Playing "Cooties" with my almost-three-year-old is a fast-paced, highly non-linear experience.
The rules and game objectives appear to be slightly less effable than those of Numberwang or Calvinball, but a shocking number of Hot Wheels crashes is usually involved. Often, there are loud, violent insect battles that appear to be initiated when two Cooties happen to be within arm's reach.
"Turns" are mainly time-based, using the other players' attention spans as a metric. That is, you can do whatever you want for as long as the other players are content to sit and watch you. Your turn is over when someone interferes with what you are doing. The youngest player can veto this rule at any time without cogent explanation.
Well thought out and calmly presented objections to these vetoes are considered and summarily dismissed.
Since the die and many of the appendages are currently MIA and other props can be incorporated into the game at a moment's notice the "winner" (the person sitting there last after the boy wanders off for the final time) often ends up with a creature that doesn't look as much like the image on the Cooties box as it looks like its from a game that might be called "Civil War Triage Unit on the Island of Doctor Moreau".
Candyland lacks the surrealistic strategy and half-hour cleanup time required of my son's avant-garde take on the Cooties game and is therefore, in his opinion, one of the most boring things someone can do with their time.
Frankly, I agree.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment