How to Demo Nanofictionary

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by Carol Townsand

First, as with all games you wish to demo, play it a few times in the privacy of your own world. Then, after you're comfy with it, take it out for a test drive and let the rest of the world enjoy it with you.

That having been said, here's the tips that I can share about how to do a Nanofic Demo.

  1. Set your table up.
    1. Pull out the prize cards (Runner Up and Grand Prize), and the completion bonus cards (the number cards). Set these off to one side. You'll get to them later.
    2. Pull out several each of Setting, Character, Problem and Resolution cards (you can find your favorites if you like), and one of each of the four Action cards (Uncrumple, Brainstorm, Complication and Plagiarize).
    3. Set these cards out so everyone can see them as you talk about them, or lay out your examples as you get to each kind of card.
  2. Give people a basic overview of the game.
    1. Explain that every good story has at least four basic plot elements. All stories happen somewhere (setting), to someone (character or characters). There's some kind of conflict (problem) which is resolved at the end (resolution).
    2. Explain that the object of the game is to tell a great little story, using the plot devices in the deck. At the end of the game, everyone decides which stories they liked best.
  3. Explain how to win the game. At the end of the game, players get points from three basic sources:
    1. Points based on the votes received from the other players in the form of First Prize and Runner Up cards (you may show these cards at this time). Onlookers may also listen in to the stories, and give points, (but you don't necessarily have to mention that at this point, you can just get to it when it comes up in the game).
    2. Points based on when you go out. Show the number cards and explain that you take the top (highest value) card when you decide your story is finished. "Your editor likes it when you turn in your manuscript on time."
    3. Players will also get one point for every card in their story. The points from completion bonus cards (numbered cards) tend to balance out the points gained by having a long story, so the most important thing is to have a GOOD story, so as to win lots of votes.
  4. Set up a demo story line.
    1. Take a couple of Characters, and one each of Problem, Setting and Resolution and lay them out on the table as you would in the game with the Resolution face down. Point out the numbers of each plot device you have used.
    2. Explain that the reason the resolution goes face down is because knowing the ending ahead of time can ruin a good story. Make sure they understand that you can have as many Characters as you want, but you can only have one each of the other plot devices, unless you play a special card.
    3. Tell about the Action cards. A quick explanation of what they are and how they work is usually good enough.
  5. Tell a quick story about the cards in front of you. Embellish as much or as little as your audience seems to enjoy. Maybe throw in a little gender bender or number bender to show that it is acceptable. Check to see if anyone has any questions about the game.
  6. This is when I would usually gather up the cards, start shuffling and deal out hands to all the people just standing around. I'd throw in little bits of patter like "See? It's easy!" and "You just make up a story that the cards suggest" or "The pictures are black and white sketches on purpose to let your imagination fill in the gaps to make a full story." Then, while the newbies are reading their cards:
    1. Make sure you've got the right number of completion bonus cards (the numbered cards) in the pile near the draw deck.
    2. Set the prize cards aside. Players don't need them floating around until it's time to vote.
    3. Explain about the "finger on the deck" game mechanic. It's brilliant, IMHO. It moves the game along, and allows you to have a "turnless turn." I was constantly explaining it as "you know you're ready to put your finger on the deck when you've got 5 cards in hand again."
    4. I've often played my hand face up for the first few turns of play, explaining what I'm doing and why. Be sure to mention the discard and draw option.
    5. Watch the Action cards carefully. Make sure no-one is accidentally putting down two of something w/o a Complication card, and make sure they draw up to 5 again after they play the extra plot device. When Brainstorm comes up, have that player wait until everyone else is done to execute it. Remind that Plagiarized cards come out of the opponents story and into the players hand, and the replacement card follows the same path in reverse.
  7. Finish the round, ensuring that the number cards get doled out correctly, and hands are discarded when a story is finished. Remember the last person left has two turns at the end (so that they can do something like discard and draw and still have a turn to play something).
  8. Shanghai onlookers to act as jurors. Hand them 2 pennies or whatever other token you've found which can count for two points (2 point Icehouse pieces!).
  9. Tell the stories and enjoy them.
    1. Explain how voting goes, and pass out the prize cards and the "Empty Envelopes." Have the players pass out their prize cards, but don't reveal the results, so that jurors will not be influenced.
    2. Then explain the juror voting process (simultaneous pointing, both points go to one player). Count up the points and award a winner for this round.
  10. Repeat as necessary.
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