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Spark & Whetstonethe grown-up commons

← Spark & Whetstone · Teach the Table · Game Night Ledger

The Host's Book

For whoever is running the table tonight. Each Teach is short enough to read aloud in about a minute: a line of story, the goal, a turn, the rule people forget, and how it ends. Then pick a set list that finishes in twenty minutes.

The Teach

Chess

Chess came west from India and Persia; the queen became the strongest piece in Spain around 1500.

The goal
Trap the other king so it cannot escape. That is checkmate.
A turn
Move one piece. Each kind moves its own way; only the knight jumps.
The rule people forget
You may never make a move that leaves your own king attacked.
How it ends
Checkmate wins. If the side to move has no legal move but is not in check, it is a draw.

Go to the table →

Go

Go is written about in China more than two thousand years ago.

The goal
Surround more of the board than your friend does.
A turn
Place one stone on an empty crossing. Stones never move after that.
The rule people forget
A group with no empty crossing touching it is captured and taken off.
How it ends
When both players pass in a row, count the crossings each of you surrounds.

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Four in a Row

The upright version was sold in 1974; in 1988 computers showed the first player can always win with perfect play.

The goal
Line up four of your discs: across, up or slanting.
A turn
Drop one disc into any column that is not full.
The rule people forget
Watch your friend's threats as well as your own; most games are lost, not won.
How it ends
Four in a line wins. A full board with no line is a draw.

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Mancala (the sowing game)

Sowing games are played across Africa and Asia; ô ăn quan is Vietnam's, with two big squares for the mandarins.

The goal
End with more seeds in your store than your friend has in theirs.
A turn
Pick up all the seeds from one of your holes and sow them one by one around the board.
The rule people forget
Every family plays it a little differently, so agree your rules before you start.
How it ends
When one side runs out of seeds, count the stores.

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Klondike patience

Patience began as a parlour game in the early 1800s, played at home with one pack.

The goal
Build four piles, one per suit, from ace up to king.
A turn
Move a card onto one a rank higher of the other colour, or turn a card from the stock.
The rule people forget
Only a king, or a run headed by a king, can go into an empty column.
How it ends
All 52 cards home is a win. Stopping is not losing; today's deal can always be won.

Go to the table →

Flags

Two-player Minesweeper went round on instant messengers in the early 2000s.

The goal
Claim more than half of the mines.
A turn
Open one square. A number says how many mines touch it.
The rule people forget
Opening a mine is good here: you claim it and go again.
How it ends
Whoever claims more than half the mines wins, then read each other your check.

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Hidden Ranks

Hidden-rank games go back to a French game, L'Attaque, from about 1909.

The goal
Find and take your friend's flag.
A turn
Move one piece one square. When two pieces meet, both ranks are shown and the higher wins.
The rule people forget
Your friend cannot see your ranks, so a bold move can be a bluff.
How it ends
Taking the flag wins. A player who cannot move loses.

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Bingo

Calling numbers drawn from a bag goes back to Italian lotto in the 1500s.

The goal
Be first to cover a line, or the pattern called at the start.
A turn
The caller draws a number and reads it out; everyone marks it if they have it.
The rule people forget
Say the pattern before the first call, and check a winning card against the called numbers.
How it ends
The first correct card wins the round. Nothing is staked; the fun is the calling.

Go to the table →

Twenty-minute tables

The minutes are a guide, not a timer. When the time is up, say "that's the table for tonight" and stop, even mid-game. Nothing is kept or sent.