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Let them win: why you should let children win at games.

I want to begin by clarifying: I am not an advocate of mollycoddling children. Mollycuddling? Yes Coddling? No. When under pressure and outnumbered by whingy teens and moany toddlers, I have uttered the words ‘tough’, ‘life is hard’ and ‘get over it’. Often in the same sentence.
 
And, I still maintain you must let them win. More specifically they have to start by winning a higher proportion of games than they lose.
Losing at games is valuable and character building. We use it to foster resilience, but as adults competing against our peers we forget all too quickly what it’s like to play an imbalanced game. As the youngest in a family of four I remember well the people who always beat me and those who let me win. Much as losing is lauded as a necessary and useful experience, how many of us – hand on heart- enjoy a game if we know there is no chance of winning? If you have a game on the shelf which you never, ever win, the odds are it’s not your most played game. The building of resilience alone is not enough to motivate us to play. So, if you want someone to play with in the future, letting them win is essential.
 
By allowing children to win you are doing two things: showing them that they can win and modelling what good losing looks like (hopefully). Showing them that they can win keeps them motivated. It allows them to experience the joy of winning and allows you to reinforce the behaviour of a gracious winner. (Again, hopefully).
 
I am determined to instill these skills in my children. Losing can be disappointing enough but sitting there, nursing your bruised ego as someone victoriously dances around you thrusting a winning hand towards you with the words ‘In your face!’ is the last thing you need. No-one wants that gamer at their table. And for me, I want my children to be inclusive and included.
 
When you allow them to win, it also allows you to be a gracious loser. Congratulate them. Share their joy. Discuss how they won; let them give you tips, regardless of the fact you helped them win. Reset the board , shuffle the cards and show them that defeat can make you more determined than ever.
 
Of course, everything in balance. Don’t let them win every time. I have always viewed it as a sliding scale – as toddlers I made sure they won a good bit more than they lost. They had the best memory in pairs, the keenest observation skills in Dobble and were just generally luckier.
 
As they get older and more proficient, they win less. They don’t notice. They generally take losing in their stride because they know winning is something they can do. By the time they’ve reached the ripe old age of 12, I go for the win every time. With them being steeped in games since birth and having young, agile brains means I get more chances to model being a gracious loser than I might like. I might have been told off by a 10 year old for dropping my final card with the words ‘In your face’. That might have happened. I am only a person after all. But as long as we strive for perfection that’s alright, I think.
So, what happens at your table – are you hard-arsed winners, limp losers or somewhere in between? What balance of wins and losses have you “arranged” with your children over the years? Leave a comment below.


Come along and play some games at a Cards or Die event. I won’t let you win! Unless I lose in which case it was definitely to shield your delicate ego.
Monopoly

Monopoly: why do we hate it so much?

Sunday in our house: all three children have independently settled down to a board game. All of my Enid Blyton fantasies are coming true. But before I can don my frilly apron and serve up lashings of ginger beer, I hear snatches of angry conversation:
‘No. We NEVER play that rule’
‘Well, it is the rule’
‘So…’
Then, an adult voice. My partner shouting above the melee of three indignant children:
‘I don’t even know why you’ve chosen this game!’
 
And then I know. I realise what has happened. Blyton has been ousted by Orwell, or worse still Darwin, as I realise my delightful offspring have embarked on a game of Monopoly: where only the richest, the most ruthless survive in a kind of dystopian hell.
 
Monopoly causes all the strops. It’s true – search Monopoly gifs and there’s Daniel Craig having a strop.
The Auction Rule
We always argue about whether we play this particular rule, and how. It allows you to land on a property you don’t want and sell it to your sister at a hugely inflated price. Because despite the fact you landed on it last turn too and could have just bought it, you waited and bid for it in an auction against two younger siblings before tactically dropping out of the bidding, inflating the price, leaving one younger sister with hardly any money. This is as true in our house now as it was for me about 35 years ago.
 
