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Babel and the Quest for Mindfulness.

Mindfulness is defined in the Oxford dictionary as ‘a mental state achieved by focusing one’s awareness on the present moment, while calmly acknowledging and accepting one’s feelings, thoughts, and bodily sensations, used as a therapeutic technique.’
 
Games can be a lovely mindful activity. A well chosen game allows you to be fully absorbed in the activity of play – it demands enough of your attention to hold your attention without being too demanding. When we see children playing they are completely mindful, totally in the moment and it would be lovely to be able to capture that feeling as adults and the right game can help us do just that. Of course, the right choice of game depends on individual preference as well as other factors. If engaging with others is causing stress or anxiety then a game that is gently competitive where you focus on what you are doing and don’t need to consider others may be the right choice. Games like Azul, Calico, Fire in the Library, Dice Hospital, Takenoko and Carcassonne can all be played in this way. I often prefer games like this. I would rather focus on maximising my score rather than using energy trying to mess up other people. Often, in games where you are choosing a tile or card from a shared pool, deliberately choosing one your opponent wants means you don’t get the best one for you either.
 
In addition to the style of play, I prefer tactile components if I am looking to games for a mindful experience. Beautiful counters that you can turn over in your hands like the deliciously weighted counters of Splendor, or the careful building of bamboo towers in Takenoko help to immerse you in the game. In addition, artwork like the quilts in Calico or Patchwork, or the glint of the sun stones in Latice lend a contemplative beauty to the experience. A well chosen game will allow you to engage your senses and really dwell in the moment.
 
There are also games that can be played solo allowing you to be completely immersed in what you are doing – like Assembly, Spirits of the Forest or some of the Ell deck games. I particularly enjoy Spirits of the Forest as although it is quite thinky you don’t have lots of different things to concentrate on, you are just collecting sets of cards.
 
Whenever I am looking for ideas a quick tweet usually yields a lot of different suggestions. It was a tweet asking people which games they consider ‘mindful’ that led me to Babel and I’m delighted to have found it. It was a mindful activity and so much more too. Babel is like a solo role playing game with creative writing stimuli as well as being a strong game too. It describes itself as ‘A solo game of language and reality’.
 
To play Babel, as well as the game booklet, you will need:
  • a Jenga tower (or similar),
  • pen or pencil,
  • journal,
  • pack of cards, (you don’t have to have vintage ones)
  • six sided die,
  • letter tiles (I used Bananagrams).
It also suggests a recording device but I just made notes in a different colour on paper. I’m very old school and plus I felt that the use of something so modern would interfere with my experience of the game. I, of course, added in a cup of tea. I can’t be expected to make my way out of an ancient tower, rediscover my own identity and find humanity’s one unifying language without a cuppa. That’s just silly.
It suggests in the book that the game lasts around 30 minutes. I got lucky first time and played for around 45 minutes. I do think the game length will vary widely depending on how much writing you want to do or feel inspired to do. As the game progressed my journal entries became longer as I relinquished my self consciousness and worry about presentation, grammar or exact word choice and instead became immersed in the story. For a long time the only writing I did was model exam answers or, when I set a class off on a writing task I would complete it at the same time. The end result there, was always that I would share my work and we would scrutinise it – in my mind it could have mistakes and crossings out but it also had to showcase whatever skill we had been working on – appealing to the senses or using semi colons for instance. So it was always a very conscious activity and not at all relaxing. For me mindfulness, while it is a conscious activity by its definition, should contain an element of relaxation or recharge, some sort of break for your brain. I loved the writing I did as part of the game – it was never intended to be shared (let alone deconstructed!) and it flowed freely from my pen spilling ideas onto the page. The prompts were brilliant – a mixture of questions – “whose voice is it you hear in your mind?”; suggestions “You listen to the whispers of the wind, and you hear a song from your childhood.”; statements that put you in the action of the story “…you feel the bricks shift.” and the odd philosophical question “If everyone spoke the same language… would there be less conflict?”
 
