SOCIAL/IMPROVISATION GAMES
By Timothy Dickey
Zobmondo!!
Zobmondo!! is called The Crazy Would You Rather Game for a
reason. Various bizarre scenarios are offered or created for players to
discuss and vote on. For instance:
Would you rather always (have to) speak in rhyme, OR, never hear
every third word spoken?
Bizarre, and each one a seriously wacky dilemma. To find out more
(including more crazy questions), click here for the full article in Cool
Companies.
Hear Me Out!
If there was a board game based on the concept of making a board
game, there would have to be a community chest card that said, Congratulations
your
game has just been picked for distribution through select Starbucks stores
nationwide. Go to Easy Street and collect $200.
Real life success may not come that easy, but Hear Me Out!, a new
game created by Seattle-based merchandising company Bensussen Deutsch
& Associates (BD&A) is the latest game to win Starbucks
distinctive distribution deal, and BD&A vice president Michael
Schiller couldnt be more excited.
(Starbucks) customers are exactly the demographic who will enjoy
this game, says Schiller, who co-invented Hear Me Out! with
award-winning gamemaker Michael Stusser (The Doonsbury Game). It
creates a really fun atmosphere among those who are playing, and really
brings out the opinionated and fun side of people.
Hear Me Out! consists of three basic actions represented by
different spaces a player might land on. Survey Says! requires
players to guess how the rest of the group will vote on topics like worst
reasons to get married, or worst movies ever. Sound Bites
asks a player to improvise on topics or situations for 45 seconds: In
your next life, youre coming back as a lizard. What will your life be
like? The player wins points based on his performance.
The third action goes like this: If a player lands on Brainstorm,
all players must free associate on a topic like Wonders of the Ancient
World, or Women Tennis Players. The player gets points if his answers
matches those of others.
Other spaces add a Life-like quality, including Skid Row,
where all points are lost, and Stock Market, where points may be added or
subtracted by the whim of the dice. There is a different method of scoring
on each square, and every player is given a cheat sheet to help them
with the rules until they are learned.
Hear Me Out! is a blast, said Kristin Stanislaw, merchandise
manager, Starbucks. It is a nice fit for Starbucks. Not bad for
BD&A, who also created the merchandise strategy behind last years
two largest grossing movies. Hear Me Out! was released in late-May,
this year.
Dont Make Me Laugh
With many games, laughter is a joyous by-product of play. But in Dont
Make Me Laugh the very object is to earn points with chuckles,
guffaws...even snickers. Brothers Charlie and Bob Paul, who head up the
LoLo Company and designed Dont Make Me Laugh, have created a wacky
improvisation game to end all improvisation games.
Play progresses by rolling the dice and landing on colored spaces.
Matching cards then dole out assignments. Cards come in three categories;
HA HA, HO HO, and HEE HEE. JESTER and HECKLE cards are
thrown in the mix as wild cards.
HA HAs offer points to the group member who performs best at
challenges like, pretend to be a competitive weight lifter. Or two
players are chosen to pretend to do a scene from I Love Lucy.
The player whose turn it is judges and awards points indicated on the
card.
HO HOs work with similar material, but the object is now for the
player to make others laugh to receive points, or for the group to make
the player laugh. Its the player's choice, and either successful party
receives points.
Finally, HEE HEEs fill out the improvisational element by offering a
mostly pantomime challenge; points are awarded to the player who guesses
the topic correctly, and to the player who is charading.
The Paul brother team at Lolo, who are also responsible for Strange But
True and Rohszambo games, set out with the mission of bringing
family and friends together to help them find the simple laughter that is
in all of us.
This very interactive game is supported by a smartly conceived dry
erase board, and an electronic die that begs use the minute the box is
opened up. After the game gets going, however, most of the attention will
be on keeping a straight face.
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