When Kids Show Up at Your Demo
By 'Becca
Stallings
Looney Labs games are designed by and for adults, but most
of them also appeal to kids. If kids show up at your demo, you
might feel unprepared to teach them the game. Maybe you don't
spend much time around kids in your daily life, so you don't have
a sense of what they understand at a particular age. Maybe you
avoid being around kids because you tend to find them annoying
or disruptive. Whatever your situation, part of being a good Rabbit
is doing your best to sell the games to every interested person,
even those who are younger than the age limit printed on the games.
Here are some tips to help you demo to kids:
- Remember, they're just people. Unless an individual has shown
himself to be obnoxious or dim-witted, don't assume that he is.
- Kids naturally want to do what adults are doing. They appreciate
having clear guidelines about what's expected of them. Explain
the rules and abide by them yourself, and they generally will
cooperate. If you're worried that a kid won't handle the pieces
appropriately, explain that it's important to pick up what we
drop so nothing gets lost, that pointy things should not be put
near your face, that it's against the rules to wipe your nose
on the cards, or whatever is your concern.
- It is not necessary for a kid to have a fair shot at winning
in a game with adults. In Zendo, for example, a player who doesn't
understand all the complexities of formal logic can nonetheless
have a good time making koans and guessing, and her making poor
guesses won't significantly hamper the other players. If she's
able to follow the rules, let her play.
- With a really young child, consider simplifying the rules.
(See examples below.) Another option is to let the kid just play
with the pieces as he chooses, or say, "What game do *you*
think we should play with these?" You might come up with
an idea for some really cool new game!
- If a kid can't read well enough to play independently, she
can play as a team with a parent or other cooperative adult.
In Fluxx, especially, this should not be a problem even if other
players can hear them conferring.
- When modifying the rules to make a game more kid-friendly,
be careful how you spin it. Don't say, "You're not old enough
to learn the real rules." Say, "Let's play with special
kid rules!" or don't mention the modification until you're
done playing. (You do need to mention it so that the kid won't
go up to someone else asking to play that game and get ambushed
by a bunch of unexpected rules.)
- If you're having trouble figuring out how to deal with a
child in a game, try thinking of him as a stoned adult. It's
not polite to draw attention to his being stoned, so just explain
patiently and expect some weird lapses of judgment and the occasional
flash of surprising insight.
- Recall your own childhood. Treat kids the way you wish cool
grownups had treated you.
A Brief Guide to Basic Stages in Cognitive
Development
(Becca's Field Guide to Children)
Sensorimotor stage. Until about 2 years old, a baby
is mainly focused on seeking stimulation from her environment
and learning basic motor skills. She may enjoy looking at and
handling game pieces, but she can't "play a game" following
rules. Anything she can reach is very likely to go into her mouth!
Pre-operational stage. Beginning around 2 years old
(i.e. when he can talk and looks more like a kid than a baby),
a kid is able to think in classes, see basic relationships between
objects, understand small numbers, and think one step ahead (but
not much more) in problem-solving. He can count at least to 5,
identify colors, distinguish "small, medium, large"
or "big, bigger, biggest", and recognize when two pictures
match. He can play simple games that have 1-2 actions per turn
and rely more on chance than strategy. (Think Candy Land.)
Concrete operational stage. Beginning around age 7 (i.e.
when she's lost her front baby teeth and is about 4 feet tall),
a kid has a pretty good understanding of how symbols represent
ideas and is able to follow more complex rules. This enables her
to play any Looney Labs card game and the simpler pyramid games.
She's able to see things from other people's perspectives and
think about what they might do in response to her actions. She
can plan farther ahead but has trouble focusing on multiple aspects
of a situation at once--like size AND color AND number AND position.
She's good at thinking of strategies but not so good at testing
whether or not they work, so she's likely to stick with something
that isn't quite working. If a game is frustrating her and you
can see where she's "stuck", a polite hint is likely
to help.
Formal operational stage. Beginning around age 11 or
12 (i.e. when he's beginning puberty and is about 5 feet tall),
a kid becomes capable of more elaborate strategy and holding more
ideas in his conscious mind at once. He's better able to test
a hypothesis and more willing to admit it's not working. Basically,
a kid at this stage has the cognitive capabilities of an adult
without the benefits of experience. For example, he may not have
enough practice doing mental arithmetic to excel in a game that
involves quickly calculating the points gained by each possible
move.
Some Tips for Specific Games
Pyramids:
- Kids 2-6 will enjoy just stacking and arranging pyramids.
(They'll need supervision for safety and to avoid losing pieces,
so don't offer them free reign unless you have some spare pieces
and a parent is willing to watch them instead of learning a game.)
They may set up imaginative scenarios in which pieces represent
trees, people, cars, etc. Let them guide the activity and play
along. Don't quiz them about colors or numbers, but use color
and number and size words freely while you play.