Losing Money
This is where my 10 year old struggles. When others run out of money, she offers to lend them some (interest free of course). When she runs out of money, she is gleefully declared bankrupt by the others. The combination of glee and defeat generally culminate in the sort of eruption Mount Vesuvius would be proud of.
The Free Parking Issue
Yet another rule row before we even start. Aunty Marie does pool the taxes, fines, etc and if you are lucky enough to land on free parking then you win the money. Again, it is the eldest who protests most loudly that it ‘isn’t even a proper rule’ and furthermore he objects because landing on free parking and scooping the loot is just down to luck. He, like many other gamers objects to games that rely on luck. He doesn’t need luck; he has a ruthless devotion to the rules and a fanatical loyalty to Capitalist principles which is frankly terrifying.
Luck
There’s the rub. A lot of people object to games which rely heavily or solely on luck. There seems to be some shame attached to enjoying something ‘light’. I understand to an extent. Just look at Shut The Box… where’s the joy in repeatedly rolling dice on the off-chance that you roll the right combination, several times, that shuts the box? But… succeed in shutting the box and the joy! The sheer sense of accomplishment! I defy you to stop playing this game when you have just lost by being one single, solitary, soul crushing roll away from shutting the box!
Luck based games can be just as fun and compelling as strategy games and I have no time to feel ashamed of enjoying something.
 
Besides, is Monopoly all luck? Not really. You can be as lucky as you like but play against my son and he will ruin you. He’s12.
So if it’s not luck, why do we hate it?
 
Profit at the cost of others?
This definitely causes the bitterest arguments. Yet, in other games it is accepted. I can deduce and then block or steal your route in Ticket to Ride, and deliberately so. In Coup we gleefully all claim to be the Duke as we save up to assassinate each other. It’s bloody annoying. But no-one cries, storms off and declares they are ‘NEVER playing that again’.
 
In all games, other than cooperative ones, a basic principle is I win therefore you lose. Strategy is twofold: how do I maximise my advantage and how can I do most damage to my opponents?
 
Lack of Rule Clarity?
There are plenty of games where there is fluidity with the rules. Before we start we often establish house rules – perhaps adapted for who is playing or how long we have to play. Sometimes my partner and eldest son will read the rule book anyway but then bow to my superior wisdom* and embrace the house rules.
 
Boggle, for instance, is a game I have for a long time adapted. It is only recently that I have introduced the rule that you cross out and don’t score any word that someone else also has. I have avoided that rule because, as a child, playing against adults and losing is one thing – but scoring zero and having all of your answers invalidated is demoralising in the extreme.
 
For every other game rule adaptation is fine. Yet, in Monopoly, even before we start we are combative.
 
*stubbornness
 
So what is it then? What is our beef with Monopoly?
I don’t know for sure but every time it comes out, I hang up my apron, pack away the vintage tea service and don my body armour. Where does Monopoly live in your house- pride of place on the games shelf or shoved in a cupboard hidden under a deluge of ‘useful’ things you bought from the middle aisle in Lidl?
 
Comtemdrs Rdy?
Sorry, let me remove the mouthguard…
Contenders Ready? Let’s play….
Monopoly Facts
  • Originally named The Landlord’s Game, it was invented by Elizabeth J Magie in 1904 to illustrate the dangers of capitalism and promote socialism – there were two versions, one collaborative, and one competitive.
  • Charles Darrow copied and patented it in 1935
  • Parker Bros. rejected it as it was too complicated
  • In 1936 Waddingtons, Leeds produced Monopoly
  • During the second world war special editions containing silk maps and currency were produced by Waddingtons, Leeds and sent to PoWs.
You can come along to a Cards or Die event and play it or you can play one of my other more popular/ less fighty games.
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Gobblin’ Goblins and the importance of biscuits.

I need to start this review by coming clean. People have understandable reservations about trusting the veracity of some reviews, especially when the reviewer got a free copy of the game. It is true, I did get a free copy but it’s worse than that. I won. I actually won. I even won the first game! All I can say is – bear that in mind as you read the review. My victory doesn’t invalidate the review but it may make it insufferably smug.
I’ve won all the badges!
 
