[Fictionary] STONE rules Results
J-J Cote
jjcote at alum.mit.edu
Sun Dec 18 22:34:58 EST 2011
Actually, your definition for SASTRUGA ("sastruga - n. - A member of the
squash family with long strands of pulp.") won on 10/15/96, and you
responded by choosing the word NOTORNIS.
But yeah, it looks like that may have been followed by a 15 year losing
streak.
On 12/18/2011 10:08 PM, Lawrence Miller wrote:
> Hi, everyone,
>
> Whereas I've been subscribed to this list off and on for something on
> the order of 15 years, and
>
> Whereas I have no memory of every having won,
>
> I do not have any "this would be a good fictionary word" words saved
> up. So I beg your patience and I will send out a word by Monday
> afternoon. Thanks, Jim, for a very enjoyable round!
>
> -Larry
>
> On Sun, Dec 18, 2011 at 2:27 PM, Jim Moskowitz <jim at jimmosk.com
> <mailto:jim at jimmosk.com>> wrote:
>
> Thanks to all who participated in this variant round. Before I
> announce the winner let's review the entries and the comments they
> generated...
>
>
>
> Eric: Initial reaction: no way! Not one of those is a real game.
>
>
>
> 1) A large circle is drawn on the ground or floor in the center of
> the play space. At either end of the ground a goal is marked off.
> One player, chosen to be stone, sits on the floor in the circle.
> The other players stand around outside the circle, taunting the
> stone by stepping over into his territory. Suddenly, and the more
> unexpectedly the better, the stone rises and runs for the other
> players, who are only safe from tagging when behind one of the
> goals. Any one so tagged becomes a stone and joins the first stone
> in sitting near the center of the circle. They also join him in
> chasing the other players whenever he gives the signal. This
> continues until all the players have been tagged.
>
> Eric: Would not want to play.
> Ellen: One point, because I like the writing style
> J-J: A combination of Duck-Duck-Goose and Red Rover that's too
> similar to my hayfield version.
> Linda: I like that a kid is the stone. Plus the cumulative effect.
> Elliott: Completeness: Check. Playability: Check. Compelling
> reason to involve ``stone'': Not found.
> --a total of 1 point for The Real Rules [see the end of this
> message for details]
>
>
> 2) This is a game for 3-5 players. Everyone stands along a line
> to start the game and throws in the same general direction. In
> turn, each player throws a certain flat stone (with a letter or
> number painted onto or scratched into the top) chosen blindly from
> several in a small sack, tosses the stone away from the group,
> along the playing area, trying for the longest distance from the
> line. The one who is IT uses a knotted or marked rope to measure
> the distances. The player who tosses it the farthest wins and
> becomes IT for the next round. A more exciting alternative is to
> toss the stones toward a goal, like a stick in the ground, or
> another stone that can moved by IT with each round. The player
> who hits another player's stone or the goal stone gets an extra
> point. If you are near a body of water, stones can be pitched
> towards a target placed into the water, either floating or anchored.
>
> Eric: Would not want to play.
> Pierre: If the stone is chosen blindly, what happens if the player
> forgets which stone
> he chose?
> J-J: The first variant is shot put with random handicaps. The
> second is bocce with balls that don't roll. And the third version
> is probably pretty hard to score.
> Elliott: Completeness: Not complete (what are points good for?).
> Playability: Check. Compelling reason to involve ``stone'': Check.
> --a total of no points for Linda
>
>
> 3) An outdoors game, best played on leaves or turf. The players
> sit in a circle except for one player, the "stone mason" who goes
> off a distance. While the stone mason is absent, the players sit
> in a circle, with one of them sitting an a stone the size of two
> men's fists or larger. The players then call the mason to return,
> and he must detect which player is seated on the stone, the other
> players, of course, trying to seem as solid and comfortable in
> their seats as possible. A good game for a mixed group of boys
> and girls, as this is one game in which girls may excel, by reason
> of their crinolines.
>
> Pierre: Two points.
> J-J: Just a liiiiittle creepy. But after reaching bottom without
> finding anything I believed in, I have to give this one point.
> Ranjit: One point.
