Wys tans plasings met die etiket favorites. Wys alle plasings
Wys tans plasings met die etiket favorites. Wys alle plasings

Vrydag 13 Desember 2013

Blasts from the Past: Three Favorite Hacks from the Days of Yore

In the past few months, I've found myself periodically looking through the archives to answer friends' questions. I've stumbled into old hacks which long ago turned into nearly-invisible standard family operating procedures.

So, for the subscribers who haven't been around for all six years, here are three of our all-time favorite hacks.

Babyproofing: Hacking a Wooden Bi-fold Door

While not my first post, this hack is the one that made me feel a part of a larger conversation. My jubilation when Asha covered it on Parent Hacks still resonates. It's also a cheap, clean-looking preventative for pinched fingers. Our latches are still going strong six years later.

The Big Muddy: Keeping Stroller Gunk Out of Car Upholstery 

Earlier this year I replaced this Thanksgiving tablecloth after years of use. I only wish the rest of the car had weathered those last five years as well as the cargo area.

Holiday Hack: Toddler-Friendly Ornaments

The kids still love doing this, and it means far less stuff to pack away after the holidays. I suspect Ranger will add some LEGO creations to the upper branches this year.

Thanks for strolling down memory lane with me, and thank you for reading Baby Toolkit!

***Baby Toolkit is a half dozen years' worth of hacks and conversation written by a couple geeky Midwesterners. Thank you for reading us! We're Amazon affiliates, so a small percentage of purchases through our Amazon links goes to help our operating costs online and in the real world. We also podcast about board games at Great Big Table.

Woensdag 11 Desember 2013

Recommended Reading: Some Favorites from 2012*

Should a genie offer me a bonus hour for every day, I would make lots of plans and promises for that time. And then I will spend it reading. Actually, I wouldn't because literature clearly teaches never to trust genies.

I love books and stories. My Twitter feed is usually peppered with current reads, new recommendations from friends, and other book talk. I neglect Pinterest and totally abandoned Facebook, but I usually read my daily notifications from Goodreads.

While I have tried to limit my bookish chatter to kids' books and relevant parenting titles, sometimes I can't restrain myself.

So, please forgive me as I shoehorn in a few favorite reads from this year under the guise of holiday shopping.

The Book My Dad and I Agree On:
Don't Ever Get Old by Daniel Friedman
Buck Schatz, a former police detective, goes on the hunt for a Nazi war criminal. Buck has personal reasons to bring the man to justice, but others are searching for the fugitive's rumored fortune in gold. Did I mention that both men are now octogenarians?

Buck's cutting and unvarnished opinions (which he considers the privilege of old age) made my septuagenarian dad laugh so hard that my brother immediately read the book. Then he called me and insisted that I read it too.

We are all waiting for Friedman's next release.

The Book I Immediately Bought My Brother (After Reading a Library Copy):
The Sisters Brothers by Patrick deWitt
A Western noir. Modern sensibilities, sibling conflict and affinity, and dialogue so bewitching that I wanted to every word of it aloud to bystanders.

Talented assassins Eli and Charlie Sisters pursue an intended victim to remote Western outposts. After a strange night in a mostly abandoned cabin, Eli starts considering their future.

Shortlisted for the Booker Prize.

The Book I Stole from Jim's To-Read Pile -or-
The Best Dystopian Novel Explaining the Eighties Geek Zeitgeist:
Ready Player One by Ernest Cline
If you can remember being really excited about getting an Apple II to display your name or you ever programmed onto an audio cassette, this book will speak to you. I have long thought that the young geeks and gamers of the eighties were conferred a special blessing by history.

This novel about our nation gone wrong (via global warming, hyper-commercialization, and other present-day headlines) offers insight into that strange decade and those who came of age during it. While it's a great dystopian novel for any geek, Eighties geeks may find it as generation-affirming as the Goonies was back in 1985.

The Quirky Book I Made Everyone Read
The Family Fang by Kevin Wilson
The Fangs specialize in family drama. Years of creating awkward scenes as spontaneous performance art have left the siblings known to the world as Child A and Child B with some serious emotional baggage.

