Game on: animal, vegetable, mineral

We’ve done pictures, numbers, shoogling things about on a tray – it’s time for games of deduction. Probably the one we play most is Animal Vegetable or Mineral.

For whatever reason, this seems to get played at the dinner table, when we’re all home.  (Thankfully, the others are not necessarily applying the game to what’s on their plates.
Or else, quite frankly!)

I think there is something to do with having the time and relaxed space to play a game of deduction, that works. Just as teatime offers a chance to chat, it offers a chance to combine talking and playing, which is generally fine by me.

It’s also an interesting way of Junior Player learning about the difference between broad and narrow categories – as well as a test of memory for all of us to work out which questions have already been asked.

How to play

The name of the game gives the starting point.  One player thinks of an item – the others have to guess what it is. The opening question is therefore: ‘Animal, vegetable or mineral?’

In practice, it’s generally easier to stick to animal or vegetable – mineral covers an awful lot of possibilities. (You can also include the question of whether the item is still alive/in existence or not, but we haven’t gone there yet.)

You have to ask questions which can be answered by yes or no only.  The notion is that you keep going until you guess the right answer, going from broader questions to narrower ones by the end.

You can also choose to make this 20 questions – in which case it’s up to you whether you just start in with a question, or use the opening ‘animal, vegetable…’ to begin.

Broad to narrow categories

We’ve played this quite a bit with a different game, Zoo Am I? (alternative post some time), so Junior Player has a notion of how this works.

You start with questions where knowing yes or no will give you the chance to cut out quite a lot of alternatives. e.g.

‘Does it live on land?’

If you get a yes, there’s still lots to choose from; if you get a no, however, you cut out lots of options, so it’s easier to ask follow up questions.

If the animal does live on land, you could ask another fairly broad question to cut out some more options e.g.

‘Does it live in a jungle?’ OR ‘Does it have 4 legs?’ OR ‘Does it eat meat?’ and so on.

Narrowing the search

Once you feel you are getting closer, you can start to try some narrower questions e.g.

‘Is it brown?’ Asking the colour too early on gives you too many options – asking later can help you get closer to identifying an individual animal. And finally:

‘Is it a monkey?’ can help you play your hunch, and see if you are right. If not, you get to keep guessing, but you still have a more informed idea of what the animal (or other item) is like.

Red herrings

Beware of asking too many questions that your junior player may not be sure of. They may well know what some animals eat, but not others.

You can ask the ‘Does it eat meat?’ question, receive a certain reply, and be taken on a very roundabout route before you discover that the animal they were thinking of does in fact eat meat after all.

Numbers of legs is usually OK, as are questions about whether an animal can swim/fly etc.

Keeping on track

I find that it helps if I repeat the clues I’ve gained as I go along – it helps me, at any rate!

‘So…it lives in the water, it doesn’t have fins, it’s green…is it a frog?’

You would normally be lucky to get it that fast.  It’s not 20 questions for nothing.  (In fact, we don’t usually limit the number of questions, in practice – if Junior Player is still on board, still guessing, we keep going.)

Mineral – the wild card

Mineral includes anything that’s not animal or vegetable, so it’s a pretty big category.  We do play on this at times, but the questions shift e.g.

‘Does it have wheels?’ ‘Is it made of metal?’ etc. Vehicles tend to be easier to think about – but the questions to tell them apart can go on for a while.

Timing

Timing is everything with junior players.  Having a game that will extend, when they like it, or stop when they don’t, can help keep them on board better.

So be aware of what helps.  The main fun for a child is keeping an adult guessing – they’ll probably be happy to keep going on this (though you may tire after a while, particularly if the animal in question does NOT have 4 legs).

However, they may tire of asking lots of questions, and getting it wrong. If they’re into lots of ‘Is it this animal? Is it that animal?’ questions, a judicious use of Clues is in order.

If either of you is getting closer to meltdown, a Big Clue can really help wrap up the game fast – enough so that they guess right, and still want to play the game again another time.

It’s up to you whether you want to include, or exclude, fictional or TV characters – I think we’ve generally gone ‘real world’, but you could have some fun with characters too.

Given children’s love of questions, and the opportunity to help them form questions other than ‘why?’, you may find your audience is more willing than you might suspect.

Game on: games on a tray

The trouble with junior players, on occasion, is their determination to play games on the floor as much as possible.

This is fun for a while, but when the grownup’s knees give in, or you just fancy a comfy seat, settle for games on a tray. I can manage to play games for longer if we can both sit on the sofa, with a tray between us.

The other plus point with this approach is that you don’t then need to clear the table before having a meal, which can sometimes be as tiring as prolonged game playing at floor level.
(I know whereof I speak.)

Games on a tray can be as quick, or as drawn out, as you like. Ideal for wet weather, post lunch slump, or indeed any time when you don’t really know what to do next.

Choose your tray

Your choice of tray will affect what you can play.  We have a couple of options: a circular tray with a small lip, and a large rectangular tray with high sides.