You can see how you could easily spend some hours on the journaling aspect of this game. One of the suggestions is that rather than playing it in one sitting, you could play over a number of days – perhaps mimicking real time so playing one ‘in game day’ per day. As you can tell I have particularly relished the time, space and prompts to help me write creatively and freely. I was happy to set quiet time aside to concentrate on this. But, if writing is not your thing as long as you enjoy the story telling experience then you will still enjoy this game. Instead of writing you could very easily (as the game suggests) use your phone or other recording device to record your experiences.
 
The game play itself is fun and engaging. There are two ways to win and two ways to lose Babel. At the start of the game you place tiles which spell your true name (at least 10 letters) face down and shuffled onto the Ace of Hearts. If you can reveal all of these tiles then you will win. The remaining tiles stay in a bag or box – these form a pool of Hidden Letters. By drawing one of each letter from this pool you will have discovered the lost alphabet of the Unified Human Language and you will win the game. However, as you draw cards from the Oracle (shuffled deck of cards) should you draw the four Kings all is lost and you remain trapped in the tower for eternity. If when you remove a brick from the Tower itself, it topples then you die – buried inside the ruins. The odds are stacked (excuse the pun) against you. I had a long game but was eventually defeated by the Kings and the Tower then fell anyway (nothing like losing twice in one go!).
 
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Each turn you roll the die of Fate and it determines how many cards you should draw from the Oracle. You reveal them one at a time, resolving each one by consulting the codex which will instruct you to pull bricks from the tower, remove bricks from the game, take tiles from the Ace of Hearts moving you closer to revealing your true name, reveal tiles from the hidden letters pool – or to return tiles to either of these. The codex will also ask you to consider ideas, remember or reflect on things. As your final action roll the die of Fate again – if you roll a 6 then you can draw a letter from the Ace of Hearts. Once this phase is completed you should complete your journal entry reflecting over the events of the day; perhaps considering your progress, what you have learned and what is to come. You are then instructed to close your eyes ‘for a long time’. When you awake you are ready to play the next day.
The game continues in this manner until you triumph and revel in your rediscovered identity or die in ignominy beneath a heap of Jenga bricks.
 
Every action in the game is mindful, the roll of the die, the slow reveal of the cards, the painstaking removal and replacement of bricks. The tower in particular demands your full attention. You may find yourself examining it from many aspects before selecting your brick and inching it free. You feel every movement of that tower and see every shake or wobble. This helps to focus your mind on the experience of babel. When I saw the big list of accoutrements I needed to play this game I wondered if it would be silly or gimmicky but it isn’t either of those things. All of the objects enhance the experience and make it truly immersive and mindful.
 
I will be running a session on Card and Board Games for Mindfulness at The Abbey House Museum on Friday 22nd October 2021 from 2.45 to 3.45.
I’ll definitely have Babel in the bag along with the others mentioned in this blog and others too. I’d love to see you there. Click here for more details.
Make sure you subscribe to the newsletter below and check out Cards or Die events here.
Here is the link if you fancy getting your own copy of Babel.
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Forest of Fate: choose your own demise.

Do you fondly remember Choose Your Own Adventure Books? Fighting Fantasy? I’m sure I even got one free with my weetabix in the 80s, and I loved it.
If these hold fond memories for you, then Forest of Fate is the perfect game for you. Passionate about Role Playing Games and want to introduce non-gamers to your passion? -look no further. Love a gripping story and fabulous artwork in your game – you need this in your life. Don’t value your life, your face or your vital organs? – this was made especially for you.
The first thing I loved about this game was the artwork. It is a visually stunning game and the fact that the cards match the background on the relevant computer page is a brilliant detail. But it’s not just about looks; so far I have introduced it to children from 7 to 13 and several adults too. All of whom have thoroughly enjoyed it.
 
