Board Gaming the System: A Comic Series

For this month’s Board Gaming the System comic, Adam Bessie and Jason Novak draw a new set of cards for Parker Brothers Sorry!

“PIETY, HONESTY, TEMPERANCE, GRATITUDE, PRUDENCE, TRUTH, CHASTITY, SINCERITY”—these were the only ways to advance to a Puritan Heaven of The Mansion of Happiness, the template upon which game of Sorry! was later created by Parker Brothers of Salem, MA. The Mansion of Happiness—widely considered the first mass-produced board game, published in 1843 (also in Salem)—popularized the use of “track” gameplay with which we are all familiar, and which Sorry! is built around. In track games, a single, rigid path takes players toward the final destination: progress is determined not by virtue, but by the luck of the draw, and strategy with the cards you’re dealt (which in Sorry! means trying to knock your opponents off track). What cards are we being dealt in the new year?

Come back for next month’s installment in the Board Gaming the System comic series. Missed the last one? Check it out here.

Dispatches from the Field: The Board Room

“There are so many different kinds of games and you’ll see that certain people might be really good at one kind of game and really bad at another kind of game.”

Game play is becoming more digital every day and yet many people remain die-hard board game enthusiasts. Meet the people behind The Board Room, a member-driven board game group with their own clubhouse in Providence, Rhode Island.

Read the transcript.

(Music by Green North by DKSTR [CC BY-NC-SA 3.0 US].)

 

Lucy: An Avatar

This month, Juliana Horner, known on Instagram for her vibrant makeup art, brings us the personality she calls Lucy. She says, “I want to be someone else, so I am Lucy. I wear my feelings outside, because if I kept them in I would have to cry and scream them out otherwise . . . .”

As a young adult, I craved the consistency of adopting some sort particular style for myself. For instance: I wished that I would only dress in all black, silver and red, and call myself punk. Or, alternatively, that I would always wear heeled slingbacks and coif my hair to look like Bettie Page. Instead, much to my dismay, I have always been a changeling.

I feel that I am not alone in this disoriented sense of self. Millennials (I just had to google how to spell that) have an incredibly powerful and growing access to styles, eras, culture, and information. How does one identify as themselves after all that they have seen? My personal response is to embody many different characters. It puts me at ease and I feel I am not tied down to any look in particular. Here, I am Lucy. I like the name Lucy, and the look I made brings to mind a Brian Eno song I like, “Some of Them Are Old:” “Lucy you’re my girl, Lucy you’re a star / Lucy please be still and put your madness in a jar / But do beware, it will follow you, it will follow you.”

Storming the Fort: A Story

Albert Mobilio’s series of short fictions may be extrapolated from the rules of traditional games, but, in fact, they illustrate how time-honored and grounded in reality rules are. Missed the earlier stories? Read them here and here.

The fort is a line of gymnasium horses, parallel bars, curio cabinets, beat up lawn mowers, and other similar obstacles. The obstacles should not be too high, nor should they be too low, nor should they be just right, as such a notion appeals to a normative objectivity unrecognized as viable by players and game masters alike. Where necessary, the obstacles should be shrouded in black crepe, as befitting those objects (e.g., a tire, an ottoman, a treadmill, a corpse) that remind us that life itself is an act of mourning the relentless increase of the inanimate around us. Players form two teams, one in a line about twenty feet from the obstacles, the other just behind the assemblage. At a signal, the attacking team rushes forward and tries to climb. They must go over, not around. The defenders try to prevent the assault from succeeding. To do this they may go anywhere they choose. Maybe home, to a hot toddy and an uncracked copy of Middlemarch that will be read, it will, it will.

