As my wife and I start preparing
ourselves and our now five year-old son for public school
kindergarten – including the nonsensical administrative rules and
illogical bureaucracy we’re already encountering – I’m
questioning whether I’ve adequately prepared the Little Guy for the
rigors of the education system. Sure, he can’t read yet or do math,
but he knows his letters and numbers, has fairly good manners with
others, and possesses an inquisitive mind. Much of this comes from
two geeky, college-educated parents and two years at part-time
preschool run by students as at a local high school early childhood
education curriculum. We’ve already challenged him in our own way,
helping him to spell words and add small sums, often done in the
course of playing games. Given that we live on the medieval frontier
of northern Virginia (the medieval side) I fully expect to take an
active role augmenting the education he gets in public school.
The Little Guy, wearing his Han Solo vest, contemplates his next maneuver. |
About the same time we immersed
ourselves in the X-wing Miniatures Game we also bought a copy
of King of Tokyo; this capitalized on my wife’s interest in
Godzilla and the Little Guy’s discovery of her kaiju
DVDs. The game incorporates a number of kid-friendly elements. He
likes choosing different monsters. He loves rolling dice, though he’s
still learning how to keep them on the table and out of other game
components. He doesn’t always use his rolls to his most logical
advantage and buys monster powers based on what he feels are the
coolest illustrations, but that still doesn’t prevent him from
having a good chance at winning. The gameplay keeps him engaged and
remains fun for adults, too.
Once we found several games that held
his interest and provided some engaging gameplay we instituted a
“family game night” every Thursday night. This sets aside some
dedicated gaming time each week and gives the Little Guy something to
look forward to. Since setting up the games requires some preparation
and time (both in set-up and clearing off the dining room table) it
also helps to have a set weekly night for this, instead of playing
such games whenever he wants according to his mercurial whims.
Occasionally the family game night has proved a useful incentive to
leverage positive behavior, such as picking up his toys from the
living room before we game.
I’ve occasionally turned to games for
sheer educational value. I’ve used Bananagrams for
letter identification and to demonstrate how people construct simple
words from individual letters; these activities remain more exercises
than games, though I like demonstrating to him that game components
(and ultimately games themselves) can serve to teach useful concepts.
I’ve recently tried introducing him to more traditional games such
as checkers and tic-tac-toe – even Gobblet, a nice
tic-tac-toe variant with far more strategy – but those abstract
games don’t really grab his attention like more modern,
attractively themed titles. Those attempts, however, show me how his
development’s proceeding. The elements of strategy behind those
games remain challenging; he’s still focused on moving his own
pieces to achieve the goal instead of also considering how to block
his opponent’s choices to prevent him from winning. I’m looking
forward to watching his strategic development in the coming year.
During the past year we’ve introduced
some new games into our repertoire. One of the first of the new batch
we tried was Castle Panic, which proved a fun, cooperative
experience where everyone’s hand of cards remained visible so we
could coach each other on how best to use our resources. At first the
Little Guy was afraid of the game’s core concept – directly
facing advancing monsters who could overrun your forces – but he
slowly came around to this and enjoyed the resource allocation aspect
of it (and setting up the towers and walls). We’d played Pirateer
a lot with his cousins, but this year was his first trying it
himself. Although he wasn’t always sure how to move his ship pieces in
straight lines the entire length of the die value, he did relish the
concepts of both capturing the treasure and sinking his parents’
pirate ships. We gave a few Kickstarter games a try, Otters and Yardmaster Express, ones that I’d hoped would help him
hone his number recognition and some basic arithmetic; alas, they
didn’t quite catch on with the kind of engaging themes and gameplay
he liked. Most recently we tried Hey! That’s My Fish and
Bullfrogs, which require a bit more inter-player strategy;
these we tried first with Dad, then asked Mom to join in later (for
more interesting player dynamics). He’s slowly getting the area
control concept behind “the penguin game” but, like his father,
is still testing the strategies in Bullfrogs.
Someone's excited to playtest Daddy's latest game. |
Gaming Advice
My “Holiday Gaming with the Kids” missive from 2013 mentions a host of benefits from gaming with your
children: time spent together as a family, learning and reinforcing
basic skills (letter and number recognition, following instructions),
game table etiquette, and how to gracefully win and lose. That blog
entry also includes a brief paragraph about strategies for gaming
with kids, most of which simply rely on encouraging parenting. Here
are a few more specific tips to help overcome particular game
challenges and foster an enjoyment of and interest in games:
Play Cards with “Open” Hands: Most games where players keep hands of cards concealed from others we play with
them “open,” with everyone’s cards spread out before them. This
allows us to help him play the game even though he can’t read the
card text yet (though he eventually learns based on the
illustrations). We used this technique with Otters and
Yardmaster Express (and it’s encouraged in many cooperative
games like Castle Panic). This remains a great way to teach
games with usually concealed hands to newcomers of any age.
