Fast and furious, fun and frantic and just silly to boot. I give unto thee a plethora of games for the simple pleasure of group fun and social bonding. WARNING: Some of these games may not directly promote higher level thinking! Be forewarned that madcap rumpusing may ensue!

Dancing Eggs by HABA is, as you see, an egg carton filled with 2 die and 10 eggs. The goal of the game is to collect as many eggs as possible. How do we collect said eggs? By rolling the red die which has a series of tasks associated with the faces. You may have to be the first to run around the table, to cluck like a chicken, to snatch the die, or to catch one of the rubber eggs as it is bounced off of the table.

Enter die #2, the dreaded WHITE die. This is the die that you roll after you win an egg that tells you WHERE you need to keep that egg for the remainder of the game. SOOOOOO, you may need to prop that egg under your chin, in the crook of your elbow, or between your knees. Now imagine running around the table with an egg under your neck, your armpit and between your knees. Not so easy!

The game continues until one person drops an egg, at which point all of the players add up the eggs that they managed to keep. The rubber eggs are worth 1 point, while the wooden egg (which is much more difficult to keep a hold of) is worth two. Fast! Frantic! Fun, Fun, Fun!

Say Anything by North Star Games LLC is a clever twist on the standard party question game. In the game, players take turns asking questions that can be fairly open to interpretation. If you are playing with students, scan the cards for the few that are definite no-no’s and remove them before play. After the question is asked, each of the other players writes their answers down on a dry erase board and place them out for everyone to see.

<yawn> Boring, right? Hold it now…. hit it! The person who asked the question now selects their favorite answer from those written by the other players. Once the secret selecting has been done, then each of the players place two tokens on the answers they think that the questioner may have chosen. This may be their own answer or another player’s. They can split their chips or place them both on one answer. Say Anything has players crafting answers based on the person asking the questions and reflecting again once all of the answers are played out. It is a wonderful way for students to put themselves in the perspective of their peers. They often will be pleasantly surprised at what they learn about the people they are around each and every day.

Castle Knights: Together we are Strong is a great dexterity game by HABA for the kiddies, though I am a tower building junkie I admit. Up to four players can take part as they take an end of an elastic strap that, when pulled tight, expands a central elastic square. Racing against the clock, students need to work together through communication and coordination to erect three towers before the king arrives at the castle.

In typical HABA fashion, the components are top notch. Each of the tower pieces are big and chunky pieces of wood in varying shapes and sizes and the game box serves as the castle grounds. Students young and old, love the pressure as they struggle to gather the pieces, secure, move and balance them one atop another in the race to build the towers. Communication is a must in this game as students need to work together to orient themselves so they can master these feats of dexterity.

Not every gaming experience need to tie so strongly to the curriculum. Our students need time to interact and relate with each other in ways that will help them develop bonds and grow as individuals, finding their place within the social strata of school. Games create a community of play that sets its own guidelines for interaction that often supersede the chosen divisions of cliches and niches inherent in youth. For those brief moments, students are simply in the moment… working together. A skill we could stand to hold onto well into adulthood.

Werewolf

Number of Players: 8 to ???

Grade Levels: Middle School and Up

Length: 20 to 30 Minutes

Curricular Connections: Storytelling, Characterization, Persuasive Language, Critical Listening, Deduction

Investment: Low
Return: High

A brief history of…. the werewolf!

Werewolf is derivative of the mafia party game created in 1986 by Dimma Davidoff at the Psychological Department of Moscow State University. The werewolf theme was applied in 1986 by Andrew Plotkin and the game has had subsequent publishing by various companies including: daVinci games, Looney Labs,  Mayfair Games, Asmodee Editions, and Bezíer Games. Publications of note for school libraries include the Asmodee Edition: Werewolves of Millers Hollow, which handles 8-18 players and the Bezíer Games version: Ultimate Werewolf: Ultimate Edition which handles 5-68 players. The Asmodee version has the most school appropriate art work on the cards while the Bezíer version easily handles a whole class and provides the best guidance for getting started and running the game.