Annie, now famous for her acting (and some unfortunate internet memes) and Buster, an entertainment journalist specializing in thrill-seeking exploits, avoid their parents at all costs. Until Buster finds himself injured and unemployed and Annie's career publicly implodes. Then their parents vanish leaving behind only a bloody van at an out-of-state rest park.

The Book That Carried Me Away
The Night Circus by Erin Morgenstern
Make sure everyone is well fed before you crack the covers of this one.

A grudge-match competition between two aging magicians results in a circus unlike any other.


My Geeky Beach Read Recommendation
The Princess Bride by William Goldman
One of my dearest friends asked me for a book to read while on the beach in Jamaica. She didn't really get into reading until Harry Potter, so I sent her back to this wonderful book behind the wonderful film of the same title.

Even if you have seen the movie a million times, the book is not to be missed.

My Favorite Geek Love Story
Bellwether by Connie Willis
Sheep and the slings and arrows of corporate culture. The wry humor in this slim little novel just captured my heart entirely.

A trend-hunter working in an ever-expanding bureaucracy tries to find out why women bobbed their hair.

Short Stories with Strange Sensibilities
Sorry Please Thank You by Charles Yu
Delightfully unexpected stories that I just wanted to savor. Even though I read the book month ago, just this weekend Jim practically shouted "I'm reading that now," when I flipped open a library copy he checked out (and left on the kitchen table- I argue that makes it fair game).

The collection opens with a call center in the developing world that outsources pain and grief. It wanders through the Star Trek universe with a recently promoted redshirt in "Yeoman" (everyone who has seen Trek must read this). The 2-person skeleton shift in a big box store find a finger in the aisle, and then the zombie who dropped it. And (I promise I won't mention all of the stories individually) in "Troubleshooting"is so wonderfully mind-bending that it reminds me of the movie Primer.

And Not to Get Lost in a World of Fiction
Nothing to Envy: Ordinary Lives in North Korea by Barbara Demick
Want to know what life is like after electricity? This startling book looks at what happens when the lights truly go out.

Through interviews with North Korean refugees and expatriots, Barbara Demick draws a gripping presentation of a hidden nation and the people struggling to live in it.

This non-fiction work by LA Times' Beijing bureau chief made me recognize so many of my own cherished assumptions I have about modern life. This book tugs at the same psychological knots as zombies and futuristic dystopias.

There are so many more titles I could mention (don't even get me started about zombies), but I'm stopping now.

What great books are you reading?
Should I post more often about books like these- or just keep it on Goodreads?

*It took a lot of restraint not to title this post, "I like big books and I cannot lie."

***Baby Toolkit is a bootstrap blog written by Midwestern geek parents (between books, boo-boos and bedtimes). We're Amazon affiliates so a portion of purchases made through our links help pay our domain name fees and library fines (THANKS!). All of the books discussed in this post were provided by our public library and/or purchased by us (though we do selectively accept review copies). If you like board games, check out our Great Big Table podcast.

Dinsdag 06 Desember 2011

Up On Blocks: Top Construction Materials for Young Builders

We love blocks. From Jim to the baby, we can lose ourselves in long cycles of construction and destruction.

These simple toys can motivate the baby to army crawl at top speed to topple and me to linger a little longer at the kids' bedtime while we make the ramp just a little bit longer or the tower a little taller. Six-year-old Ranger builds huge marble runs in his bedroom, and three-year-old Scout sneaks into rearrange them while he's at school.

When Uncle Punk is around, we build using all the blocks we can muster. Then we bombard the structures with ping pong balls, bean bags, and old Crossbows and Catapults flying disks.

For the youngest (1 year and under), we prefer cardboard blocks (as she loves knocking towers down on her own head). Our homemade milk/juice carton blocks are a bit too big for her to handle, so she usually plays with Melissa & Doug Alphabet nesting blocks. She isn't much of a stacker yet, but she does like to nest the blocks.