Distill the Rules to Essentials: As I’ve discussed before, I’m a huge fan of streamline
and simplify rules to a level kids can understand. It doesn’t
matter whether you’re playing the “real” game as long as you’re
still playing some form of a game with the components. Our
experiences with the X-wing game and Wings of War/Glory
demonstrated this; sure, the games come with all kinds of extra rules
and components, but to play with a youngster we stripped these down
to the essentials. In the case of X-wing the quick-start rules seemed
basic enough; for Wings of War/Glory we used an “open”
hand system for the cards and simply chose one maneuver at a time.
Eventually kids master these basic concepts you can then modify more
toward the full rules.
Balance Familiarity with Novelty:
Once the Little Guy comprehends a game whose theme and gameplay he
really enjoys, he want to play it all the time. It’s good to
indulge kids in activities you want to encourage, but this can become
excessive and commonplace for the kids and tedious for the parents.
Balance the focus on one game with the challenge of trying a new one.
For instance, we generally let the Little Guy pick our game night
fare, but when he slips into a rut (which we indulge for a while) we
suggest a new or different title; for new games I sometimes sit down
with him during the day when he’s bored and walk him through a new
game (which inevitably he wants to play with everyone on game night).
Child’s Choice: We find giving
the Little Guy some say in what we play helps encourage his interest
in games and lets him feel like part of the out-of-game activities.
He often wanders into my office ostensibly to give me a hug and say
“I love you, Daddy,” all while checking out the games...followed
by the inevitable questions about the goodies he spots: when can we
play that train game (Ticket to Ride), can we try this game
with the flag on it (Spearpoint 1943’s
map expansion), can we play Bullfrogs? We give him some
freedom at the occasional conventions we attend to scout out and
choose some souvenirs, game-related or otherwise; he’s walked off
with a host of toys but also some figures to paint after trying the
“paint-and-take” event at Historicon’s Hobby U. These choices
help him feel empowered in the game experience and give him a sense
of belonging as a gamer.
On the Horizon
A number of games top my list of those
I’d like to try with the family, though most are on my wish list
for purchases and the few I own are waiting for the right moment and
level of interest on the Little Guy’s part.
Eggs and Empires and Stratego Battle Cards are my top two to introduce. The Little Guy’s
already seen them in my office and asked about them. They both rely
on being able to identify and compare numbers, a step that enables
him to play games without having to read text. For that reason these
might work without using the “open” hand strategy mentioned above
and help him develop more confidence in his gameplay choices. Both
themes seem to have grabbed his attention.
I’ve not yet gotten copies of
Castellan or Gravwell primarily because they have a
relatively high price point for my game budget. From what I’ve seen
of both (and I played Gravwell at last year’s
International Tabletop Day at the now-closed FLGS) they seem to rely
on skills the Little Guy already has or is currently developing:
shape recognition, placement strategy, area control, letter and
number recognition. I’m leaning more toward Gravwell since
I’ve played it before and can accommodate more than two players.
Both games remain on my gaming wishlist.
Qwirkle’s also on that
wishlist as a game we could all enjoy, though I’m not sure it would
grab the Little Guy’s interest as an un-themed, abstract game.
When I first heard about Munchkin Treasure Hunt I was excited. The game seemed to combine
aspects of Munchkin and Dungeon! with the kind of
slay-and-loot theme of many basic fantasy roleplaying games. But it
also comes in just above my acceptable price point for a casual game
like this and requires reading skills the Little Guy just doesn’t
have yet. Still, it remains on my list; if Dungeon! didn’t
rely on reading cards, discerning clear rooms, corridors, and doors
on the map-board, and handling fiddly mechanics for secret doors and
traps I’d pull out my copy and play that instead, but Munchkin
Treasure Hunt seems to have a more clear presentation,
basic gameplay, and humorous cards.
Forbidden Island has been
lurking on my shelf for a while, waiting for us to introduce
cooperative gameplay to the Little Guy. He could
probably navigate the game and learn the strategies with coaching
from his parents. The graphic presentation and theme would certainly
work for him, so it’s a likely candidate for the game table soon.
After much consideration I think Hero Kids might serve as his first introduction to roleplaying game
concepts. (Doug Anderson’s Dungeonteller Fantasy RPG system is a close second in consideration.) I need to print out and review the materials, but I fear
this kind of immersive experience might prove a bit much for his
already hyperactive imagination. He’s not always clear on the
boundaries a game’s rule set – he wanted to introduce Godzilla
into Valley of the Ape – and the freeform nature of a
roleplaying game might seem a bit too much freedom to offer. We’ll
see.
The Little Guy admires Martian tripods at Historicon 2014. |
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