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Played: 24 February 2013


On this day, we set out to explore the idea of walking as a tactic for turning urban space to other uses. “Just as language limits what can be said, architecture limits where one can walk, but the walker invents other ways to go” (Rebecca Solnit, Wanderlust: a History of Walking).


A couple League regulars brought materials related to their art practices. Jay White, who has undertaken a number of process-based projects involving walking (one of which we wrote about here), brought surveyor’s tape and an idea about flagging alternate trails through the city. Those who spend time in the bush or hiking know flagging tape as a material that, flimsy as it is, can have consequences for survival. It’s used to mark human routes or lines that may or may not correspond to natural cues.

The group divided into two, with the idea that the smaller groups would head in separate directions, flagging a trail for the other to follow, making it as challenging as they’d like and not necessarily corresponding to existing or established routes. Both groups ended up taking ‘roads less traveled,’ through alleyways, and both created a sort of narrative along their route. One group wrote a story in widely-spaced snippets of tape, to be discovered and read through the time and space of following the flags. The other group flagged a variety of trees and plants. In both cases, what was interesting about the experience was how it brought a different kind of attention to one’s surroundings and how, through the different pace and ‘lens’, we began to notice details in the environment that we might otherwise have passed right by.



Leah Weinstein also brought materials from a current project, in this case welcome mats related to her project Welcome Shoes. With the thought of the welcome mats as the only ‘safe’ areas one could stand on, we tried a game in which a team, with a set of only a few mats, tried to get from one place to another by moving their mats with them. Since this was a group that enjoyed competition as much as cooperation, it quickly turned into a race.


WalkshoppingWe continued to play around with the mats, replicating a caterpillar tread, moving section by section.


Lastly, Ian handed the group a GPS showing geographical coordinates, which they used to navigate and find a geocache he had hidden. This geocache will eventually be recorded on the worldwide Geocaching site. Geocaching is a real-world game that involves hiding containers or objects and using GPS or smart phones to find others.

For more hunting and seeking, save the date for the next League gathering: Sunday 31 March, noon to 3pm.

Upcoming play 24 February: walkshopping

Francis Alÿs, “The Green Line,” 2005 performance with paint can along border in Jerusalem.

Walking. We might take it for granted, but it is one of the ways in which individuals know, shape, and give meaning to places. Walking is an everyday tactic that bends the city toward unplanned ends (Michel de Certeau). It’s done for political reasons, for pleasure, for meditation. “Walkers are ‘practitioners of the city,’ for the city is made to be walked.[...] Just as language limits what can be said, architecture limits where one can walk, but the walker invents other ways to go,” wrote Rebecca Solnit in Wanderlust: A History of Walking.

The next League play date turns on walking. How does the environment around us affect how we understand our possibilities for action, and could our movements through the city shift those habits and conventions?

We’ll workshop some ideas from League regulars Jay White and Leah Weinstein, and of course adapt as we go. Bonus points if you arrive on foot.

Where: Elm Park, 41 Ave at Larch
When: Sunday 24 February, noon to 4pm

Gwen MacGregor, “GPS Series – 3 months New York / Toronto” video of GPS tracks tracing the artist’s movements


Workshop: “Little League”

League regular Bruce Emmett brought some of his International Baccalaureate art students to the field house to workshop some games. In their class they have been developing games as an exploration of creative procedure, dubbing the exercise “Little League”.

We play-tested one of the two game ides they brought, and began to develop another from scratch.

Stuffie Wars

This was a game they had already discussed quite a bit, but had not yet tried playing. Kathleen, who had the initial concept, explained the guidelines they had developed as a group:

  • The game is like dodgeball, but using stuffed animal toys instead of balls.
  • If you are hit by a stuffie, you can no longer throw, and instead have to begin to act like the animal that hit you. You are required to put effort into playing your animal.
  • Each team has a Psychologist, who is able to ‘heal’ her players. However, if the Psychologist is hit, she also becomes an animal and the team no longer has a healer.
  • Besides hitting members of the other team to turn them into animals, a team can also win Invention Points through particularly good acting. In this way, a team that had apparently won by hitting the other team, could actually lose the match if the other team had performed very well on the acting front.
  • In case of a tie there would be a sudden-death faceoff.

