Showing posts with label Monopoly. Show all posts
Showing posts with label Monopoly. Show all posts

Thursday, July 27, 2023

Excitement Reigns! The Mummy's Curse™️ Board Game

THROWBACK THURSDAY
This was originally published in August 2021. I am re-publishing it here because the game Frank Holmes and Jill Mackie created and fine-tuned is deserving of a wider audience. Board games are back. Hence, we are seeking a publisher.

While visiting fine artists Frank Holmes and Jill Mackie, I was introduced to a unique board game called The Mummy's Curse™️. It has all the elements you want in a game, including that undefinable "cool" factor. I mean, who hasn't been fascinated by the Sphinx,  Great Pyramid and mummies at one time in their lives?

Like all the best games, The Mummy's Curse is a family board game that has been designed to be easy enough for kids yet interesting enough for adults. As you can see in the photos here there's a Sphinx, a Pyramid, a Golden Mummy, and a Curse. 

The goal, if you want to play, is to break the Curse by stealing the Mummy from its Burial Chamber in the Pyramid, then getting back safely to the Start/Finish with it. To achieve this players must equip themselves with Supplies and Answer a Question from the Sphinx.

Whereas the game is an entirely new entity, it has some traditional elements, such as moving pieces around the outside rim as in Sorry or Monopoly. As in Monopoly, which has Community Chest and Chance cards, this game also has a number of cards as follows.

The Sphinx's Questions are on cards (all different) that each player receives. The answer to a Question is on two other cards that rhyme with each other and with the Question. (The Sphinx is very clever.) The cards are drawn as players roll a die and move around the outer path. Answering the Question is your primary objective.

It is equally important to gather Supplies, which you can do by landing on a Supply square and rolling a certain number. When a player has Answered the Question and gathered the necessary Supplies, the player gets to present him or herself to the Sphinx, receive Amulets and proceed to the Pyramid.

While all this is going on, Eye cards are being drawn as well. Eye cards are valuable and allow players to do many things. For example, the Freeze card allows you to stop another player for two turns. The "Go Where You Want" card lets you do just that. The "Wild Card" lets you move one to six spaces without rolling the die. And then there's the "Help Yourself" card, a nasty little maneuver that allows you to take an Answer card or Answer Rhyme from another player. Finally there's a "Supply Grant!" card, which will assist you in getting the Supplies you need the most. 

The first player to reach the Pyramid lifts it from its place and sets it on its side. Underneath is a chart which is now visible. The Chart shows which supplies are required to traverse a labyrinth-like network of paths to reach the Burial Chamber. (Who doesn't like labyrinths?) Once there, the two sarcophagi must be removed to expose the Golden Mummy. Whoever lifts the inner sarcophagi gets to take the Mummy, as well as the special Blue Amulet it rests on... and to head for the Start/Finish.

This last dash, however, is not so easy. Other players want it and may take it by landing on whoever has it. (Don't despair. You can get it back.) The Mummy can also be lost to the Curse if a certain number, established in the Burial Chamber, is rolled. Amulets, including the special one, offer protection but it's a treacherous time. The Mummy is almost certain to change hands in this final phase of the game. You may be assisted by Eye cards here, if you have held on to them. Oftentimes players who thought they were without hope come back and win. 

Created and perfected in Narrowsburg, New York
To quote Sir Winston Churchill here: "Never, never, never, never give up." 

* * * 

One of my earliest published articles, and the first for which I was paid, was titled Make a Game of It. My theme was that teaching can be fun when we use a little creativity to make a game of it. Over the years I created a number of games myself, and it was fun to see the intriguing project Frank Holmes and Jill Mackie had concocted as you can see here.

"We've played it hundreds of times," Jill said, the primary aim being continuous improvement. 

If you're a board game publisher, contact me at ennyman3@gmail.com. This is a game that's ready for prime time. 

THE STORY

Frank and Jill get the ball rolling. 1988.
Long ago in very ancient Egypt, there ruled a pharaoh who cared more for gold than anything else in the world. He put a terrible curse of greed on his people, from which they suffered greatly, fighting amongst themselves for wealth and power. When he died his mummified body was wrapped in bands of gold and buried deep within a massive pyramid--to be guarded forever by an all-knowing sphinx.

Now, many centuries later, the dreadful curse still emanates from the pharaoh's tomb and greed has enveloped the entire world--you may have noticed it yourself! The only way to end this plague of avarice is to find the golden mummy and to take it from its chamber of evil power, away from the pyramid to, according to legend, the very place the curse began.

So, players, an exciting and ennobling experience awaits you. Prepare well and honor the sphinx's demands, which will allow you to enter the pyramid. Your task is not an easy one and pitfalls await--any or all of you may succumb to the debilitating effects of greed. Whatever happens, remember your one and only goal is to break the curse!