Did you hear something?

Werewolf is a captivating social game in which players are secretly assigned roles that they must play out over the course of the game. The story is that werewolves have infiltrated a small country village, stealing away another victim each night. By day these creatures could be any one of the citizens, leaving the town no choice but to elect one member of its village to pay for the continuing atrocities. It is this act of nominating that lies at the heart of the game, as students use language and social interaction to help them accuse others and defend themselves. The game is over when either all of the villagers or werewolves have been removed from the game. (more…)

Well, the book is finished and off at the editors.  There may be some more work to tweek things, but “Libraries Got Game” is complete coming out in the fall from ALA Editions. I have to say a big THANKS to Chris Harris, my co-author for all of his help putting this book together. When I was first approached to write a book, I knew that I did not want to tackle it on my own. My newness to writing needed a seasoned hand to help craft what is a fantastic look at modern board games as educational resources.

Chris did a wonderful job of talking “big picture” and looking at the research, the history of games and bringing things together. My focus was extending my curriculum work, writing  about the games and their alignment, matching games with local state learning standards and providing connections to library and information skills. Additionally, I put together some great recommended games lists for elementary, middle and high school. Together, I think we have put together a really good resource for school libraries looking to expand their collection and include additional resources that can help engage students with learning.

I will keep everyone up to date with details of the books release when we have them. Plus I am sure there will be more to share in July at ALA. If you are interested in learning how to expand your resource collection to include games, please consider attending our ALA pre-conference Gaming in the School Library: Curriculum Aligned and Still Fun! We will be sharing so much of our work and experience, including: selection criteria, recommended lists of titles, advocacy and alignment tools and more. Of course, a preconference on games would not be complete without lots of hands-on time with the resources with discussions on implementation.

I hope to see you there and thank all of you for your support of gaming in the school environment.

I didn’t want to be a stranger too much as I work on the board game book for ALA. We had a snag along the way that set us back a month, but we are heading along now and see the light! In the meantime, I wanted to share another great site with two great opportunities. Funagain Games is an online board game retailer that understands and supports educators.

Why do tell!

For the last six months, Funagain has been giving away two monthly gaming grants:

“Funagain Games believes board games are a great way to promote education, learning and community outreach. As such Funagain Games is proud to announce a monthly grant program dedicated to providing games to organizations that further those ideals in their daily work. Each month Funagain Games will provide a $100 grant to a school, library, or community organization, and another to a game group, to be used for any merchandise offered on the Funagain website.”

With Funagain’s selection, this is a wonderful opportunity for a small library or classroom to start a gaming collection. In addition to the monthly gaming grants, Funagain is also running a contest for upcoming Earth Day:

Funagain Games is encouraging kids and teachers to participate in the Arthur Saves the Planet Giveaway Contest! Kids can win a copy of Arthur Saves the Planet: The Boardgame for their classroom. The contest is open to any child in grades K-3, living in the US.”

Arthur Saves the Planet is a new game designed by Mike Siggins and distributed by FRED Distribution aimed at introducing primary and elementary level students to more sophisticated play mechanics while educating them about environmental issues. With a few slight modifications to play, the game has the potential to work well with students.

If all this were not enough, THEY TAKE PURCHASE ORDERS! I have yet to find another online board game retailer that accepts purchase orders, so this is a rare thing indeed. They just get educators; the opportunities, selection and ease of access garners my respect and thanks.

If you have not had a chance to take a look at Games for Educators, I highly recommend that you take a few minutes. They are a great resource for information and ideas regarding using games as educational resources. With a growing forum and a great podcast featuring Giles Pritchard and Tom Vasel.

Currently, they are running a contest looking for stories where games are used in education. The winner, to be chosen on May 1st, will receive $100 worth of board games from Out of the Box Games. The prize package includes:

ZenBenders
Backseat Drawing
Rock
10 Days in USA
10 Days in Europe
My Word

If you have a story to share, take some time and share your success with your peers… who knows!

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