The next step in our ziggurat of block building are old Fisher Price Stack & Build Blocks. These rounded blocks hold together without actually locking. They require less accuracy and motor control to stack and restack independently. Sadly, they're discontinued, so look at resale stores, yard sales, and (in our case) an awesome friend's living room (I promise she gave them to me).

Fisher-Price Stack & Build blocks
 Next in the lineup are MEGA Bloks. When kids' fine motor control and hand strength start improving, big locking blocks exercise their hands and their spatial reasoning. Not that the kids care about that. They're great fun. I chose MEGA over other favorite block brands because I can always find used ones cheap and MEGA seems to have been making exactly the same block for a long time (so there aren't near-fit problems when combining sets). Plus, Ranger's grandma gave him a MEGA Bloks set that he adored.

Melissa & Doug Unit Blocks
Around the same time, we get out the Melissa & Doug Unit blocks. These old school stackers are big and dense hunks of wood that are the mainstay of Jones' building. They are bigger than most home block sets. These are 6-year-old Ranger's most played with toy. Scout got a 2 small sets (2- 30 pc sets) for her 3rd birthday (so she would stop sneaking into Ranger's room during the school day to play with his).

Growing up, Uncle Punk and I shared a similar block set (though ours were covered in suspiciously bright, probably toxic, paint). I can remember sitting down on college breaks with my older brother and building elaborate structures (that we later knocked down with balls). If our geek genes prevail, the kids may get decades of play out of these.

Keva planks
A new block type we like are Keva planks. These unassuming identical planks require more planning than the unit blocks, but they introduce more strategy to block construction. Instead of simply grabbing the double long block to span a threshold, now we have plan ahead. There are often many solutions to each challenge, and it's easy to learn that some solutions are much more stable than others. As the kids get bigger, I think these (and their photo book of suggested structures) will become a centerpiece in our living room.

Research reveals that kids are more likely to read in homes where parents read. It is probably some combination of parental modeling and opportunity (more books around and natural pauses in the schedule to read). With blocks as a regular activity, we're seeing some of the same results. Scout, who has grown up watching us build with Ranger, uses blocks in ways that are surprising for her age (like improvising recognizable structures).

Even if blocks don't develop spatial thinking, they're still lots of fun to stack (and knock down).

***Baby Toolkit is the unbridled geekery of Jim & Adrienne Jones- Midwestern parents of three. We have no affiliation with any of the block makers listed above. We are Amazon affiliates, so we get a small percentage of purchases made through our Amazon links.

Maandag 21 November 2011

Household Essential: 3M Book Tape

Photographed to emphasize tape
It's no secret that we love books. Despite our best intentions, sometimes we even love them to pieces.

Before we had kids (okay, even for a while after we had Ranger), I thought we could maintain an organized library of carefully maintained books. I slowly came to realize that, at least for picture books, I could have readers -or- crisp, clean editions, but not both.

Why have books without readers?

I nearly wept the day Ranger ripped a page out of the hardback copy of On the Day You Were Born that I bought him upon request. He loved that book, and although paper kind of grows on trees, changing that paper to books can be an expensive process.

Then Jim reminded me of book tape. At one point, we both worked in an academic library and regularly traversed the catacombs behind the public areas. In one dark corner of cataloging, dedicated bibliophiles maintained and repaired worn and broken volumes. Little red boxes of book tape sat shoulder to shoulder waiting to assist in the ongoing battle against time, entropy, and abuse.

I use book tape to stitch together damaged volumes, but it also works on puzzle pieces and game boxes. Jim even uses it to reinforce the covers of frequently used reference books before damage occurs.

Corner reinforcement by library (interior)
The tape is slightly re-positionable when first applied (unlike clear packaging tape), but bonds firmly once placed. Its thicker and stiffer than packaging tape. The edges may shed a little adhesive, but it rolls off easily (like rubber cement) rather than creating a gummy mess. The tape can be creased easily over the edge of a softback cover or spine. Our local library even adds it to hardback corners to slow cover wear.

