IT'S YOUR FAULT
THE CREATIVE THINKING GAME
THE INSTANT MESSENGER GAME
By Jeff Goebel
(and some guy named Mitchell Sheppard.)
This game is a logical thinking game.
Easy to begin, but nearly impossible to end.
Pass blame on the opponent, or the opponent's family heritage.
GAME PLAY
The
game takes the lines of an argument. Whomever is elected to go first,
simply says "It's your fault" to start the game. From this point, each
new turn must creatively fictionalize a reason why it is in fact, NOT
your fault, and pass the blame. The game continues forever, or until
one player gives up, or breaks a rule.
--------------------------------------------------------------------------------
HISTORY
Invented
by two school children on the morning bus ride over the course of a few
years. I no longer have the slightest idea where Mitchell Sheppard is,
or if he'd even remember this silly little pastime, but I have always
loved this game, and I've kept it alive all these years. Although it
was conceived as a verbal thinking game, it lends itself perfectly to
the new technologies of the Internet, and can be used via email, ICQ,
Instant messenger, chat rooms or even discussion forums. If you like
"It's Your Fault", please please please tell me, and try to always
remember where you learned it. Check out the sample games online at http://frogstar.com/fault
--------------------------------------------------------------------------------
RULES
Nobody can ever discuss or disclose the event itself. You must never say what it is that you're talking about.
Every
turn MUST include the statement "It's your fault" somewhere. This is
the most common slipup, so some players choose not to enforce this
option as a game ending rule. Also, variations may be accepted as long
as the word "fault" is used.
Everything said within a turn is
considered to be fact, and can not be disputed. You can not suddenly
remember a different story or excuse. Nothing can ever contradict any
point made. This is considered a loss. If you are told you to blame
because you chose the paint, then this is true. You can not answer with
"No I didn't."
During game play, blame must always be passed to
the opposing player, or their family heritage. Players are free to
fictionalize any family member as required, and these must not be
apposed. If player one says player two has a 6 year old sister, then
this becomes canon for the game. Player two can not say; "I don't have
a sister".
Families can never cross. No inter-family marriages are allowed. The game is based on blame being certain, not wishy-washy.
No adoption of any kind.
Every
turn must include only stories that "could" actually happen within the
rules of our known universe. Nothing nonsensical can be introduced into
the story. Science is the law.
Although blame may quickly jump
to generations of "great great great" grandparents, the time-line is
also a priority. It is unlikely your brother was alive at the same time
of your great great great great uncle. Breaking logical timelines is
considered a loss. At some point however, it may be worthwhile to just
start using terms like "his uncle" rather than continually remembering
how many levels of "great" an uncle may be.
Each new turn must
be directly related to the previous statement. You can not start a new
thought, without specifically linking to the previous turn. Most new
turns will go backwards in time.
No family can own utility companies.
No religion. No son of God or God references.
You can't say "you told me to" or use "told me to" as an easy out.
No
single conceptual idea may be re-used. This includes concepts such as
property ownership, company ownership, etc. The rule is self governed,
so each player must be happy with any decisions, or the turn is
cancelled. If you choose, disputes over this rule can be nullified
without ending the game. The player may simply choose another route,
and change their story.
Be as creative as you like, but do not
include more than one new thought per turn. No need to offer fantastic
details that could be used against you. Shorter answers are better.
--------------------------------------------
Lets just change some rules.
Blame
whenever do you want, but is important to blame the last person who
posted. (Like if you were defending the person who was blamed on
previous post)
AND REMEMBER Nobody can ever discuss or disclose the event itself. You must never say what it is that you're talking about.
START!!
THE CREATIVE THINKING GAME
THE INSTANT MESSENGER GAME
By Jeff Goebel
(and some guy named Mitchell Sheppard.)
This game is a logical thinking game.
Easy to begin, but nearly impossible to end.
Pass blame on the opponent, or the opponent's family heritage.
GAME PLAY
The
game takes the lines of an argument. Whomever is elected to go first,
simply says "It's your fault" to start the game. From this point, each
new turn must creatively fictionalize a reason why it is in fact, NOT
your fault, and pass the blame. The game continues forever, or until
one player gives up, or breaks a rule.
--------------------------------------------------------------------------------
HISTORY
Invented
by two school children on the morning bus ride over the course of a few
years. I no longer have the slightest idea where Mitchell Sheppard is,
or if he'd even remember this silly little pastime, but I have always
loved this game, and I've kept it alive all these years. Although it
was conceived as a verbal thinking game, it lends itself perfectly to
the new technologies of the Internet, and can be used via email, ICQ,
Instant messenger, chat rooms or even discussion forums. If you like
"It's Your Fault", please please please tell me, and try to always
remember where you learned it. Check out the sample games online at http://frogstar.com/fault
--------------------------------------------------------------------------------
RULES
Nobody can ever discuss or disclose the event itself. You must never say what it is that you're talking about.
Every
turn MUST include the statement "It's your fault" somewhere. This is
the most common slipup, so some players choose not to enforce this
option as a game ending rule. Also, variations may be accepted as long
as the word "fault" is used.
Everything said within a turn is
considered to be fact, and can not be disputed. You can not suddenly
remember a different story or excuse. Nothing can ever contradict any
point made. This is considered a loss. If you are told you to blame
because you chose the paint, then this is true. You can not answer with
"No I didn't."
During game play, blame must always be passed to
the opposing player, or their family heritage. Players are free to
fictionalize any family member as required, and these must not be
apposed. If player one says player two has a 6 year old sister, then
this becomes canon for the game. Player two can not say; "I don't have
a sister".
Families can never cross. No inter-family marriages are allowed. The game is based on blame being certain, not wishy-washy.
No adoption of any kind.
Every
turn must include only stories that "could" actually happen within the
rules of our known universe. Nothing nonsensical can be introduced into
the story. Science is the law.
Although blame may quickly jump
to generations of "great great great" grandparents, the time-line is
also a priority. It is unlikely your brother was alive at the same time
of your great great great great uncle. Breaking logical timelines is
considered a loss. At some point however, it may be worthwhile to just
start using terms like "his uncle" rather than continually remembering
how many levels of "great" an uncle may be.
Each new turn must
be directly related to the previous statement. You can not start a new
thought, without specifically linking to the previous turn. Most new
turns will go backwards in time.
No family can own utility companies.
No religion. No son of God or God references.
You can't say "you told me to" or use "told me to" as an easy out.
No
single conceptual idea may be re-used. This includes concepts such as
property ownership, company ownership, etc. The rule is self governed,
so each player must be happy with any decisions, or the turn is
cancelled. If you choose, disputes over this rule can be nullified
without ending the game. The player may simply choose another route,
and change their story.
Be as creative as you like, but do not
include more than one new thought per turn. No need to offer fantastic
details that could be used against you. Shorter answers are better.
--------------------------------------------
Lets just change some rules.
Blame
whenever do you want, but is important to blame the last person who
posted. (Like if you were defending the person who was blamed on
previous post)
AND REMEMBER Nobody can ever discuss or disclose the event itself. You must never say what it is that you're talking about.
START!!