The Game – A summary
In Forest of Fate, you navigate a random series of encounters in order to complete your quest, hopefully returning home to brag of your conquests. Upon revealing an encounter, your intrepid band of ne’erdowells must decide which of you is best placed to tackle the challenge. Wow the wolves with your dazzling style; beguile the ferryman or use epic force to disarm the sword expert.
 
Successful challenges are rewarded with items or artefacts that can support you on your perilous journey through the dark forest. But fail and the penalties are high (and honestly – quite gruesome – this is not a quest for the faint-hearted). A tree branch through the abdomen, brutally beaten by a band of thieves or breaking your ankle in dense fog are some of the fates that await the careless. In other words, you sustain heavy life point losses. You can lose 6 points in one go if the Forest Gods are not on your side.
 
Skills and Abilities
All the expected skills are there to choose from: wits, care, speed, force and guile. And the addition of style as a skill is very enjoyable – by using style, you can “dazzle, seduce or bemuse”.
 
There are six characters to choose between. The ambiguous images, coupled with the necessary use of second person in the story telling means that anyone can be anyone. We don’t have to endure the all too common tokenism with race or gender. Each character has 4 of the skills above, each rated either great or good. Plus, each has 2 special abilities, but you can only use one on each quest. These abilities come with a cost but benefit the team as a whole – for instance the ability to revive someone or the ability to rewind time and repeat an event. (Hopefully learning from your failure and choosing a skill that doesn’t leave you hanging upside down from a vine.)
 
The ability cards also enable you to track your life points and when you flip them, the reverse side has another special ability that can be used by your ghost to spitefully try to thwart the remaining group members.
 
Game Play
Once your quest is chosen and the appropriate number of encounters laid out, face down, in the winding path of your choice, you are ready to embark on your journey.
 
You reveal the first encounter and work together to decide which brave soul is best equipped to go forward and resolve this event. There are four possible entry points to each encounter, each with four possible skills you could use. But, as you venture deeper into the forest the decisions become less straightforward – you need to weigh up not just who has the skills but also which of you is still strong enough. Choose wrong and one of you will die, possibly transforming into a shade who will hex your party. What use is epic strength when tripping over an exposed tree root could kill you?
 
Once you have agreed upon your action, you use the website or a printed version of the story book, find the number shown to reveal the next part of the story… and your fate…
 
You could lose life points, gain artefacts or items which you can cash in to help you on your quest or hang on to as treasure to sweeten your victory. Additionally your status may change – becoming sluggish will slow you down whilst becoming composed will improve your levels of guile.
 
You wend your way on your chosen path, meeting each new challenge with a combination of skills and abilities, hopefully all surviving, if a little bruised, to tell the tale!
 
Variants
Each game begins with a quest: the Quest can be randomly selected or you can choose carefully to increase your chances. Each quest comes with one artefact or item and some make success easier than others. For instance, the Ancient Amulet allows you to restore up to 3 health for each of the group. Equally, you can increase the difficulty – start at The Dragon’s Mouth – not only are the steps a challenge for anyone with dancers’ knees but you gain a random item to start. And, if your random item choosing is anything like my dice rolling, then you’re screwed.
 
As I was travelling to St Ives I found a game with
5 possible quests
3 difficulty levels
36 Encounters
Each encounter had 4 sides
Each side had 4 skills
Each skill had 4 possible levels of competency from Fair to Epic
There were 12 possible statuses that affect your skills
Each character had 2 abilities to choose from
Each dead character could choose to invoke a ghostly ability or not
Quests, skills, cats, kits … I have literally no idea how many adventurers were travelling to Saint Ives but I do know this. There are an epic number of variants, and I can’t see how I could ever exhaust this game.
 
Come along to a Cards or Die event and try it out yourself.
Forest of Fate
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Once upon a time in the West it wasn’t all Doom and Gloom: the beauty of Storytelling Games.