Exterior spine & corner reinforcement by library
Even with three young readers, we don't worry about letting our kids handle books.

A roll of book tape costs about $6 for 15 yards of 2" wide tape. That's far less than the replacement value of most books and a downright paltry investment in independence for a young reader. There's even an 8 roll value pack that might prevent the stink eye when someone abducts a roll "for work."

***Baby Toolkit is the periodic chronicle of a couple geeks crawling the dungeons of parenthood. We're Amazon affiliates, so purchases through our links will help us buy more books and book tape and other bits and bobs. Though we may be categorized as 3M enthusiasts, we have no non-imaginary relationship with the company.

Maandag 25 Julie 2011

All Together Now: Tangling with Gamewright's Forbidden Island

Every couple of weeks, Adrienne, Ranger and I (and perhaps a friend or two) launch an expedition to a sinking island in search of ancient artifacts of legendary power. If luck is on our side, if we keep our lines of communication open and if we focus on cooperating, we might unearth The Crystal of Fire, The Earth Stone, The Ocean's Chalice and The Statue of the Wind before our helicopter pad sinks into the treacherous waters of the surrounding ocean. If we don't, we'll be cut off from returning home and forever seal our fates... at least until we reset the board and try again.

"What the heck's going on!?!"  you might ask.

Well, we've been playing Forbidden Island.

Introduction

Forbidden Island is a cooperative board game of daring treasure hunting that pits all the players against the game itself. The players of the game either win or lose as a group. Forbidden Island is designed by Matt Leacock, designer of two other of our favorite board game titles, Pandemic and Roll Through the Ages: The Bronze Age. It is published by Gamewright, who also publishes another game we reviewed recently and thoroughly enjoy, Rory's Story Cubes (check out our review, To Tell A Tale: Rory's Story Cubes). C.B. Canga's full color art illustrates the exotic locales of the sinking island.

Setup


At the beginning of each game, the players shuffle the twenty four island tiles and place them one by one into the cross layout as illustrated in the Forbidden Island rule book. Next, the four plastic figures representing the treasures of The Crystal of Fire, The Earth Stone, The Ocean's Chalice and The Statue of the Wind are placed in the four open corners of the island.

Forbidden Island includes fifty eight cards that are split into two decks. The red backed Treasure Deck includes twenty treasure cards (five for each treasure), three Waters Rise! cards, three Helicopter Lift cards, and two Sandbag cards. The Treasure Deck is the resource deck of the game, giving players the items that they will need in order to complete their objective. They'll have to watch out, though, as the Waters Rise! cards randomly cause areas of the island to sink and be removed from the board. The Treasure Deck is shuffled and placed to one side of the island layout.

The blue backed Flood Deck consists of twenty four cards, each representing one of the tile cards that make up the island. The Flood Deck is shuffled and placed on the opposite side of the island layout. The island's already started to flood and to represent that, six cards are drawn from the Flood Deck. For each card that is drawn, the players flip the corresponding island tile from its full color side to its blue toned flooded side.

There are six adventurer cards that represent the different treasure hunters that are coming to explore the island. Each adventurer has special skills that let them ignore or break specific rules of the game. Exploiting your adventurers' skills at the right time will be critical to your success or failure on Forbidden Island.

The six adventurers and there special skills are:

Diver: The diver is represented by the black pawn and can move through one or more adjacent flooded tiles and/or sunken tiles for one action as long as he (or she) ends the turn on a tile.

Engineer: The engineer is represented by the red pawn and can shore up two flooded (blue colored) island cards for one action.

Explorer: The explorer is represented by the green pawn and can move and/or shore up flooded tiles diagonally.

Messenger: The messenger is represented by the gray pawn can give treasure cards from their hand to a player anywhere for one action per card.

Navigator: The navigator is represented by the yellow pawn and can move another player up to two adjacent tiles for one action.

Pilot: The pilot is represented by the blue pawn and can fly to any tile on the island for one action once per turn.