This raises an interesting philosophical question which probably needs exploring in greater depth (lying on a couch maybe). Am I a naturally smug winner or if I won more often would I be less of a ** when I won?
** insert expletive of choice here.
Mmmm, scabs….
 
The first game was such a good first game with so much variety that at no point was the phrase ‘Who shuffled these?’ uttered. I think that’s a pretty good start.
 
Best Bits.
As we know by now, I’m all about the art and I love the art work on these cards. Not only are the Goblin characters beautifully illustrated – hang on, ‘strikingly’ illustrated- but the details on the cards are lovely. Erm… not lovely… brilliant. To quote Mark as he picked up White Dog Poo, “These are disgustingly specific”. Much as though many people reflect nostalgically about the demise of white dog poo, no-one wants it in their hand.
The descriptions of the food add to the entertainment of the game – especially if you read them in your best M&S* voice.
*careful with the letter order there – that’s a different kind of voice altogether.
 
All of the description is well crafted. Having banged on at kids for 17 years about ‘making every word count’ in their writing, I can say that every word on these cards has earned it’s place and I appreciate both the craft and the graft of that.
Sharks? With lazers? Deal me in. Show me where to click.
 
How do you win?
Well, as an accomplished winner I am uniquely placed to explain this. To win (as I did) your Goblin has to gobble the most cards but watch out; gobble the wrong colour or foods your goblin hates and you will lose points. Gobbling fave foods and biscuits, on the other hand, will gain you bonus points. Try to nom the extra tasty biscuit (like I did) to secure your victory.
A good, simple premise. However… your opponents will try to force you to eat foods you are allergic to, will snatch foods from your plate or even make you vomit up part digested foods. Goblins are not only gross, they’re also quite rude.
 
Action cards add enough strategy to make it fun and the interplay of the characters’ special abilities adds depth.
 
I also love that it plays up to 12 people which makes it great for parties. It is already getting lots of love at home and my son took it to his after school games club where it had an equally positive response. I can’t wait to take it to my upcoming events.
 
N.B. I am happy to offer tutorials but unfortunately, I can not guarantee that you, like me, will be a winner. I assume it’s still fun if you lose. Back it and find out!
 
It’s just about to be dished up on Kickstarter – and it’s already ready to serve as far as we’re concerned. Update it smashed the Kickstarter and is available for purchase.
You might also enjoy Arkosa.
Check out their website for more grossness:
https://toonhammer.com/product/gobblin-goblins-card-game/
Come along and play this at a Cards or Die event.
Chronology

Blog the 27th*: in which I review Chronology and justify why I need all these games.

In about May of this year, I hit 150 games. I had aimed to amass this amount because after all I am a travelling games lady. I know there has been some discussion online recently about the gaming community and the pressure people feel to build a large collection of games. Collecting games is not necessary and I want the gaming community to be as inclusive as possible. Gaming can be expensive which is why I focus on offering events than are free to visitors because venues pay me. If it wasn’t for Cards or Die, I would have significantly less games. Instead I would be hanging out at events like mine or games clubs and sharing games with others. I look at it this way, I have loads of games so that you don’t need to.
 
I picture myself as the Dick Van Dyke of gaming – if I can carry it to the event, you can play it. I was never supposed to have the games repertoire of a games cafe – as a mobile operation it’s just not necessary. 150 is plenty. But, I just can’t stop. I’m at just over 190 and this week I’ve realised I need some more vintage games for a First World War event I’ve got coming up.
 
The more I learn about games, the more I come across that I want. This, despite the fact that increasingly, I pick up games and say “Oh this is just a version of <insert retro game here>“. Sometimes I get it anyway – you might want to play it and who am I to stand in your way?
 
But some versions I have not bought. Despite the alluring art work and temptingly different categories, I have resisted the Timeline* Games. Mainly because I have and love its retro twin: Chronology. It’s a lovely, simple to learn and much overlooked game from the 1980s.
 