Related Links

Veteran Painter Frank Holmes Discusses His Prix de Rome and Life as an Artist

"Paintings Now & Before: Figures, Flowers, Landscapes" and an Introduction to Jill Mackie

Friday, February 22, 2019

Trivial Pursuits: Bob Dylan's Favorite Monopoly Piece

The Scottie Dog
Disclaimer: There is nothing profound to be revealed here. Just a few more tidbits of Dylan trivia. 

When I was a kid growing up in New Jersey we went through a Monopoly phase. It may have been just after the slot car racing phase, the ping pong phase or the billiards phase. You know how it is when you’re a kid. You get amped and focused.

I remember one game in Tom Browne’s basement that lasted a full week, which we funded by adding cash from my own family’s Monopoly loot. Late Friday evening we finally called it a draw.

Monopoly is one of those ubiquitous games that seems embedded in our collective unconscious. The various elements of the game are fairly common knowledge: Chance and Community Chest cards, title deeds for the various properties, green houses and red hotels, and money.

And then, there are the tokens, or playing pieces, each as much a part of the game as everything else.

Parker Brothers purchased the rights to Monopoly in 1934 and produced the game from 1935 to 1990, when it was sold to Hasbro. From 1943 on you could choose as your playing piece a Battleship, Boot, Cannon, Horse and Rider, Iron, Race Car, Scottie Dog, Thimble, Top Hat, or Wheelbarrow.

What this means is that the same game pieces kids used in the 80s were being used in the 40s and 50s. And the same game pieces we used in the 60’s were the same that Bob Dylan used when he came down from Hibbing to visit his friend Louis Kemp out on London Road in East Duluth.

* * * *
Two Degrees of Separation
What makes Duluth interesting to some extent is how "small town" it is. You're no doubt familiar with the concept of Six Degrees of Separation in which every person in the world is just six steps removed from everyone else in the world. Well, I am beginning to think that here in Duluth everyone you meet is just two steps removed from someone with a first-hand Bob Dylan story.

From my own experience here many stories can be retrieved in an instant, but this is a new one. Last weekend a friend of a friend told me that when Bob Zimmerman (Dylan) would visit his friend Louis Kemp in Duluth they used to play Monopoly. The story originated with a gentleman who does security guard work at Fond-du-Luth Casino downtown.

Naturally, I thought it would be fun to hear the story first-hand and headed into town the following eve to see what I could learn.

Timing is everything, and when I entered the front door I encountered an older gentleman wearing a white shirt and tie, a badge and a name tag that read “Gary.” He looked to be in his mid-70s so I struck up and conversation by first asking if he lived here in Duluth all his life. He said he had. I then asked how old he was, and Gary said 77.

“Oh, Bob Dylan is 77,” I said, and we were quickly into it. In short order he mentioned living down the block from Louis Kemp, a friend of Bobby Zimmerman’s from Camp Herzl. When Bob would come down from Hibbing they liked to play Monopoly. “Bob always liked to be the Scottie Dog,” Gary affirmed.

Gary, Louis, Bob and other friends would spend hours upstairs playing Monopoly. Gary remembers Louis’ mom Frieda sometimes coming upstairs to bring them grapes and hot milk, and that when Louis later had a boat in Alaska he named it after his mother.

Gary also shared how Bob would be humming all the time while playing, tapping on the edge of the table, a restless internal energy going on so that sometimes they would have to say, “Your turn, Bob.”

Buddy Holly, Winter Dance Party at the Armory,
Carl Bunch on drums. Photo: Sharon Johnson
I asked Gary whether he was at Buddy Holly’s Winter Dance Party at the Armory. Gary said he was indeed there at the Armory show with two other friends that night. While there he noticed at one point that there was a pile of 20 or so Winter Dance Party posters sitting there. In retrospect, in light of the plane crash a couple days later, he wondered what those posters would be worth today. "There were lots of people there. The music was great all around," Gary said, "but the real hit that night was Ritchie Valens."

For Bob Zimmerman the highlight was making a connection with Buddy Holly, a connection that felt like more than simply eye contact. Dylan has made several public references to that night including these comments from his Nobel Prize acceptance speech:

"If I was to go back to the dawning of it all, I guess I'd have to start with Buddy Holly... He was mesmerizing... Everything about him... Something about him seemed permanent, and he filled me with conviction. Then, out of the blue, the most uncanny thing happened. He looked me straight dead in the eye, and he transmitted something. Something I don't know what. And it gave me the chills."

* * * *
Louis Kemp and Bob Zimmerman were 11 and 12 when they met at Camp Herzl. They went on to become lifelong friends. When Louis was married in that London Road home in 1983 Bob was there as Best Man.

For the past couple years some of us had caught word  that Louis Kemp was writing a book about growing up with Bob. One chapter in the book will be about that night at the Armory, titled "Oh Boy." As for the rest of the book, it's a sure thing that there will be stories we haven't heard yet, and also a sure thing that they will be more interesting than which game piece Bob would choose when he played Monopoly.

The book is slated to be released later this year, in late summer or early fall. 

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