
h o w
far down
th e y
w ent
b e fo re
s to p p in g .T u m b lin' D ic e lo o k s s im p le b u t is a lo t of fu n .
Gam es purchased byO n is to p tw r
H a rris fo r th e BO C ES p ro g ra m
(C a s e S tu d y 2 )
C a rc c a s s o n e
Focuses on spatial aw areness and
lo n g -te rm
p la n n in g a s
students lay tiles to com plete cities, roads, and farm s.
e
E n c h a n te d F o re s t
A fairy ta le -b a s e d
m e m o riz a tio n
gam e w here young stu-
d e n ts tra v e l a ro u n d
a
b o a rd
fin d in g
C in d e re lla 's s lip p e r
a n d
R a p u n z e l's to w e r
s o
th e y
c a n
reveal them
fo r
th e
k in g .
Q u id d le r
I n
th is w o rd -b u ild in g
gam e, students end
u p
lo o k in g a t
th e ir h a n d
of le tte r c a rd s, th in k in g

a b o u t e v e ry w o rd in th e ir v o c a b u la rie s a n d try in g to c o m e u p w ith th e lo n g e s t w ord or the m ost short w ords.

In c a n
G o ld
.
\u2022
i -
\u2022
S to ry te llin g
fro m
th e
n a rra to r
drives this gam e

of risk m a n a g e m e n t a s e a c h s tu d e n t h a s to d e c id e w h e th e r to g o fo rw ard

to lo o k
for m ore treasure
or turn
b a c k
to k e e p
w hat they have safe.
,
,
L o s t C itie s
A nother gam e of risk
m a n a g e m e n t, b u t fo r tw o
p la y e rs
a n d fo c u se d m o re o n m a th a s p la y e rs try to d e c id e if th e y
w ill b e a b le to c o lle c t e n o u g h
points to offset the initial
tw enty points of risk for starting an expedition.
M ax
A c o o p e ra tiv e g a m e fo r v e ry y o u n g s tu d e n ts th a t re q u ire s
c o n v e rs a tio n
a n d
c o lla b o ra tio n
a s p la y e rs w o rk
t o
s a v e
w o o d la n d c r e a tu r e s fro m
M ax th e c a t
S e ttle rso f C a ta n
Geography, econom ics, planning, and
re s o u rc e
m anage-
m ent are all present in this intense gam e of building and
c o n n e c tin g c itie s .
S k a lly w a g g s
T h o u g h
a crazy
p ira te
gam e
o n
th e
surface, this gam e
forces students to read
a n d
in te ra c t w ith
c o m p le x
ru le s
that change based on the cards in play.
T ic k e tt o R id e
S tu d e n ts a re h a v in g fu n
b u ild in g tra in

routes across the c o u n try , b u t te a c h e rs a n d lib ra ria n s k n o w th e y a re le a rn - ing geography, planning, and resource m anagem ent

Q .
<
N u m b e rs L e a g u e

T h is g a m e is p u r e m a th w ra p p e d u p in a w h o le lo t o f fu n a s p la y e rs w o rk to b u ild m is m a tc h e d h e ro s , th e n a d d a n d m u ltip ly th e ir v a lu e s to c a tc h n u m b e re d v illa in s .

e

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