- Try CrackeD Ice or Thin Ice with kids as young as 3 if you
see that they have good hand coordination.
- At 5-6 years old, they'll be more interested in learning
rules, but you may need to simplify: Try teaching just the capping
rules for IceTowers (no mining or splitting) and having the person
with the tallest total towers win instead of counting up points.
Try setting up several Zendo koans that all have the Buddha nature
and seeing if they can guess the rule, adding a koan each time
they can't guess--then have them make some for you.
- Kids 7-11 may like IceTowers, especially if you play kind
of slowly for their first few games. They'll probably like Zendo,
starting with a very simple rule. Volcano and Pikemen also are
good games for this age group.
- As in demo-ing to adults, try a simple game first and observe
the player's skill level and strategy ability. If they seem ready
for a more complex game, choose one that uses the strengths they've
demonstrated.
Fluxx:
- Anyone who can read can play. Kids who can't read but want
to play can form a team with a parent or older kid. Expect to
do some extra prompting to get players through their turns as
the rules become more complex.
- Consider Fluxxentration,
another easy game played with the same cards. Even kids who can't
read can match the pictures.
- For kids under 8, try spreading out all the Keepers on the
table, turning up a Goal, and seeing who can find the matching
Keepers first.
Aquarius:
- Kids 2-6 will like the pictures and enjoy spreading out the
cards. They may want to match patterns. They may want to find
pairs. They may want to use the cards to make terrain for imaginative
play with pyramids or other small toys. Again, follow their lead.
- Keep a lone kid (5 or older) busy with this puzzle: "Can
you line up all the cards so the pictures match on every edge?"
- Deal out the element cards evenly among 2 or more kids (5
or older) and have them race to see who can be first to place
his cards so that they all match on every edge.
- Kids who can read can play by the adult rules.
Chrononauts:
- Try Artifaxx with kids 5-11 years old who can read the cards.
(The cards are written at about "fifth grade reading level",
but bright kids--the type you're likely to meet at cons and game
stores--may be reading that well at a much earlier age. Try,
"Do you read chapter books?" as a screening question.)
- Kids who want to play but are having trouble understanding
the rules or reading the cards can play as a team with an adult.
Nanofictionary:
- Kids who can't read may enjoy putting pictures together and
telling a story. Try dealing out the deck evenly to the players
and letting each choose which of her cards she wants to use in
her story.
- Kids 7-11 will understand the different types of story elements,
the process of collecting cards in your hand, and the scoring,
but they may get confused by the action cards. Use the Anthology
rules, or try this: Deal each player a hand of 8 cards. Draw
a card, look at it, and either pass it to the next player or
exchange it with one in your hand and pass the discard to the
next player. Continue until you have a story with at least one
of each element, then draw a number and keep passing cards until
all players are ready to tell their stories.
Q-Turn:
- Kids as young as 5 can play by the adult rules.
- Kids as young as 3 will understand the arrows and enjoy using
the discs to make paths for a playing piece to follow. Try putting
obstacles on the table and having them figure out how to lay
paths around them.
- Kids 3-5 years old, who are just learning pattern-matching,
may enjoy putting all the discs face down and turning up 2 to
find a pair. (Same rules as Memory or Concentration, but very
easy!)
A Real-Life Example
For those who are skeptical or need some more encouragement,
here's an example of how I entertained some very young
kids with Looney Labs games:
I was visiting my cousin Tiffany and her kids. Alyssa was 4,
and Chris was almost 2. After settling Chris in Tiffany's lap
and reminding the kids that pointy objects are not to be put into
anyone's eyes, nose, or ears or left on the floor, we set out
the Icehouse pieces. Simply stacking them in different configurations
occupied both kids for over an hour!
Chris's main interest was stacking pyramids in random order
until they fell over (he picked them all up and didn't lose a
single one!) and then trying it again a different way. Tiffany
encouraged him to name colors and sizes as he played.
Alyssa was interested in stacking each color by size, then
each size by color, then each possible configuration of red-blue-yellow,
then giving each three-pointer a "hat" of a different
color, etc., etc. I showed her how to make a "Christmas tree"
by stacking greens by decreasing size, and she really liked that--built
a whole forest and had some one-pointers and their two-pointer
Mommy hike through it.
After showing Alyssa the element cards of Aquarius, I asked
her what game we should play with them. First, we dealt out all
the cards and took turns placing them on the table with one element
matching--as in standard Aquarius, but without worrying about
goals. Then, when all the cards were face-up on the table, we
took turns picking up pairs. (Tiffany said they'd been playing
Memory recently.) Alyssa was able to match even the four-element
cards once I pointed out that it's easier to look for "no
fish" than for "star, rainbow, flower, and fire."