During the setup phase, the six adventurer cards are shuffled and randomly dealt to each player. The pawns representing the adventurers are then placed on the island by finding the island tile that has the corresponding pawn icon.

Next, the adventurers are outfitted with their initial gear by drawing two cards from the shuffled Treasure Deck. If they draw a Waters Rise! card, they draw a replacement treasure card and shuffle the Waters Rise! card back into the deck. All cards are left face up in front of the players in order to make it easier to cooperate when completing their player's goals.

Once all of the adventurers are outfitted with two Treasure Deck cards, the group decides on the difficulty level of the game and set's the Water Level  marker on the Water Meter. The closer the marker is to the top, the harder the game will be. For beginning players, the Novice level is recommended which, while being easier, doesn't guarantee a win for the group.

That's it for setup. As you can see, there are a lot of elements that add to the re-playability of the game. The island is going to be in a different configuration every game (with a special note on that at the end of this review). Your group of players will also have different adventurers with different roles and their starting tiles will most likely be in a different starting position every game. And finally, as your group gets better at the game, winning more times than losing, they can start at increasingly difficult water levels.

So, how do you play the game?

Playing Forbidden Island

Each player's turn consists of three phases. During the first phase they can take up to three actions. After they have finished their actions, they must draw two Treasure Deck cards. Finally, they must draw the number of cards from the Flood Deck equal to the current Water Level on the Water Meter. Let's break each of those down. As we look at the basic rules of play, remember the special abilities of each adventurer that allow them to break specific rules during their turns. Players have three actions that they may take.

On their turn, players can move to an adjacent tile above, below, to the left or to the right of their current position. They can make multiple moves during their turn, with each move costing one action. The only restriction for most adventures is that they can't move over or stop on an area with missing, sunken, tiles.

Another option is for the player to shore up a flooded tile. Players may shore up tiles adjacent above, below, to the left, or to the right of their pawn's position. When a player announces that they are going to shore up a flooded island tile, they flip it from it's blue flooded side to its full color side. Each time a player shores up a flooded island tile, it takes one of their three actions.

If two or more players have their pawns on the same island tile, they may then spend one of their three actions to exchange Treasure Cards. Players may not exchange special action cards and they must stay within the five card hand limit. They may exchange as many cards as they have action points remaining as long as they don't go over their hand limit.

Finally, if players are occupying one of the two island tiles that can house each of the Forbidden Island treasures, they can exchange, if they have them, four treasure cards matching the particular treasure in order to capture it. Once captured, they put the four matching Treasure Cards into the discard pile and take the corresponding plastic treasure miniature and put it in front of them.

After spending their three action points, players must then draw two treasure cards into their hand. If they are over the hand limit of five cards, they must discard the excess into the Treasure Card discard pile. The Special Action cards include the three Helicopter Lifts and two Sandbags. A player can play a Special Action card at any time, whether it is their turn or not, and it does not cost any action points.

If a player draws a Waters Rise! card, they must immediately move the Water Level marker up one tick mark on the Water Meter. They then must take all the cards in the Flood Deck discard pile, shuffle them, and put them on top of the Flood Deck. This has the effect of making it more likely that flooded tiles will then sink. Then they discard the card to the Treasure discard pile.

As their last action, players must draw the number of Flood cards indicated on the Water Meter. For each card that is drawn from the Flood Deck, the corresponding island tile is flipped over if it is not already flooded or removed, along with the Flood Deck card, from the game. In this way the island sections first flood and, if they are not shored up, eventually sink into the ocean. As the island sinks away at an ever increasing rate, the players will have fewer and fewer routes to complete their goal of capturing all four treasures from Forbidden Island. If a pawn is on a flooded tile that then sinks, the tile is removed and the player must move to an adjacent tile. If a tile doesn't exist within one space, it sinks into the ocean as well and all the player's lose.

Speaking of losing, how do you win a game of Forbidden Island?

