1 [[meta title="Have pen and paper? Play SCRIBE"]]
5 So [[Andrew]] had his [[Big Show|andrew/big_show]] recently. We had a
6 great time watching him perform in his four gymnastic events, but not
7 so much fun waiting 20-30 minutes between events. Without any suitable
8 flat surface, the other boys and I couldn't play any of our favorite
9 [[icehouse]] games, but we did at least have pen and paper. If only we
10 had a great, engaging game to play, (and I'm not talking about
13 I think [SCRIBE](http://www.marksteeregames.com/index.html) is the
14 perfect game for a situation like this. Mark Steere invented this game
15 in October 2006, and I discovered it in a recent issue of GAMES
16 magazine. It's really a fantastic game, so I thought I'd give a brief
21 First, draw 9 3x3 grids in a 3x3 pattern. That is, make a 3x3 pattern
22 of tic-tac-toe grids something like this:
39 (Amusingly enough, the coloring sheets the kids got at a restaurant
40 last night were printed with nine grids exactly like this.)
42 So there's a super grid with 9 mini grids inside it. Now, each player
43 will take turns putting their symbol, (+ or o), into one of 81
44 possible spaces. But, here's the trick, the position you play within
45 the mini-grid of one move mandates which mini-grid you must play in
46 for your next move. For example, if you play in the upper-left corner
47 of the center mini-gird on your first move, then for your second move
48 you must choose one of the available spaces from the upper-left
49 mini-grid, and so on. (Each player puts a slash through their last
50 symbol played to help keep track of where there next move must be
51 played.) If the mini grid you are supposed to play in is full, then
52 you can select any mini grid with empty squares for your play.
54 The goal is to win the most mini grids by earning more points in each
55 mini grid than the opponent. Points are earned for symbols that form
56 one of the following 19 glyphs (reflections and rotations count of
65 4 points: * Pipe *** Squat-T ** 4-block
73 *** 6-block ** Bomber *** Chair * * J
76 7 points: ** * * * * *
77 * * Earring *** House *** H * * U
88 Note that subsets of a glyph do not count for anything. So if you end
92 * L is not a glyph (0 points)
95 you don't score anything for this shape, (you don't get any points for
96 the pipe that appears within this for example).
98 So here's an example of a completed mini grid:
100 ++o Pipe = 4 points for +
101 o+o Double = 2 points for o
102 o+o Line = 3 points for o
104 And o wins this grid 5 to 4.
106 At the end of the game, the player who has won more of the mini grids
107 wins. (Or for a more advanced game, score the super grid according to
108 the same glyph rules as used for the mini grids.)
110 OK, so that wasn't so brief. I suppose I should have just linked to
111 Mark's original [complete
112 rules](http://www.marksteeregames.com/Scribe_rules.html)
113 ([PDF](http://www.marksteeregames.com/Scribe_rules.pdf)) in the first
114 place. Also, see this [printable
115 board](http://www.marksteeregames.com/Scribe_board.pdf) which
116 conveniently contains diagrams of all 19 glyphs in both margins. But
117 also, I've found that after playing a single game, most players will
118 find that all the glyphs are committed to memory, (just remember that
119 there are 19 glyphs and draw them out before you start playing to make
120 sure you remember them all).
124 I won't comment too much on strategy since I don't know much yet. But
125 I will say watch out for the end game. There's not a lot of freedom at
126 the end, so both players may find themselves making moves they don't
127 want to make. Also, look out for chains of forced moves that can lead
128 you (or your opponent) to ruin several mini grids in a row.
130 In general the way that the current move is intertwined with future
131 move possibilities gives the game a lot of rich tension, and I've found
132 it extremely satisfying.