A true game is one that frees the spirit. Although often we use the words interchangably, there is a subtle difference between 'play' and 'games'. Play is unrestricted; games have rules. Play may merely be the enactment of a dream, but in each game there is a contest. If you see how children play, games are often extraordanirly naive or highly civilized. They rarely trouble themselves to keep score, and little significance is attached to who wins or loses; it does not seem to worry them if a game is not finished.
GENE RAL RULES :
1. Everybody who plays a game gets a poster.
2. There is no limit to the number of games you can play.
3. Even if nobody is watching, don't cheat! You can't take the poster unless you have played the game!
4. For some games you need a partner - don't be shy to ask strangers to join you.
5. Feel free to play the games inside or outside, but bring the props back to the space after playing.
6. The fun doesn't stop here - you can play the games with your friends and family at home.
This game is loosely based on 'Snakes and Ladders', which originated in 16th century India. The game was meant to teach the dynamics of karma in which a positive action would move you up the ladder toward enlightenment, while destructive behaviours would move you down a snake, the lowest form of incarnation according to Indian mythology. The number of ladders was purposely less than the number of snakes as a reminder that the path of self-realisation is much more difficult to lead.
Following a similar structure MELODRAMA takes the player through the journey of romantic love, on this occasion inspired by Greek mythology.
The journey is a tricky one, punctuated by Cupid's arrows that either move you up or down the board. Cupid, the classical god of desire, love and affection, carried two kinds of arrows: a quiver of gold-tipped arrows to inspire true love in his victims, and a set of lead-tipped arrows for stirring up feelings of hatred or distaste.
In this game, the chance operation of throwing the dice is equivalent to Love's blindness. Will you fall prey to Cupid's wrath or will you find yourself lying next to your true love?
1. Players move across the board from square 1 to 100. The first player, who reaches square 100, wins.
2. Players roll the dice once. Whoever throws the higher number gets the first move. Each player throws the die and moves the number of squares indicated on the die (2-12). Players may only roll once for each turn.
3. Lead arrow: If a player lands on the tail of a lead arrow, his or her marker slides down to the square at the tip of the arrow.
Golden arrow: If a player lands on a square at the tail of a golden arrow, his or her marker moves up to the square at the tip of the arrow.
4. The first player to land on the square 100 is the winner. If a player overshoots square 100, he or she must back track the number of spaces overshot. A player wins only by rolling a number that lands them on the 100 mark exactly.