Winning (and Losing) Forbidden Island

As I said in the beginning, Forbidden Island is a cooperative game. Players win or lose the game together. Here's the tricky part. There is one, and only one, way to win Forbidden Island. The players must first capture all four treasures. Then all of the players must move their pawns to the Fool's Landing helicopter pad island tile. Then one player must discard a Helicopter Lift special action Treasure Card to lift the entire team off the sinking island. That's a tall order.

So how do you lose? I'm glad you asked.

There are four ways to lose a game of Forbidden Island. If a set of the island tiles that houses the treasures sinks into the ocean before the treasure is recovered by a player, the players lose the game.  If the Fools Landing tile sinks, cutting off your player's chance to reach the helicopter and escape the sinking island, the players lose the game. As stated earlier, if a player is on a island tile that sinks and is not close enough to another tile to swim to safety, the players lose the game. If the Water Level on the Water Meter rises to the skull and crossbones, the players lose the game.

This may seem harsh to some of our readers. I won't lie, this can be difficult, especially as you gain experience and confidence and start the game further and further up the Water Meter, ratcheting up your starting difficulty. But I will say that playing, and winning a game of Forbidden Island is an event, especially if your players really get into the idea of being treasure hunters and try hard to work together. When you lose, which will happen (heck it might happen the first couple of times you play and continue to happen off and on throughout the time that you own the game), you will all feel it together. You'll talk about what you might have been able to do differently. You'll commiserate over the bad luck of drawing the wrong flood card at the wrong time. You'll wonder if things would have been different if you had a different assortment of roles. Remember, this is a game for two to four players and you have six special roles that are randomly assigned.

And then... you'll want to set the whole thing up and try again. This game is addictive. And when you win, I'll bet you'll do what every group I've played this game with has done. You'll jump up from your chair and cheer and give high fives all around. You'll rehash the close calls and the clever plays. You'll relish the adventure of it. When's the last time you did that when playing Monopoly or Trivial Pursuit. When was the last time that you played any game that left everyone playing feeling so good.

So, while it is hard. It's definitely worth the effort.

Components and Cost


Forbidden Island comes in a beautiful full color embossed metal tin. Inside, a molded plastic insert holds the twenty four full color thick cardboard tiles that make up the island. There are six colored wooden pawns representing each adventurer. Additionally, there are the Flood, Treasure and Adventurer decks outlined earlier and the Water Meter. Finally there are four color plastic miniatures which evocatively represent Forbidden Island's lost treasures. All of which fits nicely in this lovely tin with the clearly written and wonderfully laid out full color game rules. All of the tiles and cards are linen backed so they should be able to withstand repeated plays for a long time to come.

Given the quality of the game's tin, components, and rule book, you'd expect Forbidden Island to command a premium collector's game price. One of the most amazing things about the game is that it can be had for under $17. On Amazon.com, Forbidden Island currently lists for $13.44.

Conclusion

Forbidden Island is a great game for two to four players. If you have never played a cooperative game, a genre that has gained popularity in hobby games market in the last few years and one that my family particularly enjoys, Forbidden Island is a fantastic introduction to the category. We love this game as a family and here's why.

Forbidden Island can be played with a diverse range of ages and can still engage everyone involved. We have played this with groups made up only of adults and with mixed groups including players pushing their forties and our five year old son, Ranger. The only difference in the play is that Ranger was more in need of suggestions as to which action to take on his turn. On the other hand, these game sessions enabled him to see how adults evaluated a number of potential actions and chose the few that were most optimal. Over time, he's getting a crash course in creative problem solving. He's also learning how to communicate with other people about a problem and learning how to take suggestions for possible solutions from others.

Forbidden Island captures the imagination. If I'm presented with the choice of playing a card game of Uno or going on a treasure quest to a sinking island, I know which one I'll choose ninety percent of the time.