Storytelling is an ageless activity bred of an instinctive human desire to connect with others. Back when we lived in caves and all you needed to do to impress someone was light a fire, we would sit round that fire and tell stories: stories of the mythic beasts we had slain; cautionary stories of the dangers our youngsters should avoid; stories of comical mishaps and misunderstandings. Playing games is an ancient pastime, and it’s no coincidence that games is another great way to connect with other humans. So, what could be better at connecting us than games that tell stories?
Here are some of our favourite story telling style games:
 
Verbositi
Players use the letters that are revealed to create sentences. Each sentence must use all of the letters in order reading left to right or right to left. You place 7 letter cards and a category card face up to create the board. The category card awards different points depending on the subject of the sentence. Turn over the 3 minute timer and off you go! You need to make sure that the sentence is grammatically accurate and you can use names but not just to use up letters – they need to be an integral part of the sentence. Write as many sentences in the time to maximise your score. The rules claim that the game is outlandish and creative, and the results certainly lend credence to this claim!
A variation allows you to place 10 letters and choose a sequence of those to make your sentence. In this version you score according to the length of your sentence.
The game is played over 5 rounds, so you’ve got time to warm up!
 
This is a quick, fun party game. It is challenging but it’s the kind of game that once you warm your brain up, you can create all sorts of bizarre and entertaining stories! Have a go at the boards in the pictures to get you started!
Bucket Of Doom
Another classic party game. I was wary of this one at first as it says it’s suitable for ages 17+… some people had seen it in my collection and said the thought it would be like Cards Against Humanity – this didn’t help! 9as you may know, I am not a fan of Cards Against Humanity at all. I’ve played it and I felt that some of the topics were so tasteless that I could not find any humour in them). But, I found a copy of this in a charity shop and it is by Big Potato Games (Creators of Obama Llama which is well loved here at Cards or Die headquarters) so, the conditions were perfect for me to throw caution to the wind and suspend my reservations. And, I’m glad I did.
You have 8 objects and an improbable yet perilous scenario. The scenarios are mainly ridiculous, some are rude and many are nightmarish but they are not offensive. You must use one of your 8 objects to escape the scenario you find yourself in. The group choose the most convincing and entertaining explanation and we have a winner/ survivor. Above all else this game is ridiculous. It demands that you engage your imagination and reach into its farthest recesses to generate plausible absurdity.
So, how will your Bachelor’s in drama get you out of this suicidal whale?
 
Serving suggestion: definitely the sort of game which is best served with fizzy wine or fine ales.
 
Dixit
In Dixit the player who decides on the phrase, word or saying that encapsulates their card is referred to as the storyteller. Each image tells its own story. I have already written a detailed review of Dixit -you can read more here.
Gloom
I love Gloom; both the game and the Eeyore-like state of being. We have the Cthulhu version. Despite the tuck box (we won’t talk about that it upsets me), this is a brilliant game. The aim of the game is to make your family as miserable as possible before killing them all!
The cards are see-through so that you can stack them up, obscuring or replacing some or all of the existing scores and categories. Event cards intensify the gloom of your family and outline a mishap or terrible event: ‘disappeared in the night’ or ‘was part of a feast’ for example. As these stack up you tell the horrifying story of that character. Storytelling is outlined in the rules as ‘half the fun’: you are encouraged to flesh out (if you will) how these chilling events came to pass. It’s definitely more entertaining if you engage your storytelling brain as well as your maths/ strategic one. This goes some way to settling the ‘Is Maths better than English?’ debate. Or perhaps they work in beautiful harmony? Nonsense, English makes everything better. (This is the answer, no need to comment below).
 
Whilst trying to make your family as miserable as possible you can cheer up your opponent’s with bargainous books or secured tenures. When you have enough negative points you can cause the untimely death of your family member or as a philanthropic gesture you can limit the unhappiness of an opponent’s family member by putting them out of their misery – literally.
 
