Niya: More than Meets the Eye

Niya: More than Meets the Eye

Niya is one of our new strategy games from 2014 that pits players against each other in Japan’s Imperial Garden. Beautifully illustrated tiles and tokens contrast the ruthless tactics needed to win.

 

How to Play

You and your opponent represent members from two rivaling clans and receive 8 tokens. The 16 garden tiles are shuffled together, and randomly arranged in a 4 x 4 grid. On your first turn, you can place a token on any of the outside tiles to start the game. From then on, you and your rival can only place a token on a tile that shares an element in common with the previous tile chosen. The first player to place four tokens in a row wins: horizontally, vertically, diagonally, or in a 2×2 square. A second way to win is to block your opponent so that they have no more legal moves. For example, if the elements on the previously removed garden tile do not match any of the remaining tiles, the player has no legal moves to choose from, and therefore loses.

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Aesthetic Appeal

The illustrations are inspired by classical Japanese artwork and are nicely designed. A contrast exists within the dynamic of this game: serene, natural symbols and settings are conquered by battling clan members.

I’m drawn in by the artwork for Niya. Each token has a detailed character illustration of a rival clan member from classical Japan. The character tokens add subtle personality: the intricately drawn portraits bring you back to an ancient land and its feudal system; the garden tiles showcase nature-inspired animals and symbols. It took me a second sit-down to notice that each character is noticeably distinctive from each other. I only barely noticed the first time since it’s so fast-moving. For such a sophisticated game, ruthless strategizing and quick-thinking can give you an advantage.

Educational Value

Niya develops problem solving, and sharpens focus & attention skills. Players need to think quickly to find a match, which sharpens cognitive speed. By trying to predict their opponent’s next move, children gain the ability to solve problems while having fun. Many cognitive faculties are being used at the same time: visual perception as players scan the tiles for matches, and focus as they strategize their next move.

My Connection to Niya

Every year around this time, the Cherry Blossom festival in Japantown welcomes visitors from all over to appreciate the gorgeous blooms. I remember the first time seeing the bright pink flowers on the trees and feeling at home. My mother, born in Wakayama, reminds me each spring to attend. In Niya, many of the garden tiles contain flowers, or other natural elements such as maple leaves or cranes. These images are symbolic within the Japanese culture. Niya is fun to play, but there is something to be said about how all its elements come together to create a game that is refreshingly nuanced.

Playing to Preserve our Planet

Playing to Preserve our Planet

We at Blue Orange Games invite you to join our mission to preserve our planet and its resources.

Since its creation in 2000 by two game enthusiasts, Julien Mayot and Thierry Denoual, Blue Orange has pioneered green initiatives within the toy industry and beyond. Our commitment to conservation sets us apart, and can be traced back to the initial naming of the company which is based on a poem by Paul Eduard. The poet writes, “The earth is blue like an orange.” Although surrealist at first, the verse asks us to question our place and perception of the planet we inhabit. From space, the earth is blue, but as you get closer a myriad of colors and textures make up our home.

Nature supplies us with most of the materials for our games: wood, tin, natural resins, and paper. We use natural and recycled products in an effort to minimize plastic which never degrades. The bulk of our packaging is made from recycled cardboard. Based in one of the most eco-conscious cities in the US, San Francisco, we are proud to contribute to our city’s recycling efforts. We depend on earth’s resources to survive, but we realize that they are not infinite. We are committed–not only to creating fun and educational games–but to using natural materials and replenishing earth’s resources along the way.

In 2006, we founded a program to replenish the environment and make our business more sustainable. For every tree used in our wooden game production, we plant two in the forests of China. So far, we have planted over 125, 000 trees!

ChinapicYunhe Town,  Zhejiang Province – China. 

Last year, we partnered with Save The Bay, the largest organization working to protect and restore the San Francisco Bay. On my ride to work, I look out the window and take in the bay. I’m fortunate to work for a company that donated five percent of its wholesale revenue to Save The Bay. As I settle into my new role here, I’m excited about inspiring kids and that our efforts help conserve the planet.