> Linda: Like that this is a seated game and someone is a stone
> mason. We used to play a circle game called, Button, Button, Who's
> Got the Button? A button is in one player's hand while It is out
> of the room. Once It comes back into the room, he others pretend
> to move the button from hand to hand around the circle while It
> watches. It must guess who is holding the button.
> Elliott: Completeness: Check. Playability: Check. Compelling
> reason to involve ``stone'': Check. Two points for plausibility.
> --a total of 6 points for Eric, our silver medalist
>
>
> 4) Three players each have a tire in front of them; the tires are
> fifteen feet apart in a triangle. The boundaries between the
> players' territories are marked with sticks or ropes, halfway
> between the tires. Each player starts with 30-40 stones in a pile
> next to his tire and throws stones at the other two players'
> tires. If a stone lands outside the tire, it may be thrown again
> by the player in whose territory it lands. Once a stone lands in a
> tire, it is out of play. The game ends when all stones are in
> tires. The winner is the player with the fewest stones in his tire.
>
> Eric: Plausible, except wasn't the game Victorian? No tires.
> J-J: I might have voted for this except for the likely lack of
> availability of Victorian-era tires
> Linda: Were there so many spare tires so long ago as the book was
> written?
> Elliott: Completeness: How are the territories established to
> begin with? Playability: What if you hit someone in the head?
> Compelling reason to involve ``stone'': Check.
> --a total of no points for Pierre
>
>
> 5) Players gather in a circle around a large tree suitable for
> climbing. A small stone is required. On his turn a player must
> throw the stone over a target bough, called the WHIP. If the throw
> is not high enough, or the player misses the tree completely, he
> is out. After making his throw, the current player, or CRACKER,
> must climb to the WHIP to mark its location. Spectators and
> players alike should cat-call the CRACKER during climbing; if he
> falls, he is out. Previous CRACKERS already in the tree may
> attempt to dislodge the current CRACKER as he climbs, but may not
> leave their WHIP to do so. The next player must throw the STONE
> over a new WHIP at least as high as the previous CRACKER. The
> first CRACKER in a round can choose a WHIP at any height he
> believes he can throw over and reach by climbing. Play begins with
> the shortest player, and proceeds in increasing height order, so
> as to ensure a fair chance to all. One round is complete once the
> tallest player takes his throw; all players should come down out
> of the tree, and the next round begins anew with the shortest
> remaining player. Play continues until all but one player is
> eliminated. If any player hits any other player with the stone,
> they are both immediately out; if a throw causes a player sitting
> on a previous WHIP to fall without hitting him with the STONE,
> such as by cowardly flinch, only he who fell is out.
>
> Eric: Would not want to play. Ten creativity points.
> J-J: Good lord! This reminds me of the stories that my friend
> Jimmy used to tell me in college, which invariably ended "...and
> then Floyd went to the hospital". This will probably turn out to
> be real, and I'll be deeply disturbed.
> Linda: Kids used to play dangerous games in the olden days and you
> weren't supposed to be afraid of a little blood and a few bruises.
> 2 points for danger. But isn't Cracker a derogatory term?
> Elliott: Completeness: Check. Playability: Risky! Compelling
> reason to involve ``stone'': Wouldn't a nice, soft ball be
> better? One point for creativity.
> --a total of 3 points for Nick, good for the bronze medal.
>
>
> 6) The players form a pentacle surrounding the victim. They chant
> the appropriate words. Should the victim attempt to break free,
> restrain him, but do not shed his blood. When It comes to feed,
> the players plead for parts of the victim. It will toss one part
> to each player. The players then use these as blunt instruments
> upon each other, but do not shed one another's blood. The
> surviving player offers the bodies of the others to It, uttering
> "stone," but must take care not to enter the pentacle. It then
> will grant a desire; but be careful to formulate that desire
> carefully, for It has a sense of humor.
>
> Eric: Would not want to play. Ten creativity points. One real point.
> Pierre: This doesn't sound like a children's game. Witch
> fictioneer came up with it?
> J-J: Yeah! But no, I don't think so.
> Ranjit: One backing-away-slowly.
> Linda: Too zombie-like.
> Elliott: Completeness: Cryptic. Playability: Risky! Compelling
> reason to involve ``stone'': None that I can see.