How to Play
  • Each player starts with a card which details a historical event.
  • Players take turns to draw a card and read it to an opponent who must identify whether it comes before or after the event in front of them.
  • If they are correct, the card is added to their timeline. If not, it goes onto a discard pile.
  • When future cards are drawn players must identify whereabouts in their timeline it is to be played.
  • The first player to build an accurate timeline of 10 cards wins.
Like I said: simple.
The range of dates covered by the cards and the variety of historical events makes this an excellent game. Some events are close together; some you’ve never heard of and some just didn’t happen when you think they did.
 
It lacks the prettiness of Timeline (and if you’ve read previous blogs, you know how important prettiness is!) But I still love it and I think says a lot about a game!
Your turn!
Have a go at putting these 5 events in order… answers on a postcard, by carrier pigeon or social media me @cardsordie. One of my exclusive new badges for winners!
chronologycard1
chronologycard2
chronologycard3
chronologycard4
chronologycard5
*I can’t count – I made this number up.
*please feel free to correct me if I’m wrong – if you think I need a game in my life, I’m always happy to hear suggestions and requests.
 
Come along to a Cards or Die event to try it out.
 
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Ready for something a little more piratey? Tortuga 1667.

Ahoy Landlubbers, settle ye down while I tell ye about Tortugaaarrrhhh. What better day be there for reviewing a pirate game. Why? It’s only talk like a pirate day! Arrrhh-where’s me rum?
Don’t worry I’m packing it in now. There will be no more pirate talk. (Well, maybe a bit).
 
It would be criminal if I did not start with the box. To say it is beautifully presented sells it short. The box is a fake antique book with a distressed leather bound look. Inside there is more than adequate room for the gorgeous play mat, pieces and cards. It couldn’t be any more beautiful. It even closes with a satisfyingly secure thunk. No elastic bands holding this lid on!
Another lovely feature of the game is how well it adheres to the theme. The cards are well designed and beautifully illustrated but just as important is the text: clear instructions with appropriate vocabulary – cards like Cabin Fever, Crow’s Nest all add to the atmosphere of the game which at the end of the day is quite piratey!
 
All ‘brethren of the coast’ (character) cards are based on real pirates which is interesting to read about in the Instruction Booklet. But… once again I find myself faced with two token girl characters. Small mercies – they aren’t busty or simpering. But two?? There are 5 people in my household – 3 girls, 2 boys. To play this game as with so many others one of us will have to be a boy. Maybe it’s deliberate, some sort of cynical preparation for girls, readying them for a future where what’s in the front of your pants decides how much you earn. But more likely it’s just thoughtless, a kind of casual acceptance of everyday sexism. But, as with so many other games we move on from that and enjoy the game.
Roight then landlubbers enough of all this parlez. Let’s gerron with the game…
 
The object of the game is to grab (and keep the other team’s mucky paws off) the treasure. One of the first nice twists is that everyone has loyalty; either French, British or in a nine player game – Dutch. But this loyalty is hidden from all other players. Even your crewmates.
 
In fact there are lots of murky depths* to this game. There are a good variety of actions available to you each turn. You can view events, reveal and resolve events or having viewed events on a previous turn force another player to resolve an event. All complicated by the fact that you want the most treasure for your team but who is really on your side? Loyalties are only revealed once the game is over.
 
*I only said I would try not to be piratey. No-one said anything about crap puns.
Amongst the actions you might catch scurvy and miss a turn, be marooned or maroon other players or blow up a rowing boat (there are only 2!). The roles of Captain, First Mate and Cabin Boy are all up for grabs and can be gained through mutiny or action cards.
 
Vote cards allow players to support an attack, brawl or mutiny. Vote cards can be used judiciously to further your strategy but strategies can be scuppered by backing the wrong crewmate: tricksy.
 
When the Spanish Armada arrives the game ends and the team with the most booty wins.
 