The rectangular tray tends to get taken out the most for games on the sofa (and it works for jigsaws too, up to a certain size).  High sides make it easier for bashing games (more below).

What the tray is made out of also makes a difference.  My parents have a large metal tray which suits larger jigsaws – but is also excellent for sliding large quantities of marbles around on.

(Junior player loves this, but occasionally has to be halted when the ensuing swell of sound gets too loud for grownups to talk over.)

Circular tray

If you have small toy cars, this kind of tray is great for zooming cars round.  Anything that suits rolling round – marbles again, counters, and so on.

Junior players may like to pick up the tray and swirl it themselves, a bit like the motions for panning for gold.

This technique does tend to lead to whatever it is shooting off at right angles, after a while, but as long as you can Maintain Sitting On The Sofa, and get them to pick the item(s) up, this is OK.

Rectangular tray

This is best for games where you need two ends.  Think football with pingpong balls, coins which you push – anything where you try to get your item up to the opponent’s end and score.

Our tray has a handle at each end, which means you can on occasion pick it up, and tip it to keep your item moving back towards your opponent’s end of the tray.

Beware the point when the tray rises up too much or where you end up having the same kind of contest, but standing up. (This defeats the point of tray games, which is of course to sit on the sofa.)

When you’ve had enough of that, try pretending that you’re playing space invaders.  One person keeps moving their counter back and forward, making space invader noises – the other tries to get a ball past the ‘invader’ and into the opponent’s goal.

You can also have fun blowing counters with straws, or blowing little cardboard boats with straws.

Items on trays

Most things will work – but beware them being too many, or too tiny, or there’ll be too much to pick up.  Something fairly light like pingpong balls are ideal – little rubber balls can be fun, but can also hit harder at speed.

You can use items from other games, like counters – or see what is sitting out, like small coins, Lego minifigs, and so on.

My junior player loves inventing games – and equally loves games that involve movement – so games on a tray works well.

As the grownup, if you can manage (and control) the potential for small items to be launched off the tray – and remain sitting down for as long as possible – bonus points to you!

Game on: bagatelle

At my parent’s house, there’s a little piece of history – and wonder – hidden under the sideboard.

A bagatelle board, picked up at an auction, back when my parents were keen to go to little local auctions as a way of picking up a few bits of furniture cheaply.

We had a lot of fun playing it, when I was a child, and it’s still working its magic on subsequent generations.

The board

It may help to think of this as an early pinball machine.  In fact, there are pins, or rather nails, marking scores, and at times forming circles for the balls to go in.

The balls are actually ball bearings – so half the fun is the noise they make when you hit them.  And to hit them, you have a wooden stick to push them up a side track on the board, and out into the scoring area.

(You can of course hit the balls, very hard, one after another, merely for the fun of the sound they make.  Often, this is as much fun as actually scoring points.)

There is a half-arch of wood along the bottom of the board – this means that you can store it with the balls covered up, and I have a feeling that the wooden stick fits in there too.

Scoring

There are little indentations for the balls to land in, with numbers marked in beside them. Because you have a good number of balls – 12, I think – you can get quite high scores.

You get more for landing on the indentations than going into the circles, mainly because it’s harder to get the ball to stay in an indentation. If I remember rightly, the top individual score is about 500, so lots of counting opportunities (if you, or junior players, want them).

For an easy count up, you can just see how many balls land in an area where you score – and how many fall to the bottom of the board.  Or you can look to see what the highest scoring individual area was.

But, to be honest, it’s all about the sounds: the click of the ball bearings against each other, the bashing sound when you hit a ball up and round, the slighter click when a ball comes to rest in a circle area.

No batteries.  No rules, barring that of not hogging the board for too long.  Occasional dusting required. Memory making: guaranteed.

 

Game on: dominoes

When I say dominoes, I really don’t mean little old men in cafes in warm countries, facing off against each other.

I mean a set of little wooden tiles that you can do pretty much anything with.  A further train journey item. (Lest it be thought that we spend all our time on trains – we really don’t. But one journey, even of an hour, can use a few games.)

Dominoes: building with them

Junior Player’s main interest in dominoes has been to build with them. Houses, walls, piles of tiles, you name it, it’s been built. I think some of the fascination is in the clink of the dominoes as you put them together.

Playing on a train can sometimes wreak havoc with the best-laid structure, if there’s too much swaying from side to side.  At least it’s usually soon remedied – rebuilt or modified.

Sometimes you need to watch for the tiles going off the table and under the seats.  Our main set is two dominoes down because of this kind of situation.  But if you are playing for building, that is less of a hardship – you still have plenty of tiles.

Dominoes: building in the box

When you want a change (or you’ve had enough of the tiles going off the table), you can always use the box to build in as well – whether it’s lining the box all the way round with tiles, balancing the box on piles of tiles…or whatever strikes Junior Player as a good idea.