Another partnership is with Pur Projet, a company based in France that helps businesses offset their carbon footprint through reforestation of the Amazon. To offset our CO2 emissions in 2013, we planted 903 trees in the Alto Huayabamba forest in Peru. The process known as “Insetting” supports local, socio-environmental innovation as it transforms our endeavors into pure projects.

RainforestSan Martin region,  Amazonia – Peru. 

Our partnerships reflect our deep commitment to having the smallest environmental footprint possible. The effort begins in how we manufacture our toys, continues in how we bring them to you, and ends in how you play. Knowing that our games are created in the most eco-friendly manner is its own reward, but we are also grateful for our Dr. Toy Green Toy Company Award.

A benefit of playing our games is that they don’t need electricity. In this digital age, kids (and just a few adults) escape for hours in video games. Although fun, video games do require energy. For our games, all you need is the power of your mind and some strategizing–no outlets required! So in addition to interacting with each other, learning, and having fun, players inadvertently conserve earth’s resources!

It is sometimes challenging to imagine a day, let alone an hour, unplugged from our beloved gadgets; but the rewards of doing so could foster more conscious kids, aware of how everyday activities widen or shrink our environmental footprint. Our games are a great way to introduce children to the concept of recycling, reforestation, and conservation. Join us in our efforts to play sustainably.

 

Green2  BestproductGreenToy2013

 

Tips for Shaping Gameplay

Tips for Shaping Gameplay

Remember the joy of opening a present?  The visual appeal of the packaging.  The anticipation of opening the box.   The touch and even the smell of a new toy/game.  Now imagine you are a 5 year old child.  Multiply those sensations to infinity.  Alright, it’s not to infinity but it’s pretty high. The act of opening a new game encompasses a child’s senses.  The visual, the touch, and the smell of an newly opened game can make following rules really difficult at first.  I know when I’m playing with my 5 year old son that I initially don’t always follow the rules of the game.  No need to be frustrated.  The experience of teaching your child the game rules can still be fun and a good learning experience.

We recently had a visit from a Board Certified Behavior Analyst, Sam Blanco.  We are a fan of her blog (www.samblanco.com) and how she adapts play for her students with special needs.  She offers some valuable tips on shaping gameplay with your kids.

 

Tips for Shaping Gameplay

by Sam Blanco, BCBA

Whether you have a child with special needs or you are trying to play games with siblings of different ages, it can be challenging to figure out how to make a game accessible for everyone who wants to play.

Here are a few tips for introducing and teaching new games.

• Allow for exploration. Kids can learn a lot just from freely exploring the materials of a game. Chef Cuckoo is a great example of this, because kids get a kick out of exploring all the different ingredients and putting them into interesting and odd combinations. Pixy Cubes is another great example as kids enjoy free time to create their own patterns with the cubes. Becoming familiar with the materials makes it easier for many learners to focus on understanding the rules, rather than trying to simultaneously understand the rules and the materials.

pixycube

 

• Put fewer pieces in play. This simple step can make a huge difference in a learner’s ability to enjoy a game. For example, with Fastrack, instead of having ten discs in play, I might just start with four. Remember the Rule of Three. Before adding a new step or increasing the difficulty level, the child should be able to play the game at the current step three times consecutively with success.  With Fastrack, once a learner has mastered playing with four discs, we’ll start playing with six discs, then eight, etc. This means that it might take a while before you’re playing the game completely as designed.

• Additional rules can wait. I frequently introduce a game without introducing all of the rules. For example, with Chef Cuckoo I challenge learners to create the Best Pizza or Worst Pasta, but don’t introduce the “star system” aspect of the game until later. The Rule of Three applies with adding rules, as well.

• Provide prompts when necessary. It can be useful to provide visual or textual prompts to allow your learner to play a game independently. For example, with Double Shutter I sometimes utilize a visual prompt of index cards with all the different addends that can be used to arrive at a specific sum.

ds         ds 2

 

• Stack the deck. When introducing card games of any type, I frequently set up the deck with only cards I know the learner can understand and play with.  For example, with Speedeebee, I will go through all the cards and remove any that I know my learner cannot respond to based on his/her current skill level. If I’m playing with more than one child who have different skill levels, I’ll create individual stacks of cards and change the rules so that players take turns responding. Over time, as the learner experiences more success with the game, I introduce more challenging cards.