The Facts:
20-40 minutes
2-9 players (we played one 2 player game but it is much better with more players.)
Age: 13+ (It is a reasonably complex game but I’m sure as with all games, familiarity makes it more accessible. I like the fact that you can look through the discard pile. The instructions explicitly state that this is not a memory game which is refreshing to read.)
Albatross. Bloody albatross.
 
Come along and try it at a Cards or Die event.
 
If you’re looking for some background music for your seafaring games you should check out She Shanties – a fabulous rousing shanty crew.
http://sheshanties.com/
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To summerise… how to build character over the Summer Hols without getting cold or wet.

This summer holiday I have added yet more games to the Cards or Die menu of gaming loveliness, most of which have been pocket sized and easy to travel with.
Two of our recent additions are Fluxx (Zombie) and We Didn’t Playtest This At All. Based on similar theories of brutality, speed and chaos they are both great fun and I am convincing myself that they are character building. I’m basing this on the fact that so far everytime we’ve played, at least one of the children has stormed off in a strop or fought back tears of defeat whilst wailing ‘But I had a plan’ or ‘I’d nearly won’. As a parent, I feel I am duty bound to describe this as character building. Amazingly, and perhaps despite their character building qualities, they have all been keen to play both games again.
A quick comparison
 
Zombie Fluxx We Didn’t Playtest This
Playing Time 10-40mins 1-5mins
Players 2-6 2-10
Age 8+ 13+
Difficulty D6 D6*
Predictability Low Low
Fun High High
 
* Basic- you can play this whilst imbibing fine wines
 
Both games allow you to strategise but you must be prepared to adapt, ditching one strategy and adopting a completely new one on a minute by minute basis. And sometimes you will lose just because and there is nothing you could have done to prevent it. Which can feel arbitrary and unfair. Because it is. If you object to Exploding Kittens or Uno on the basis that they are too reliant on luck and not strategic enough then these are not the games for you. But… if you want to build character then look no further.
A bit more summery….
(Summer – summary….do you see what I did there? If you’ve groaned that is the response I wanted. Thank you)

Fluxx

As the name suggests Fluxx is about constant change. Nothing is fixed. You begin with a hand of three cards and The Basic Rules: draw 1 then play 1. From there on in, it all goes to hell in a handcart. Players can introduce new rules which affect how many you draw, play and discard. New rules take effect immediately so if you place a draw 3 card on top of the basic rule card you immediately draw another two cards.
 
Goals
At the beginning you are goal-less. No one knows what they need to do to win. Madness I tell you! As soon as a player places a goal card then this dictates which cards you must have to win. New goals can be placed at any time cancelling out the previous card. One minute you need a shotgun and a chainsaw to win and the next you need a car and some gasoline: one minute you’re squaring up to fight and the next you are running away screaming.
 
Ungoals
Just like a normal goal except if you fulfil these conditions, you all die. The Zombie Apocalypse is complete.
 
Keepers
A good tip is to place these face up in front of you as soon as you can. You will need some random combination of these to win.
 
Actions
Action cards are used once and then discarded. “Simply” follow the instructions on the card to lend yet more chaos to the game.
Creepers
These are played automatically, often have negative effects, and can prevent you from winning.
You can play without the zombies – but who in their right mind would leave these visions of loveliness out?
f you love Fluxx you should definitely give We Didn’t Playtest This At All a go. It has less rules, less structure and less sense. It’s also faster so you’ll be a strong resilient gamer in no time. (Remember when you want to throw the cards at your opponent and scream something sweary about fairness a. life’s not fair and b. it’s character building)
 
We Didn’t Playtest This At All
(Best played with a banana)
To play you draw 2 cards and play 1, following the instructions on the card as you place it.
 
For example, you ask opponents ‘Do you want a present?’ Card types appear more than once so although Yes is a safe answer for one card (who doesn’t like presents) No is a safer answer when the present attacks and kills you. There is barely time to reflect on your safe escape from the reaches of a poisonous gift snake before you are working out whether to put your finger on your nose or not while someone counts to 4.
 
Chaos Cards add extra depth* to the game… for example you may not point, you must address players by a different nickname before each draw.
 