> --a total of 1 point for David
>
>
>
> 7) The players array themselves as they wish around an open yard.
> One player closes his eyes and counts aloud to twenty whilst each
> other player selects a stone from the ground, remove a boot, place
> the stone into the boot, and replace the boot upon his foot. Upon
> the count of twenty, the counting player opens his eyes and all
> players begin walking about the yard. The counting player then
> attempts to guess in which boot each player placed his stone. A
> player whose stone is so located retires from the yard. The game
> ends immediately upon an incorrect guess from the counting player,
> the player winning who fooled the counting player, or the counting
> player himself if none fool him. In common practice, a number of
> games are played consecutively, with the winner of a game serving
> as counting player for the next.
>
> Eric: Two real points. Also, maybe I would play this.
> David: 1 point
> Pierre: One point.
> Ellen: Two points.
> J-J: Somewhat similar to the "guess what I have under my skirt"
> game, but less creepy, so two points.
> Ranjit: Two points
> Linda: Sounds uncomfortable but 1 point for "whilst."
> Elliott: Completeness: How small can the stone be? Playability:
> Check. Compelling reason to involve ``stone'': Check.
> --a total of 11 points for Larry, the running-away (hopefully
> without a stone in his shoe) winner!
>
>
> 8) This game is played in a field of tall grass, ideally taller
> than the players. One player is chosen to start the game as the
> "stone", while the others are initially "ploughs". The ploughs
> avert their eyes in order to allow the stone to hide somewhere in
> the plot of grass. After an agreed upon time (perhaps a count to
> ten), the ploughs form a line and march across the field. The
> stone attempts to grab one of the ploughs by the ankle, while the
> ploughs try to spot the stone. If a plough is caught, he drops
> into the grass and becomes another stone. If the stone is
> spotted, the plough may attempt to run away. All of the ploughs
> who arrive at the far edge of the field form a new line on an
> adjacent side and begin another march, perpendicular to the
> previous one. Play continues until there is only one plough
> remaining, who becomes the starting stone for the following round.
>
> Eric: Most Likely To Be By Elliott Award. Also, consistency
> points for the spelling of "plough". Might play this, depending
> on the insect situation in the grass.
> David: 2 points
> J-J: Mine. So obviously not right. Basically Red Rover, with
> added excitement for those who are afraid of snakes.
> Linda: Like the cumulative effect of this one. Sounds a bit like
> Snake Pit from New Games.
> Elliott: Completeness: Check. Playability: You'd need to luck
> into a field of the right size and shape. Compelling reason to
> involve ``stone'': Well, OK.
> --a total of 2 points for J-J
>
>
>
>
>
> The actual game rules are taken verbatim from __Games for the
> Playground, Home, School and Gymnasium__, copyright 1909 by Jessie
> H. Bancroft, specifically its "Active Games" section. (There are
> also "Quiet Games" and "Singing Games" -- which is what really
> indicates that the word "games" is being used broadly enough to
> include what we'd today call "activities".) You can read the book
> here, thanks to Project Gutenberg:
> http://www.gutenberg.org/files/25660/25660-h/25660-h.htm
>
> Another game from the same book, which was my backup choice in
> case some of you actually knew the rules to STONE, was:
>
> SPOONING
> All but one of the players stand in a circle. The odd player is
> blindfolded and placed in the center. He is given two silver
> tablespoons. The players in the circle clasp hands and move around
> until the blindfolded player clicks the spoons together, at which
> signal the circle must stand still.
> The blindfold player then goes up to any one in the circle, and by
> feeling over the face and head with the bowls of the spoons must
> identify the player. He may not feel on the shoulders or around
> the neck, only on the face and head. A player may stoop to
> disguise his height for this, but otherwise may not evade the
> touch of the spoons. If the blindfold player correctly identifies
> the one before him, they exchange places. If incorrect in his
> guess, the play is repeated.
>
>
> May I suggest that when we organize the Fictionary Real-world
> Get-together (for instance, this July?), we try a few of the
> invented games from this round? I'd like to play the winner, the
> real one, and Pierre's #4.
>
> The reins of Fictionary are all yours, Larry!
>
> -Jim
>
>
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