• End the game early. Learners with special needs may have a lower frustration tolerance, so while it may seem counter-intuitive it is often best to end a game at the height of their interest. I’ll also frequently use a timer for games that last a long time, and when the timer goes off we move on to a new activity. Ending a game at the height of interest actually increases the likelihood that the learner will request it again in the future, and as their mastery of the game grows their frustration tolerance will also grow.

Remember that there is great value in playing, even if you aren’t playing the game as designed. The goal is to create opportunities for learners of all skill levels to have fun playing games.

 

sam

Sam Blanco is a Board Certified Behavior Analyst and an ABA provider for children ages 3-15 with autism and other developmental disabilities in NYC. She is dedicated to showing the value of games, play, and technology in special education. You can find much more information on teaching through games at her blog at www.samblanco.com

Lasso the Moon – April Store of the Month

Lasso the Moon – April Store of the Month

Blue Orange Games is lucky to partner with a fantastic bunch of retailers who are passionate about their businesses and supportive of our games. We want to do more to recognize the stores and individuals that make our mission possible. That’s how our new monthly spotlight on an outstanding Blue Orange Games retailer came about!

We are pleased to announce that Lasso the Moon Toys in Helena, Montana is our Store of the Month for April! Xavier, a member of our sales team, nominated the store because of their passion for our product and their dedication to their local community.

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Lasso the Moon is an independently owned toy store that has served as a community cornerstone for more than 15 years. Because they are located in Helena’s historic downtown pedestrian mall, they have a deep connection to the heart and soul of their town. And their passion for their community clearly shines.

Their friendly staff is welcoming and more than happy to recommend toys and games. And they regularly participate in local community events, including Neighborhood Toy Store Day, Chalk Up Helena, The Holiday Stroll, and Art Walks.

The play tables inside the store are always full of the both the classic and the coolest  award winning toys, puzzles and games.

Lasso the Moon prides itself on only carrying the best of the best, and they have a strict criteria to determine if a toy is good enough for their customers:

What Makes a Good Toy?

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Safe

  • A good toy should pass the drop test and a lot more. Be it wood, metal, plastic, or fabric, the basic material should be durable and well-finished.

Age Appropriate

  • The play activity should developmentally suit the child’s age. They check the toy maker’s recommendations and believe in the “+” sign. Ages 3+ does not mean a 4-year-old has outgrown it. If in doubt, they consult with the toy experts at the ASTRA (The American Specialty Toy Retailing Association) to match activities to specific ages.

Engaging

  • Toys should encourage open-ended play, invite exploration, and engage a child’s interest beyond a short sitting. Toys should be hands-on tools – not watch-me players. A child should be able to power a plaything – even a battery-operated toy – with his or her own ideas and imagination.

Expansive

  • A good toy with play value benefits the child at a particular stage by introducing and reinforcing age specific skills. A great toy grows with the child, helping her or him advance from one developmental stage to the next.

Fun

  • Most of all, a good toy is fun to play with. Dull and boring, regardless of benefit, have no place in a good toy box.

 

lasso the moon

 

Not only do they have a wonderful understanding toys and games industry, they are also incredibly friendly and focused on the happiness of their customers.

In a hurry to get to a birthday party?  Call with the age of the birthday kid and your dollar amount, and they will have it wrapped and ready for you to pick up on the way to the party!  And during the holidays, they even offer free storage for your Christmas presents until Christmas Eve so your little rascals won’t find their presents before the big day.

It’s exactly this sort of thoughtful, community-focused thinking that we love about Lasso the Moon. They think about the needs of their customers first. And set a high standard for great local community toy stores.

For more information, visit lassothemoontoys.com.

The whole team at Blue Orange Games would like to thank Amy and the rest of the Lasso the Moon staff for believing in our games and for creating rewarding, educational experiences for their community. Congrats!