Delicious. Ridiculous. Nonsense. A great party game.
*whimsical twaddle
Come along to a Cards or Die event and try them out.
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Mr Jack (Pocket)- where is Irene Adler?

Ahhh, pressing bits of cardboard out of other bits of cardboard- bliss.
 
Two weeks ago I stumbled across Mr Jack (Pocket) in Just Games – the games shop in Whitby. (Click on the picture above to visit their excellent website.)
As we love 221B Baker Street and Cluedo in our house, it seemed like a good choice. The portable size and the price appealed too.
Mentioning it on twitter, I found that it is already a favourite of lots of gamers and having played it countless times in the scant two weeks we’ve had it, I can see why.
 
The Facts
Players: 2 – Mr Jack and The Inspector
Time: 15mins
Age: 14+
Difficulty: D20
 
While it is easy to learn the basics and easily accessible, you can also play with a lot of strategy. We started off playing in a very straightforward way and soon realised that you can play at a much deeper, more strategic level. Much of this lies in the cleverness of the asymmetry: Mr Jack must avoid detection while The Inspector must discover Mr Jack’s assumed identity before time runs out. The Inspector moves the character tokens around the edge of the board, looking down the alleys for Mr Jack. Meanwhile, Mr Jack must try to either block or maximise their view to stop the Inspector deducing Mr Jack’s identity. The game is well balanced; neither character has any advantage over the other.
Mark considering the strategic brilliance of Mr Jack (Me!).
 
The Inspector is aided by Holmes, Watson and Toby the dog- their sometime accomplice. The use of Toby may please some Holmes purists- I know I saw it as a welcome addition.
 
Despite my disappointment once again at the under (and mis-) representation of women in the game. (And I do mean despite – I was disappointed when I opened it) I do really enjoy the game. Every other element is well considered: the design of the alleyways and blocked routes on individual tiles giving the board endless* variance; the seeming imbalance in turn taking which resolves over two turns; the double sided counters which indicate elements of your turn and the double sided turn tracker which shows hourglasses on the flipside which both Mr Jack and the Inspector are locked in battle for. All in all it is a strategic dream and delightfully compact.
 
*ok. I know there’s some mathematical formula and I could calculate the number of possible variants. I could but I won’t insult your intelligence by doing that for you. I mean I totally could if I wanted. Just so we’re clear.
Perfect to play while you await your tapas (and chips!)
 
This, however, is not a welcome sight. At all.
The aliases Mr Jack assumes are very disappointing. It does not interfere with game play but once again I am presented with manly white men in manly poses and two simpering women who seem to have only breasts and prostitution to offer. Not only is the characterisation of the women tiresome but also why aren’t half the characters female? And why is everyone white? Add to that a rule book that speaks solely to men. Extremely frustrating and so easily remedied.
 
So easy, in fact, I can remedy it for you with some quick googling.
Here are some possible additions to begin to redress the white male bias – click on the images to find out more:
Mary Ann – a notorious murderer. It is believed she murdered 11 children, 3 husbands and her mother among others.

Thomas Jenkins, a ship’s cook, was arrested for refusing to give evidence.

Irene Adler
 
And of course – why on earth would you not have included Irene Adler? She was the only person who Holmes viewed as an intellectual equal – who else could be more likely to give the Inspector, Holmes, Toby and Watson a good run for their money?
“… the best plans of Mr Sherlock Holmes were beaten by a woman’s wit.” A.C. Doyle
 
Maybe this is all the world is waiting for… the right expansion pack.
 
Come along to a Cards or Die event and try it out for yourself.
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That Anxiety Business. Again.

For a long time I adopted the ‘fake it till you make it’ approach to aspects of my mental health. It’s by no means a foolproof solution but it has got me through some difficult moments. It has allowed me to seem more confident than I often am and that in itself can make it easier to succeed. It definitely helps that I believe in Cards or Die passionately. I can look at any event and genuinely think ‘You know what would make this better? Board games. Lots of them.’
 