Separately, it can also be a way of seeing how to get all the tiles back in the box.  (However, you may sometimes find Junior Player has a difference of opinion about how to stack them, even when presented with the evidence.)

Dominoes: knocking them down

You can of course build small domino runs, if you want, particularly if you have a larger train table to yourselves.

Junior players may find it harder to gauge how close to put the bricks together to make a domino run for themselves.  But they sure know what to do if Daddy has built one and they get half a chance to knock it down…

Dominoes: matching the colours

Your travelling companion may or may not want to play the game as it’s conventionally played.  But you can usually get away with a bit of colour matching of tiles (even if there is scrupulous avoidance of any counting).

You could also play this a bit like a matching game: take it in turns to turn over two tiles. If you can get them to match (ie same colours), you keep the pair; otherwise, you put them back.  Winner is the one with the most tiles.

Dominoes: will last a whole journey

This may depend on the junior player you’re travelling with, but I have known a whole hour-long train journey to be spent with the box of dominoes. And given that At No Time is the game played conventionally, I tend to think that’s pretty good.

We have pulled back a bit from dominoes, given the rise of interest in TopTrumps, but perhaps it’s a good time to try actually playing the game…

Dominoes: the real deal

I have memories of playing dominoes with my granny (mum’s mum).  I liked the way you could line up your tiles and stare across at your opponent – at least, we would tend to do this bit.

I suspect she knew a lot more about how to play it tactically, and was making it easier for me on occasion, but still, it was fun to play.

Equally, I always liked the bit where you couldn’t go, with the tiles you had, and had to knock on the table to show that.

I also liked the point where you decided to change the run of the tiles, and made them go round a corner, or when you had a double tile to play, and laid it cross-ways.

Perhaps it’s time to try again with introducing the game – and see whether missing two pieces hinders us or not. But perhaps it’s best to start that at home, and see how we get on.

 

Game on: Crazy Chefs

Having invoked many of the games we’ve played on the move, in my earlier posts, let me add one more.  Up there in the stash of things to pack for train journeys: Crazy Chefs.

Crazy Chefs is made by Orchard Toys, so it’s educational, yes, but it’s also lots of fun.  As the favourite game of another family we’re friends with, we were delighted when they gave us a set – and it became a favourite of ours too.

It’s a little bigger to pack than a TopTrumps set, but it’s still worth it.  You can play with just 2 players, or go up to 5 – and (always useful when with junior players) it’s quick. Ideal.

Aim of the game

The aim is to collect ingredients which will let you make a particular dish.  The game comes with 5 base boards, each with a dish prepared by a different chef.

Each base board has a picture of the finished item (illustrated style), and, around it, the various ingredients needed for it.

To whet your appetite, these include kebabs, cupcakes, a prawn noodle dish…and also shepherd’s pie. (I’ll need to work out which one I’ve forgotten…)

The ingredient pictures also include some utensils, like fish slice, whisk, bun cases and so on – for lots of good kitchen identification.

How to play

Each player chooses a base board. All the ingredient and utensil square tiles are placed face down, and you take it in turns to turn one over.  If it’s on your board, you put it over the appropriate space on the board.  If not, you turn it back over, and the next player has a go.

If you’re playing as a two, and the tile is on the other player’s board but not yours, we usually just hand the tile over, and have another go. If you turn over tiles for dishes that aren’t included on your base boards, we tend to drop those back into the box – again it speeds things up a bit.

For those whose inner educationalist lurks near the surface, you can also name the items as the tiles are turned over.  (This may be overkill for some – or fun for others who like to hear Junior Player say ‘mange tout’.)

Spin to win

Once you have all the ingredient and utensil tiles you need for your base board, you build up the final dish.

The remaining tiles in the box are plates (roughly oval in shape) and finished dishes (a variety of shapes, depending on the dish). Once one player is getting close to completing their base board, we usually lay out these extra tiles.

Doing this separately means you don’t need as much space for playing (which is useful if you are being scrupulous about not taking up a whole table, if you’re on the train.) It also signals a shift in the game – from memorisation of tiles to a chance element.

The game includes a spinner – firstly you want to spin to get a plate (plate picture), then you spin to get the finished dish (dish picture). There are also a couple of interim pictures on the spinner where the diners are waiting to eat.

Spinning styles vary, of course.  Junior Player tends to like very big spins – which sometimes means that it takes a long time to get the plate or dish. I prefer shorter spins, which can increase your chances of getting the category you want.

Who wins?

Even if one player can be ahead on the ingredients tiles, it’s all to play for at the spinner stage.  Quite frequently, the one trailing a bit in the first stage often gets what they need at the spinner stage.

Sometimes this needs a bit of mood management, if Junior Player has just missed out.  But overall, the food element of the game tends to keep smiles in places – though it may also provoke rumblings in tummies if it’s been a while since you last ate.

So pack Crazy Chefs for your next train journey – and maybe a snack or too, in case the rumbles get too much.