In any case, all manner of holding or blocking is permitted, anything, in fact, except hitting or other forms of aggressive roughness. Unexpected intimacies—kisses blown across the gym horses, suggestive winks while in a clinch with an opposition player, or frottage, but only light frottage, such as might be acceptable at a freshman high school mixer—are also permitted.
The defending team tries to prevent the attackers from getting over the obstacles. They may climb, push, or repurpose personal grooming items as weapons (only to be brandished in as much as one can brandish, say, tweezers). This is the way of the world: all against all, winning isn’t everything, it’s the only thing. But the struggle is not so grim. If the attackers do not triumph in a pre-determined period of time—oh, about two minutes of appropriately Darwinian mayhem—then the two teams reverse positions. The shame of defeat flares but briefly in the players’ inmost selves; they will surely strive again and some Homer—could it be that ginger-haired lass who smells faintly of doused church candles—may perhaps someday sing of their brawny exploits. ♦

(Image credit: Wenceslaus Hollar, Tangier Views, about 1670, etching. Courtesy of the Metropolitan Museum of Art.)

Writing Trivia Is Hard: An Interview

“Writing trivia is hard, there’s a lot of fact-checking involved. You have to make sure that there is only one answer to the question, which is harder than you might think.”

Travis Larchuk is the head writer for NPR’s trivia, puzzle, and word play show Ask Me Another. When PEM sat down with Larchuk, he told us about the tricky nature of crafting trivia questions and a recent controversy on the show: a question about bad-smelling fruit (how many can there be?).

Read the transcript.

 

(Music credit: Podington Bear “Reckoning” (CC BY-NC 3.0) via Creative Commons.)

Disarm: An Interview

“To make a guitar or to make a violin or to make a drum set we were working very much like cavemen. You know blowing and scratching and banging these pieces of metal, trying to figure out how to make sound with them.”

Artist Pedro Reyes talks about the collaborative effort to produce Disarm Mechanized II (2013). This work, which will be shown as part of the PlayTime exhibition, features musical instruments created out of discarded weapons. When constructing Disarm, Reyes invited musicians to help him design and build the instruments and to compose the music they play in the gallery.

Read the transcript.

Board Gaming the System: A Comic Series

This month, comic duo Adam Bessie and Jason Novak offer us a new spin on the Milton Bradley Company classic The Game of Life.

The Game of Life has always reflected the times, even at the start of its own life, a year before the Civil War. Known first as The Checkered Game Life, Milton Bradley’s seminal game was really just checkers with spots which reflected the values, hopes, and worries of the era: Intemperance, Idleness, Speculation, Ruin, Honor, Suicide, and Happy Old Age (50). Since 1860, every generation has updated Life as a mirror—not of what life actually is, but of what the dominant wisdom tells us it should be. And just what should today’s The Game of Life be?

Adam Bessie and Jason Novak, The Game of Artifical LifeAdam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Come back for next month’s installment in the Board Gaming the System comic series. Missed the last one? Check it out here.

Constellation: An Avatar

In December’s video from artist Juliana Horner, she transforms herself before our eyes using makeup and digital effects. This month, we find her persona, Claropsyche, known widely on Instagram, “summoning the highest quality cosmic pearl droplets by any means necessary.”

I feel that in the past, I would have opposed using an app like Photoshop to alter an image of myself. I would have tried to be true to myself, or what I believed to be true to myself. But was I not still ‘editing’ by being selective of the images I chose to share with others? Humanity will always edit; it is our definition of editing that will change over time.

I believe that more people will become comfortable with the idea of digitally editing themselves, unattached to the idea that their physical bodies should match the image they’ve made as technology progresses. Not only does it take much longer to alter the physical self rather versus the idea of self- there are limits. And regardless: is it not thoughts that plant the seed of reality? There would be no car without a preexisting idea of a thing that moves to take you from one place to the other, there would be no videogame without its creator’s fever dream . . . I welcome imagination with open arms. Unreal is real enough for me—better, even.

Dispatches from the Field: Come Out and Play

“We just want people to have experiences that they think are joyful and fun.”

What happens when a bunch of people get together and design street games for people of all ages? You get the the two-day festival known as Come Out and Play. Held in 2017 in Dumbo, Brooklyn, and on Governor’s Island in New York, Come Out and Play has one primary pursuit: bringing fun outdoors.

Read the transcript.

Alex Dimitrov on the PlayTime Manifesto

“For me, play is real freedom. Play is that moment of deep immersion, free of expectations, set apart from ideas, and without investment in an end product tied to capital or structures of power. Play is the real thing. Like when you open your door, thinking to finally check the mail, and you go somewhere else.”

Alex Dimitrov, poet and Astro Poet

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