Forbidden Island builds memories. Like Matt Leacock's other, more expensive, cooperative game Pandemic which focuses on ridding the world of epidemic diseases, a win in Forbidden Island is difficult and memorable. You'll tell stories to other's that you inevitably introduce the game to about an amazing recent win or heartbreaking loss. I still remember the time that a group of co-workers won when there were only four (of the twenty four!) island tiles left on the board. It was the last possible turn before the skull and crossbones was reached and a combination of a lucky card draw, plus having the pilot, won the day. It was intense. It was nail-biting. Everyone screamed and  and stood up and cheered with excitement that we'd actually eked out a win. All in a public snack area with passers by thinking we were crazy. And... it was awesome!

You just can't beat the cost-value calculation of this game. Forbidden Island is cheaper than most kids' games (Sorry, I'm looking at you) and is going to be something that your children's children will be able (and enthusiastically want) to play for years to come. It's not a game that you're going to get bored with easily as it has an amazing amount of re-playability built into its very design. Plus, if you start to get so good that your group regularly wins the game, you can try these European edition and fan created alternate Island tile layouts to increase the challenge level. How well are you going to do on Forbidden Skull Island, or the Forbidden Island of the Crescent Moon?

Are you ready for your family's first expedition to Forbidden Island?

Let us know if you are a fan of cooperative games in general and Forbidden Island in particular in the comments. Happy adventuring.





***Baby Toolkit is brought to you by the neurological happenstance of two geek parents in the midst of the  middle Midwest. While we purchased Forbidden Island from our local Borders (R.I.P.), we do periodically receive review copies from Gamewright. We love Forbidden Island designer Matt Leacock's Pandemic, so we simply could not resist buying Forbidden Island when we saw it in a bookstore- especially since I had a 40% off coupon (sorry, Borders). Expect more game coverage as we're going crazy with GenCon Indy 2011 anticipation.

Dinsdag 25 Januarie 2011

To Tell a Tale: Rory’s Story Cubes

We are a family in love with stories.

We tell them, we read them, and as this blog attests we often write them down and share them in some form or another with total strangers. Adrienne and I have been readers our whole lives. We even turned to stories, in the form of Barbara Lehman’s wonderfully illustrated but wordless books, to help Ranger learn to better express himself as he described the details of the quirky scenes in Lehman’s illustrations.

For the past year or so, as Ranger has passed from a toddler to a preschooler, he and I have begun to play “story games” to pass the time. While we’re waiting in line somewhere or when car trips are lasting longer than either of our patience, I’ll start asking Ranger semi-directed questions similar to what we’ve practiced with Lehman’s books to fill out the details of a free form story. I might ask, “Who is in the story?” or “What should our story be about?” and as Ranger fills in the details, we begin to explore these free form worlds that we create together. It has become such a part of our life, that Ranger will often interject into any long silence, “Let’s make up a story!”

It’s tremendously fun and puts our creativity through the paces. As I hadn’t done a lot of this sort of thing for a long time, I was rusty at first, but persistence has paid off. What was difficult and awkward at first, is now second nature to us both. We roll with any suggestion and seem to be able to incorporate most any idea into at least a semi-recognizable narrative.

This sort of thing was easier when I was younger. As a young geek child of the 70’s and 80’s, I came of age slinging polyhedral dice while playing role playing games ( or RPGs). My friends and I imagined adventures in underground lairs filled with traps and monsters, smashing cars into each other, going insane from viewing nameless horrors, and hiding out from “The Computer” during endless story telling sessions of Dungeons and Dragons, the Palladium Role Playing Game, Car Wars, Call of Cthulhu, and Paranoia. These “games” were exercises in imagination and storytelling more than winning some sterile objective. I think they helped my writing, encouraged my reading, exercised my imagination and generally improved my overall communication skills.

Ranger’s a little too young for these types of games but luckily there are other games and play activities that are springing up that we happen to really enjoy and that accentuate the story play in which we already engage. One of those play/game activities is Rory’s Story Cubes. Published by Gamewright, Rory’s Story Cubes are nine six sided dice that come in a sturdy magnetically fastened box. Each white dice has a unique black doodle or pictogram on each of its six faces. The pictograms include doodles of a water fountain, a turtle, a bumble bee, a bolt of lighting, a castle keep, fire, and a shooting star. If you do the math, there are 54 images across the die faces. That’s quite a lot of potential story inspiration when you consider all the possible combinations.