When your entire family have gone to a better place (which given the circumstances wouldn’t take much) then the game ends and you total up the points to see who has spread the most gloom. Fabulously gruesome!
 
Colt Express
In Colt Express you are all ruthless bandits in the Wild West trying to grab the most loot and prove yourself as the fastest gunslinger. The marshall guards the prize on the train – a briefcase full of money. But watch out, get shot by the said marshall and that really messes up your plans.
 
One of the immediately impressive and striking things about Colt Express is that it uses a cardboard train rather than a board. It truly is a thing of beauty. You make your way along the train either clinging to the roof or risking life and limb as you swing from carriage to carriage.
Disappointingly the number of female characters is limited to the usual two and one of them is predictably busty. As with so many games I overlook that. If I only bought games which fairly represent the diversity of society my shelves would be significantly emptier.
 
Colt Express uses a programming mechanic. A round comprises 4 to 6 actions per player and this is detailed on the round outline card. Some of the outline cards dictate that certain cards are placed secretly and some end with an action like the train screeching to a halt – when the outlaws who have chosen to risk the high winds and jolting tracks by creeping along the roof are jettisoned dangerously closer to the marshall.
 
Each player chooses the action they plan to execute and places their card in the pile. When this is completed, one player then tells the story of the round. This mechanic makes the game quite tricky; to play effectively you need to not only keep track (no pun intended!) of what you’re planning but of what everyone else is doing and where they are, adjusting your plans accordingly.
 
The storytelling element and the cardboard train are my favourite bits of this game. (It even comes with cardboard cacti!) For me the game is perfect when people enter into the storytelling element of it with enthusiasm. A list of actions becomes a scene from a Wild West train robbery with a cast of rival guns prepared to fight to the death.
Each player has a special ability which lends some more depth to the game and there are two expansion packs available which I’m keen to try out.
 
Neighbours
Everybody needs good neighbours and you can join forces with yours in The Neighbours board game to create the best plotline ever. I have thoroughly enjoyed playing this game and it’s had good reviews from events too. Now – whenever I read the word “hilarious” in a review part of my soul dies, but honestly Neighbours is hilarious to play (admittedly we consumed wine while we played – a theme is emerging), but it is a fun game – and the plot lines you create have to be grammatically accurate, which pleases me more than I can tell you. Pretend it’s the 80s, pretend it’s sunny, and dive right in!
So what is the story we should take away from this post? Well, once upon a time there was a little girl who eschewed the rules of grammar. She thought that what really mattered was the story, not the way it was written. She was wrong. She lost. Grammar matters kids.
As a poster in my classroom stated:
“Let’s eat Grandma! or, Let’s eat, Grandma!”
It takes a lot more than lighting a fire in a cave to impress people these days… get this wrong and you could have been having quite a chewy dinner…
Join us for board games at a Cards or Die event.
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Dixit. A game of beauty, voting and darkness.

Words can not adequately express my love for this game. But as it is a game all about communication, I’ll give it my best shot.
 
Dixit is a board game based on voting, communication and gorgeous art. How perfectly appropriate for this week. The cards are beautiful and sometimes dark. Handbag vomit card is one of my favourites (I don’t think this is it’s official name). Mainly because it resonates with my own personal handbag issues:
One of the lovely things about Dixit is the odd nature of it: many of the illustrations are very strange; you keep score by moving wooden rabbits (rabbeeples if you will) round the board. Why? Why not. Dixit has a fantasy ‘once upon a time’ feel that encourages players to unleash their imagination.
 
How do you play?
 