Development and adjustments

  • The field was mucky so we used the tennis court, and then further reduced the size of the playing area.
  • Neither team made good use of their Psychologist, so that role was essentially dropped after a couple trials. However, we needed some way for the hit players (animals) to be able to re-enter play or be useful in some way, so we made it so that they could retrieve stuffies that had landed out of play, and if they intercepted a stuffie that had been thrown, the person who threw it instead became the animal.
  • We added the traditional dodgeball rule that if you caught a stuffie that was being thrown at you, the other person was out (became an animal).
  • With the particular group that was playing, there was a tendency to get caught up in the competitive aspects of throwing the toys, but we were reminded that the acting aspect could be equally important. After that, we made sure the referees were keeping track of the acting, and at the end of the game, when one team had all been turned into animals, they decided which ‘animals’ had won their freedom through good performance. Scoring then became a matter of counting who was still alive or revived and who remained animal.

Character of the game

  • This game included a couple really interesting premises. One was the idea of including a healer figure. This is a common feature of role-playing games, of course, but less so for active ones.
  • Another innovative idea was to give significant weight to the acting element, to the extent that it could outweigh the athletic performance. It was a good way of tempering the cutthroat aspects of competition while suggesting other solutions to a situation.
  • There was an elegant play of references within the game, drawing on the languages of hunting/targeting animals, healing, and play-acting.

Stuffie Dilemma

Although we were pressed for time, we also wanted to try to develop a new game from scratch. Since we had the quantity of stuffed toys on hand, Germaine suggested some kind of game starting from the basic game theory scenario known as the Prisoner’s Dilemma. Game theory is concerned with strategy and decision-making, and The Prisoner’s Dilemma is used as an example of a situation in which two players choose to cooperate or betray the other. In its classic formulation, two criminal accomplices are separately offered a deal: turn on the other by confessing and go free while the other is punished to the maximum; stay silent and receive a small punishment; or if both confess, both be punished but less than the maximum.

There are many variations of the prisoner’s dilemma. We came up with one, not unlike the dilemma a child might actually face, in which she must decide whether to share her toys, with the possibility that too-reckless generosity might be ‘punished’ by having her toys stolen by the other. Instead of gauging punishment, the two sides were essentially betting a finite resource. We had two teams start with a quantity of toys, and based on the combinations played, toys were taken or given to the other side. It was far from resolved as a game, but served as an exercise in considering how cooperation and selfishness might be weighed and valued.

Played: 27 January 2013

For Family Literacy Day we thought to develop games related to signs and signals. We began by talking about specialized languages of symbols (signs or images that have meaning by convention) such as hobo signs. We started discussing possible procedures in which a set of signs could change meaning. However, wanting to privilege active prototyping over debate, we decided that we would use the field-marking equipment and each lay out a simple design on the field, for which we would then attempt to invent procedures.


One of the designs was a pattern of hexagons, a layout often used in board and strategy games which allows equal movement in six directions from any tile.

Megan and Ian considered this pattern and emerged with a couple of games that were not only strategic, but also worked agility, accuracy and balance, turning a patten associated with puzzles into a physical exercise.

One involved a player and a ball, with the player moving across the field, with the basic rules that he and the ball could not be in the same hex at the same time, and that both player and ball had to be airborne while switching hexes. Therefore, it required simultaneously tossing the ball and hopping between hexes — an exercise requiring both agility and planning. A variant had two people in the field at the same time.

Another required tossing the ball and catching it in a designated tile, with more reward for greater distance.



Another design was a random array of dots. We approached these as spots to be claimed, and thought of ways of gradually spreading across the field, with the possibility of the spots changing hands.

We landed upon using cones that could be tossed to land upon a dot to claim it. The cone would be placed up or down to indicate ownership. Each player tossed from the starting point or any spot she owned, onto an unclaimed spot to claim it, or onto her opponent’s to make it change hands. We added the possibility of rewarding higher-risk moves by allowing an extra toss for each spot one had to toss over, and having all the spots change hands over which one had successfully tossed. In this way, one could come from behind by making high risk moves.

Related to the board game Othello, this is a game that could easily scale up and into different settings using different materials.


Long gone jump

A final game we had time to demo was based on a design of concentric octagons. It used the octagons as a sort of target for a long jump game that required taking off from behind a mark and landing exactly in the narrow bands between lines.

All the adults with torn ACLs admitted to having attempted this one only half-heartedly.


The n Games

Where:  Elm Park, Vancouver-Kerrisdale
When:  Sunday 8 September 2013, 10am-5pm
Cost:  Free. Spectators are welcome to bring a lawn chair or blanket


Solve for n

The n Games is an innovative tournament for teams from different backgrounds. It asks: what kind of team would be best prepared for unexpected challenges? A youth sports team or a finely-tuned business? A pick-up team of artists, or a leading ad agency? A performance troupe, a group of gamers, or players of obscure sports?