My most recent anxiety has centred around striking a balance between following up leads and pestering people. I look back on my first round of making contact with potential customers and feel that it was easy, nothing to worry about. Yet, when I give it proper consideration, I know that before I made those contacts I was just as anxious.
 
I find I am locked in a battle with myself. Again. I ought to know from my previous experience that people aren’t that scary. But it’s easy to forget that when you’re about to start pestering them to pay you to do a thing that they may never have realised they needed! And even easier when the anxiety in your brain is greedily licking its tentacles and waiting to ensnare you.
For some these sorts of worries can be countered by a simple internal dialogue:
You: What’s the worst that could happen?
Also you: They say no.
You: There, that’s no big deal is it?
 
But with my anxiety these internal dialogues often play out very differently.
Me: What’s the worst that could happen?
Me: They say no.
Me: There, that’s…
Me: (interrupting) and then they get angry and yell at me about wasting their time and how it’s a ridiculous idea that will never work
Me: But…
Me: And then they pick up the nearest blunt object and I try to run but the door’s locked…
 
And so it goes on. You get the picture. I’m mental. And not always in a fun way.
In the end I have risked the wrath of potential customers. Some people said yes, some said no, no-one attacked me with a blunt object for daring to ask them if they’d like to book me to run board games at their event. Even the ‘no’s have been pleasant encounters – some of them thank me for approaching them, lots of people have wished me luck and said what a great idea it is.
 
So, having fought and maimed this air drawn demon, I then had to face the horror that is follow up contact. As I’ve said past experience alone isn’t enough to placate this creature. It is concerned only with reinforcing negatives and doesn’t allow me to celebrate success for long. But, I drew myself up to my full height and readied myself for battle once more. And, guess what? It turns out that if people have already expressed an interest in booking you they don’t mind you getting in touch. Some of them even thank you- because people are busy and they sometimes just genuinely forget. Hopefully by recording this, in some way I can encourage my brain to remember this for the next phase.
 
I am adept at finding things to worry about and embarking on a new business has given ‘it’ plenty of opportunities to surface. It can be exhausting. But, at the moment I am at a really good positive point. I have contacted strangers, chased them up and they’ve booked me!
 
Why am I sharing this with you? Because if, like me, you’re a bit loopy then next time your brain helpfully kick starts a plethora of worst case scenarios which usually end in a world where cockroaches are the master race, you’ve just got a bit more ammo. You can tell it ‘Hang on- that crazy board games nerd managed it. So can I.’
And if this struggle is not something you regularly endure, then I’m glad. Hopefully you’ve enjoyed reading a little tale of moderate success in a big, scary world.
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Retro Games – and what they reveal about you.

Having scored woefully on a board games quiz: ‘How many 2016 games have you played?’ (about 3 if you’re wondering), I thought I would make my own list. I scored 100%. 50 out of 50. Some people might call it cheating; I like to call it alternative competing.
So… how many of these retro faves have you played? And, more importantly what does this say about you and your future? Complete the quiz to find out.
Click the image for the link:
Score 1-18 Woeful.
You have beautiful skin, an enviable stamp collection and are a long way from experiencing the tropical moments of menopause. Unfortunately you are also unhealthily attached to a squirrel who lives in next door’s garden. Your love is unrequited. This can only end badly. Wear red and attend a Cards or Die event (maybe first Wednesday at The Abbey Inn) to escape your impending doom.
Score 19-35 Average
You are of medium height and can not get heels which fit comfortably. Your stationery drawer is a disgrace – there are pens and paperclips in all of the sections. Last time you packed Monopoly away you did not check carefully enough and have now lost the top hat. That won’t matter until next Thursday when 5 suited strangers arrive at your door and demand to play. Don’t worry, the piece is under the sofa. All will be well.
Score 36- 49 Irritatingly Impressive
Other people aspire to be you: your board games are alphabetical, you are tall and your hair is impervious to rain. But beware – you are one triumphant victory at Operation away from enraging your best friend. Win again and they will beat you to death with the Charlie Horse. Play Pit instead, the cards are not lethal. Also, you are very old.
Score 50 Awesome
Congratulations! You’re me! You are the ultimate winner at life. Your key skills are time optimism, fanatical devotion to stationary and being gracious in defeat. You regularly let people win at games due to your inner beauty and generous spirit. You will win the lottery three months on Wednesday. Do not blow it all on games.