Dixit is a simple game to learn.
  • Each player has a hand of 6 cards.
  • Player 1 chooses one card from their hand. They describe the card using a word, a phrase, a line from a song, a sound: anything which for them encapsulates the image. The put the card to one side, face down.
  • The other players now choose a card from their hand which best matches the phrase Player 1 has said. They hand their chosen card to Player 1.
  • Player 1 shuffles all the chosen cards, along with their own choice and then lays the cards out face down. As they lay them out they number them.
  • The other players must then vote on which card they believe Player 1 chose. They place their numbered voting chips face down and reveal their choices simultaneously.
  • If no-one or everyone correctly identifies Player 1’s card then Player 1 score nothing. Nothing at all. Not a sausage. (Other players score points for correct identification and for having people vote for their chosen card.)
And this, this is the nub of the game. You must be specific enough to enable people to identify your image but vague enough that not everyone gets it. This is a skill which requires adept communication and throws up interesting and diverse challenges whether playing with friends or strangers. For me, this is the beauty of the game.
 
Not only is Dixit a fun, entertaining game but it also has serious social skills benefits. It encourages empathy and imagination. A perfect game for those who may find those skills challenging.
It also makes it an ideal game for team building exercises. Playing with people you ‘sort-of know’ is at times funny and always enlightening.
Plus it gives you the opportunity to say Rabbeeples. I mean, really, what more could you ask for from a game?
Share your handbag vomit pictures with me on Instagram, Twitter or Facebook @cardsordie
Now with added expansion pack. Join us at one of Cards or Die’s events to play:
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Summertime Rolls

It’s Summer. I know it must be because lots of Morris Dancers got up at ridiculous o’clock this morning to dance the sun up for us. And that’s got me thinking about Summertime games for those lazy summer evenings. While you read on, why not have a background track to get you in the Summer mood…
Neighbours the Board Game
What evokes summer more than throwing a shrimp on the barbie, watching Bouncer splash about in the pool with Scott and Charlene, and cracking out a classic retro game?
Everybody needs good neighbours and you can join forces with yours in The Neighbours board game to create the best plotline ever. I have thoroughly enjoyed playing this game and it’s had good reviews from events too. Now – whenever I read the word “hilarious” in a review part of my soul dies, but honestly Neighbours is hilarious to play (admittedly we consumed wine while we played), but it is a fun game – and the plot lines you create have to be grammatically accurate, which pleases me more than I can tell you. Pretend it’s the 80s, pretend it’s sunny, and dive right in!
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Carcassonne
If for you, Summer is a time of fine wines, medieval castles and drinking dodgy homebrew (that’s basically what Monks did, isn’t it?) then Carcassonne is the game for you. Create your own beautiful settlement with luscious farm lands and well tended gardens. Watch out for robbers and farm boundary confusion (it’s just like The Archers) and ask yourself the perennial Carcassonne question: why do farmers lie down?
Or if you’re feeling really decadent, why not check out the real Carcassonne:
http://fiveminutehistory.com/10-amazing-facts-french-medieval-city-carcassonne/
 
 
 
 
The Morris
And finally, as I eluded to earlier, nothing makes summer for me more than the Morris. Here’s my boy dancing the sun up last year (photo courtesy of Karen Fretwell). My summer is always full of dancing and colour.
On May 19th -21st, I’m excited to be celebrating all things folk at Shepley Spring Festival, bringing with me 150 games. Amongst them is Nine Men’s Morris, which dates back to the Roman Empire, and is referred to by Shakespeare as an outdoor game in A Midsummer Night’s Dream (‘The nine men’s morris is filled up with mud’- Summer and rain how very English; how very festival). Not only does it epitomise Summer but it is the ultimate retro game!
Pit your wits in this traditional strategy game – place and move your pawns carefully, creating ‘mills’ (lines of three), allowing you to remove one of your opponent’s pieces from the game. The game ends when there are no more legal moves left or one player is reduced to two pieces in play. It’s a relatively straightforward strategy game. For me, that makes the perfect strategy game , a few simple rules but lots of potential depth – good for quick play and not too difficult to concentrate on with your pimms or prosecco – another Summer requirement.
But if you can’t wait for Shepley, come and see us at The Abbey Inn, Horsforth on Wednesday night. There won’t be Morris dancing but there will be many, many good games…