On 8 September 2013, different sports, cultural, and business teams from across Vancouver will compete against each other in The n Games, testing their teamwork, strategic skills and adaptability by playing invented sports they do not know. The games to be played will range from vigorous to cerebral, straightforward to strategic, and will ultimately test the teams’ ability to creatively solve different types of physical and mental challenges as a group. For some games, there may be opportunities for the teams to recruit from the public.

The tournament will take the format of two round-robin pools, followed by a playoff. The teams will not know in advance what games they will be playing; for each match, the game to be played will be drawn and rules explained a matter of minutes before the start. The tournament unfolds in Elm Park and is organized by League, a project for playing invented games and sports, launched in 2012 within the Vancouver Park Board Field House Residency Program. The n Games and League value play as a form of creative problem-solving, unconventional approaches to challenges, and tackling situations with both mind and body. Examples of the types of invented sports that could be played at The n Games are documented on the League site.

Competing for The n Games Cup, playfully devised by celebrated contemporary artist Brendan Lee Satish Tang, the participating teams represent a wide range of businesses and sports in the city of Vancouver. The award-winning advertising agency Rethink bring their nimble creativity to the field, while veteran game producers Roadhouse Interactive boast a deep knowledge of game strategy. Double Rainbow Dodgeball League, a community-based dodgeball league for all genders, hope to outshine the competition with their bright combination of agility and rainbow spandex, while Manhunt! Vancouver bring crafty tactics honed through their urban sports events. The friends behind the Daughters of Beer craft-beer blog have assembled a team of fellow cultural administrators and curators to bring their self-described “over-thinking skills” to the tournament. Finally, with their focus on creating theatre from the everyday life around us, Theatre Replacement, bring well-practiced performance skills.

View the schedule


Daughters of Beer & Co.

We are creators, competitors, curators, coordinators, commissioners, consultants, cultural planners, and cat owners – who share a common connection as capacious consumers of craft beer.

Special skills: strategic and easily distracted; over-thinkers skilled at guesswork; exhaust easily by our ambition; physical and fond of naps; overly organized for the unanticipated; competitive in non-confrontational incidents.


Double Rainbow Dodgeball

Double Rainbow Dodgeball is a 19+, non profit, inclusive community dodgeball league that encourages fun, positivity, safety, fitness, inclusion, and fair play in a drug & alcohol free space. This league is for all genders and is both queer and trans positive.



Manhunt! Vancouver

Manhunt! Vancouver is an organization dedicated to urban sport and games, reclaiming public space, and building an inclusive and safe casual sporting community.

At Manhunt! we play a variety of games from capture the flag, ninja chess, camouflage, sardines, dodge ball and of course, manhunt – catch us if you can.



Rethink “has helped elevate Vancouver’s advertising scene onto the worldwide stage” (BC Business) with its work for local clients such as Playland and Science World, winning Golden Lion, Juno, and scores of other awards along the way.

Rethink uses a ping-pong table as a boardroom table, an analogy for their approach to communication.


Roadhouse Interactive

We make games for ourselves and others. Roadhouse Interactive is an end-to-end producer, developer and operator of games for mobile and tablet. Our team has delivered or played key roles on some of the most well-known and successful game franchises of all time.



Theatre Replacement

Theatre Replacement builds performances that react to contemporary existence.

When making this work, we recognize the accomplishments and failures of the world around us; use biographical material to magnify these events through extended collaborative processes and training programs; and reproduce the results for local, national and international audiences.

Theatre Replacement  is an ongoing collaboration between James Long and Maiko Bae Yamamoto. Whether working together or apart, we use extended processes to create performances from intentionally simple beginnings. Our work is about a genuine attempt to coexist. Conversations, interviews and arguments collide with Yamamoto and Long’s aesthetics resulting in theatrical experiences that are authentic, immediate and hopeful. For The n Games, we have assembled a team of TR staff, board members, friends, and collaborators.


Press, Sponsors

Vancouver Courier preview



The n Games Toronto

League will also be presenting a version of The n Games as part of Scotiabank Nuit Blanche in Toronto, overnight on 5-6 October 2013.