Come along to a Cards or Die event and play some of these classics.
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More tea Vicar? Elevenses: the card game of morning tea.

A light game that you can play between games and it won’t spoil your appetite.
The Basics
Elevenses is a game for 2 to 4 guests. It takes up to 30 minutes, but often less. It is a fine blend of strategy, risk and a dash of luck.
 
As you might expect from any game I’ve chosen, it is beautifully illustrated with willowy 1920s ladies, scrumptious biscuits and a dashing servant.
 
Each round the players vie for sugar cubes. To earn sugar cubes you must have the highest value of cards (indicated by teaspoons in the top right of the card) on display in your spread when someone declares ‘Elevenses!’.
The Clever Bits
 
Low value cards feature an action which benefits you when you place it face up in your spread. One of my favourites is Sugar – when you play this, it enables you to look at all your face down cards at any time while it remains face up in your spread.
 
However, high value cards carry an element of risk. On playing Cakes, for instance, you must show an opponent your hand and they can choose a card to take from you. This means high value cards must be played tactically. The variety of actions you can take is an excellent feature of the game.
 
Instead of playing a card face up, you can swap cards from your kitchen to your spread face down in arrange actions (up to 2 per turn). This allows you to save cards till later in the game. As long as you can remember where you placed them. Obviously, I mean what kind of fool would forget where they had hidden their Elevenses card? *ahem*
 
The Elevenses card can only be played once you have 4 cards face up in your spread and it can not be swapped or exchanged. An important part of the game is watching your opponents closely and deducing when they have Elevenses in their hand and when they plan to play it.
 
A starting server card allows you to keep track of who dealt and played first each round. Essential if, like me you have enough on remembering whose go it is, never mind remembering who dealt!
 
Before you say it, I only forget whose go it is BECAUSE I’m concentrating. I’m not just instagramming pretty pictures or choosing which biscuit I would eat. Mmmmm…. bourbons…. anyway…
 
I also like the fact it comes with a card that summarises each card’s action and shows a plan of your spread. (Are you noticing a theme here?)
 
An Illustration
Me explaining in a suitably posh voice!
Feeling confident? Invite Prue Devine over- she has exacting standards when it comes to morning tea.
 
Once you have mastered the basic game (even I – with my slender grip on reality/ memory – have managed this) you can play with the expansion pack. It comes with the game so you don’t need to shell out any extra shillings.
 
The expansion comprises 6 characters, each worth two spoons. To earn the spoons you must ensure your spread contains their specified cards which will entice your character to stay to tea.
 
Miss Carrington promises to entertain your guests with town gossip as long as you are able to furnish her with sandwiches (crustless, naturally) milk, cups and saucers before someone serves Elevenses.
The expansion adds a good layer of complexity to the game. As well as making sure you keep an eye on other people’s spoons, you also need to track which cards are visible in their spread and consider what they may have in their kitchen. This lends the tea card extra power as when you play it, you can flip an opponent’s card face down.
 
And finally…
 
A final touch which I really appreciated was the use of ‘she’ in the rule book and on the cards. OK so it would be perfect if all rule book writers used the neutral ‘they’ or the more grammatically accurate s/he. But they don’t. And, of course, retro games which I have a large collection of all assume players are male. How could women possibly have time to game when they are doing vital household chores. It was so refreshing to open a rule book where the writer had considered me: a woman, a gamer, an equal.
 
Completely absolutely finally
 
I couldn’t resist pimping up my Elevenses, so if you play with Cards or Die you’ll find Elevenses looks like this… tea on the terrace? Charming.
Join us at a Cards or Die event to play.