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Amtrak
flounders and airlines declare bankruptcy, Andy Warhol's artwork
experiences another 15+ minutes of fame, and pundits ponder
if we'll ever learn from history - and that's in real life!
Board games can teach kids the fundamentals of transportation
as business, art valuation, and history lessons; however,
these games also cost a bit more because they're more sophisticated.
Accordingly, cold hard strategy provides little room for warm
and fuzzy feelings about each other at game's end - or is
that a fallacy?
Since
parents are usually sucked into the fun as well as into the
problems involved with any board game, Cora and I offer some
suggestions this week that might ease the angst involved with
some strategy game purchases. Since additional game pieces
and complex strategies mean that most of these games leave
the little ones out, you might provide the younger set with
inexpensive puzzles so that they keep small hands off equally
small game pieces:
We like
Silverton (Mayfair Games) best, because this game involves
history, transportation, and mining/marketing - three major
aspects to transportation. Players aged 12+ use surveyors
to plot railroads and use prospectors to find mines. Then,
players position gold, silver, and other commodities into
the right markets at the right time for maximum profits. This
is a great tool to passively teach management skills while
kids learn about historic markets created in Colorado, New
Mexico, and Utah during the mining boom era. Booms and busts
can be related to current markets, also, so a trip back in
time teaches that this market phenomenon isn't unusual. Playing
time is about 4 hours.
Other
railroad games such as those included in the Empire Builder
line (Mayfair Games), among others, may appeal to you and
we were intrigued with them as well. The maps and layouts
teach children about geography, rail history, and strategy.
The only problem is that the games use crayons to build infrastructures,
and some of the crayons don't work well. For more information
about this problem and its solutions, visit Shannon Appelcline's
review on Australian
Rails. Otherwise, the games included in these railroad
series may prove fun for teens and adults and length of play
time (about 3 hours) can improve attitudes during a rainy/snowy
day.
Travel
games such as the "10 Days" series (Out of the Box Games)
include all sorts of transportation strategies. Plus, they
take less time to play (about 30 minutes), and they are suited
for players from age 8+. You could begin with 10
Days in the USA (link to another in-depth review)
and progress next year to 10 Days in Africa, etc. These games
are a great way to learn geography, as all are based on real-life
maps, rather than on fantasy layouts.
Few options
exist to teach children about art, artists, and the art world.
Modern Art (Mayfair Games) is a game which is, unfortunately,
based on fake rather than on real artists; therefore, if you
want your child to learn more about real art and artists,
you need to take her to the museum. However, if you want her
to learn about auctions through board games, then this is
the way to go. It takes about an hour for 2-4 players age
10+ to take turns as auctioneer. Is the sale based on the
artists' past successes, or on the auctioneer's skills? One
very passive lesson this game teaches, which may be its best
component, is the willingness to break away from the pack.
"Groupthink" may bog the game down, and individuality is prized.
The Carcassonne
series of card/board games (Rio Grande Games) proved noteworthy,
because they take little time to play (less than an hour),
they can be played with as few as 2 and as many as 4 players,
and the games are geared for ages 8+. Set against the background
of Medieval France, the games light a small fire of fantasy
for kids while they learn how to create trade environments.
Carcassonne:
The City received Appelcline's highest score, as it's
the most recent and most improved game in the Carcassone series.
Additionally, this game provides a precursor for younger kids
who might discover that they delight in strategy games that
may take hours - nay - months to play?
Cora,
to my surprise, showed a keen interest in battle games as
a kid, but I discovered that her interest wasn't in warfare
as much as it was in games which seemed to last forever and
that encouraged strong strategy skills. One game, Risk,
was her favorite, but she had to "unlearn" some country names
because she took the game so seriously that she applied her
map knowledge from the game to actual schoolwork. Unfortunately,
this process took time, and the game lost its flavor because
Cora learned that it was "fake."
Therefore,
when I choose games - especially games based on economics,
trade, and settlement of foreign territories - I'm aware that
my daughter has taken many of these games seriously throughout
her short lifetime. Games that offer deep strategy and colonization
ideals as well as games that seem light-hearted often shape
how our kids think about their worlds. Additionally, the manner
in which adults and children play games together might alter
how children perceive parents and other adults. If you cheat
or are mean-hearted when you play games with your kids, then
don't expect to walk away from the game with warm and fuzzy
feelings from your kid.
But, when
it came down to a choice between TV time or game time as a
method to teach Cora about how certain things in life function,
I'll chose the latter hands down every time (even though my
parents cheated all the time in gin rummy - I have witnesses).
Plus, no matter how busy my teen becomes with other games,
like shopping and boyfriends, it seems she always has time
for a game of Scrabble with her mom. To find that one
game amongst hundreds which provides a "warm and fuzzy" life-long
link between you and your child is worth a good hunt for the
"right" game in my opinion.
Until
Next Week,
Linda Goin
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