Press: Vancouver Is Awesome

Vancouver Is Awesome
Locally based artist Germaine Koh introduces League to promote collaboration and problem solving through play
POSTED January 24, 2013 BY Court Overgaauw

“Remember being a kid and turning the games you loved on their head by introducing or removing rules, or adding new obstacles and challenges? I remember personally doing things like putting two chess boards together to form some sort of mega-chess, or changing Monopoly by putting every property up for auction. Change was a way to introduce new life into an old game, or simply to see what would happen and what could be created if you altered the parameters. In that spirit, Vancouver based artist Germaine Koh is inviting anyone that would like to join her to come out and re-imagine play with League…”

[Read the full posting in Vancouver Is Awesome]

Upcoming play 27 January — signs & signals

Hobo Signs, from http://www.we-find-wildness.com/2010/05/hobo-signs/

This month’s League play date celebrates Family Literacy Day with games related to signs and signals. The challenge could be to develop an updated set of hobo signs. It could be to play a game whose rules are unspoken, or one in which tools change meaning. It could be an experiment with different kinds of flags. As usual, the games will change and develop as we go. Contact us if you have ideas, or just come prepared to improvise.

When: Sunday 27 January, noon to 3 pm
Where: Elm Park, Kerrisdale (41 Avenue @ Elm)

Ben Rubin’s “San José Semaphore”, a code-based artwork atop Adobe’s HQ. Anyone can attempt to crack the code.

League is an open gathering for playing invented games and sports, to experience improvisation, performance, strategy, and critical thinking as play.

Literacy isn’t only about language; it’s about learning and problem-solving. This Family Literacy Day edition of League is organized in collaboration with Decoda Literacy Solutions. Their blog includes ideas and references for learning by playing together, including physician Stuart Brown’s inspiring TED talk about the importance of play to human development and intelligence:

TED talks about play

Some TED talks on questions of play, games, improvisation, iteration, and innovation.

Stuart Brown: Play is more than fun
“A pioneer in research on play, Dr. Stuart Brown says humor, games, roughhousing, flirtation and fantasy are more than just fun. Plenty of play in childhood makes for happy, smart adults — and keeping it up can make us smarter at any age.
“Stuart Brown’s research shows play is not just joyful and energizing — it’s deeply involved with human development and intelligence.”

Mihaly Csikszentmihalyi: Flow, the secret to happiness
“Mihaly Czikszentmihalyi asks, “What makes a life worth living?” Noting that money cannot make us happy, he looks to those who find pleasure and lasting satisfaction in activities that bring about a state of ‘flow.’
“Mihaly Csikszentmihalyi has contributed pioneering work to our understanding of happiness, creativity, human fulfillment and the notion of “flow” — a state of heightened focus and immersion in activities such as art, play and work.”

Tim Brown: Tales of creativity and play
“At the 2008 Serious Play conference, designer Tim Brown talks about the powerful relationship between creative thinking and play — with many examples you can try at home (and one that maybe you shouldn’t).
“Tim Brown is the CEO of the ‘innovation and design’ firm IDEO — taking an approach to design that digs deeper than the surface.”

Gever Tulley: 5 dangerous things you should let your kids do
“Gever Tulley, founder of the Tinkering School, spells out 5 dangerous things you should let your kids do — and why a little danger is good for both kids and grownups.”

Jane McGonigal: Gaming can make a better world
“Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
“Reality is broken, says Jane McGonigal, and we need to make it work more like a game. Her work shows us how.”

Jane McGonigal: The game that can give you 10 extra years of life
“When game designer Jane McGonigal found herself bedridden and suicidal following a severe concussion, she had a fascinating idea for how to get better. She dove into the scientific research and created the healing game, SuperBetter. In this moving talk, McGonigal explains how a game can boost resilience — and promises to add 7.5 minutes to your life.”

Gabe Zichermann: How games make kids smarter
“Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking.”

Steve Keil: A manifesto for play, for Bulgaria and beyond
“Steve Keil fights the ‘serious meme’ that has infected his home of Bulgaria — and calls for a return to play to revitalize the economy, education and society. A sparkling talk with a universal message for people everywhere who are reinventing their workplaces, schools, lives.”

Isabel Behncke: Evolution’s gift of play, from bonobo apes to humans
“With never-before-seen video, primatologist Isabel Behncke Izquierdo (a TED Fellow) shows how bonobo ape society learns from constantly playing — solo, with friends, even as a prelude to sex. Indeed, play appears to be the bonobos’ key to problem-solving and avoiding conflict. If it works for our close cousins, why not for us?”

Played: Sunday 30 December 2012

Going in circles

The end of the year seemed to beg for a cyclical theme. We tried out three different games.


Sketch of ideas for the game that would become Cyclada

Germaine had been thinking about a game (1) in which the playing field would change shape, and (2) that would make use of the two huge maple trees that stand outside the field house. She had vague ideas about a field in which the two trees would be the foci of an oval, and conceived of a game that used the trees as bases and a rope around the trees, which could be pulled by players in order to deform the field. “Sort of a cross between cricket and tug-of-war” was the shorthand description.