The simple idea of Rory’s Story Cubes, is to take some or all of the dice and roll them, and then work alone or together to make up a story that includes elements from all of the face up pictograms. That’s it. It’s a simple activity and, while there are suggested ways to use the cubes, the included booklet also encourages you to use them in any way that inspires fun and creativity. Since there’s no “right” way to do it, kids are free to let their imaginations wonder unhindered by any “correct” interpretation of the images that  they randomly encounter from any particular roll. For instance, one doodle is of an Egyptian scarab as you might find on a pyramid burial chamber wall painting or depicted in an ancient Egyptian cartouche, but Ranger usually incorporates it into his stories as a generic “bug” or a slightly more specific “beetle”.

Some people may be turned off by the randomness of the activity, but I’ve found the activity of making a story (and perhaps not even a good story) from the randomly occurring images to not only be mentally challenging but also very inspirational. I have imagined seeing them being used by writers as a warm up exercise or a way to work through writer’s block. Perhaps teachers could use them in creating writing or speaking prompts for their students. I can just hear high school speech students groaning at the idea of giving a recitation of an extemporaneous story inspired by the fateful roll of the cubes.

I know from experience that the exercise of using the cubes and pushing ourselves to work within their imaginative constraints has broadened Ranger and my general story telling and creation abilities. He’s become surprisingly good at taking a random word or phrase that we may come across and turn it into wonderful little tales. He’s one heck of a storyteller these days. As an example of the types of stories that he now come up with on his own after a couple of months of playing with the cubes, this is my favorite story that he created after I tossed out the phrase “octopus soup” to him in car trip a couple of months back.


Octopus Soup
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Once upon a time, there was octopus soup sitting in a cup on a table. A little girl sitting at the table wanted to try it.

She took a sip and it was wet... and slippery... and yucky. It made her feel dizzy. Then she wobbled off her chair and fell on the floor.

All of the sudden, she turned into an octopus.

When her mommy came into the room, she yelled "Oh no! There's an octopus in my house!"

She picked up the octopus right away and rushed it over to the aquarium and said, "Here. You take it."

When she got home, she couldn't find her daughter and figured out that the octopus was her little girl. So she went back to the aquarium and said, "You have to give me back that octopus! It's really my daughter."

The man at the aquarium said, "Oh good. The octopus turned back into a girl after you left. Here you go... She's a little wet."

When they got back home, the little girl said "I'll just have a peanut butter sandwich."

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The box can double as a rolling tray.

Making up stories with anyone, but especially with little kids, is a lot of fun and Rory’s Story Cubes definitely greases the imagination in pursuit of that goal. This simple, portable activity is sure to be a lot of fun for any family, though I wouldn't limit it to just families or kids. I can see it as a great party activity for adults, an icebreaker activity for gatherings, or an improv exercise. It’s a wonderful game to play that we highly recommend. Also, for those that are interested, there’s an iPhone App of the cubes, but there is a visceral thrill in rolling actual dice that is really part of the fun of the whole process. The retail price for the physical Rory's Story Cubes game is $12.99 and comes in a sturdy portable box that is slightly larger than a deck of playing cards.


We’re curious what type of stories that you’d come up with using a roll of Rory’s Story Cubes. Given the rolls in the pictures above, what does your mind come up with? Post them to the comments below.

***Baby Toolkit the sleeper hit blog on a short stretch of a quiet street in Southern Indiana- unless of course one of our neighbors has started a blog (like the clown family down the street- amazingly not a joke). We received a review copy of Rory's Story Cubes from Gamewright. We're Amazon affiliates, so a small portion of purchases made through the Amazon links on the site comes back to us and we use it to pay for connectivity or the downpayment on a Baby Toolkit corporate jet (thanks!).

[Note from Adrienne: Jim's new blog at storiedadventures.blogspot.com hosts even more gaming content.]