Starting with a 100-foot rope that gave a good amount of slack around the trees, this game developed a lot through play. The initial concept was to use a ball, either kicked or thrown by the runner, to start the play. The scoring would continue until the runner either was put out by the ball, or couldn’t run around the bases (trees) because the defense had used the rope to cut off the running path. First we switched to a ring frisbee, to echo the shape of the field, and attempted to put the runner out by hitting one of the trees with the ring. That proved incompatible with the equipment, so we considered outlining a smaller area that would be used as a target for the ring, and tried an additional post onto which the ring could be dropped to put the runner out. However, those solutions were too fussy. It made more sense to use less equipment, so we finally settled on having a frisbee thrown by the runner, with the runner being thrown out by the defense hitting one of the trees with the frisbee thrown from the other tree.

In terms of actions allowed and disallowed, it quickly became clear that we’d have to set some limits on how players could use the rope, so the first rule — don’t hurt the runner — was soon joined by restrictions on blocking: not grabbing other players, not crossing the rope, not grabbing the rope in two locations.

The name of the game evolved from word play: cricket became cicada became Cyclada, in honour of its cyclical character.

Basic rules

We finished the session with the following provisional rules:

  • The field is delimited by a loose rope around two trees. Both teams are on the field at the same time, and take turns at running.
  • The runner starts the action by throwing the frisbee towards the open field. Everyone must be touching the rope at the time the runner plays the frisbee. The runner scores points by running around the two trees, alternately. Each tree is worth one point.
  • Offense and defense move and pull on the rope to change the shape of the field in order to allow or prevent the runner from rounding the trees.
  • The runner can be put out in one of three ways: (1) the defense changes the rope field in such a way that the runner can’t advance; (2) the defense retrieves the frisbee and throws it from one tree to hit the other; or (3) the defense catches the frisbee before it lands on the ground.
  • Fielders cannot grab each other or the runner. They can’t grab the rope in two different locations. They also can’t cross or twist the rope (but can lean on it so that different areas of the rope touch).

Emergent strategy and possible developments

Cousins Derik and Ryan quickly invented the multi-player block, which was so effective it had to be disallowed. We also soon realized that twisting the rope would make it impossible, so that was also nixed. We did, however, allow the rope to be pulled to one extremity and then wrapped around one of the trees to make passage impossible; that was judged to be a failure of offense, not of the game’s mechanics.

It could be interesting to play this again without the frisbee element, only using the rope as the means of controlling the number of points scored on each turn.

New Frisbee

New Frisbee scoring

Pro mountain biker Ryan Leech brought a couple games from The Ultimate Athlete by George Leonard, a book dating from the participatory New Games movement of the 1970s. The interesting character of this game became clear even as Ryan was reading out the rules. Yes, it was based on scoring, and yes, it assumed everyone was capable of playing, but what was interesting is that the players have to judge their own ability to play, a maximum effort up to that ability limit is required, and “perfection is expected and thus not extrinsically rewarded.” It set up an interesting situation in which one’s honour was on the line not only in terms of effort, but also in honesty when assessing and admitting one’s abilities.

The rules

The game is played between two players to 11 points, with throwing and catching roles changing when the active thrower reaches 6 points. The thrower and catcher each have to declare which hand they’ll use to throw and to catch the frisbee. As long as the thrower throws the frisbee in a way that is catchable by the catcher, and the catcher succeeds in catching with the hand he declared, there are no points scored. Points are scored by the catcher when the thrower fails to throw the frisbee in a way that is catchable by the maximum effort of that catcher, or throws it at a greater than 45 degree angle. Points are given to the thrower if the catcher “fails to make an all-out effort”,  uses the wrong hand, or drops or bobbles the frisbee.


This game effectively gave purpose to may sometimes seem like an aimless pastime. The sportsmanship aspects were really interesting, as individuals had to adjust to different abilities and acknowledge their own abilities. Strategically, the game well played would seem to favour the thrower.

Circle Football

The second game from Leonard’s Ultimate Athlete was Circle Football. Instead of a sport moving back and forth between goal lines, this variation on American football has a small inner circle inside a much larger circle. The goal zone is outside the large circle, and an additional corridor leads outward from the inner circle to the goal zone. The passer stands in the inner circle and has 15 seconds to pass to a teammate or begin to run the corridor to the goal zone. Unlimited passing is allowed once the ball has been passed. The offensive team has three tries to score before turning the ball over.

We didn’t spend enough time to develop a good sense of this game, but George Leonard’s description of it as “tricky and particularly exciting” and requiring “360 degrees, all-around alertness” seems apt.

Circle Football rules from George Leonard, The Ultimate Athlete