 

TableTop Day 2014

TableTop Day 2014

Tomorrow marks the second annual TableTop Day – an international event championed by former Star Trek: The Next Generation star Wil Wheaton. The event is a direct result of the succes of Wheaton’s Youtube series of the same name — part of Felicia Day’s premium channel “Geek & Sundry” — in which Wheaton plays popular board games with other celebrities. (TableTop on Youtube)

Wil Wheaton plays Munchkin with Felicia Day, Steve Jackson and Sandeep Parikh

Wheaton’s charm and deep knowledge of board games has made the show very popular among board game aficionados all around the globe. It is a great way to learn about new games and how to play them.

TableTop Day is a wonderful excuse to unplug for a day and play games with your friends and family. Here at Blue Orange, we are celebrating the event by going out to 3 of our favorite local games stores (Gamescape North, Games of Berkeley, and Games Unlimited) to play games with our community of fans.

I will personally be going out to Games of Berkeley to talk about our game development process and to demonstrate 3 of our new 2014 games, out next month:

Battle Sheep (2-4 players, ages 7+)

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BraveRats (2 players, ages 8+)

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Doodle Quest (1-4 players, ages 6+)

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For more information and to find a participating store location near you visit:

http://www.tabletopday.com/ 

April is National Autism Awareness Month

April is National Autism Awareness Month

logo April is National Autism Awareness Month.   I’m a mother of a child with autism and I, along with so many parents, live with this awareness everyday. The professionals that work with children on the spectrum have dedicated more than their careers towards helping these children.  They have dedicated their hearts as well and I’ve had the privilege to work with great teachers, speech pathologists, ABA therapists, and occupational therapists.  Blue Orange Games is fortunate to work with so many of these professionals and organizations.  We have heard wonderful stories about how many of our games are used as tools for kids on the autism spectrum.

We have a special guest post from one of these dedicated professionals.  Rebecca Klockars is an Occupational Therapist with 10 years of pediatric and geriatric experience.

 

 April is National Autism Awareness and National OT Month

by Rebecca Klockars

It makes sense that these two things are together since Occupational Therapists are often an integral part of the educational and clinical treatment team for a child with Autism.  Now that I have had the pleasure of working with children who are on the spectrum for some time now, I would like to share the top 5 things I have learned from these amazing kids.

5.   Just because I am not looking at you, does not mean that I do not see you.

Children with autism often look at people through their peripheral vision. It is difficult to look at a person directly and take the infinite number of muscle combinations AND listen to what they are saying. So if someone with Autism does not look at you in the eyes while talking, please understand you are a visual complex piece of art, and it is sometimes hard for someone to look and listen at the same time.

4.   That clock ticking in the background is making my head explode.

Things you and I may be able to force to the background, like the clock ticking, a fan humming, a light flickering, may not be the case for someone with autism.  Many times a person with autism is on high alert to the things in their environment.  Their threshold for tolerating the smells, sounds, sights, tastes, and touches of the environment they are in can send their bodies into flight or fight mode.

3.   Show me, don’t tell me.

Visual supports help many people with and without Autism Spectrum Disorder. I love my checklists; it helps me organize my day. But breaking down tasks and expectations with visuals, either words or pictures, can help ease anxiety and help someone with autism be successful at home, school and work.

2.   Give me a minute, will ya?

When I first transitioned to school based therapy from geriatrics, I had the pleasure of attending The Autism Project of Rhode Island’s A Starting Point, which was a multi week learning experience that touched on many aspects of Autism. But one of the most poignant statements was regarding giving time to process auditory requests.  Picture a rotary phone (if you don’t know what a rotary phone is, ask someone at least in their 30s); every time you verbally request something it sets the dial back all the way.  Give time for the dial (aka person) to process it or they will not be make the call.

1.  I am awesome.

There is an amazing person stuck inside that little body, just waiting for someone to make a connection and “get” them.  Sometimes it takes getting them on a swing or blowing some bubbles to get that little smile or laugh.  Then before you know it, that little person is requesting more with signs, gestures, pictures, or words.  Other times, you have to take a sledgehammer to open the door to functional communication just a little crack. But keep working, because there is an awesome little being in there, wanting someone to play with them.

Read more about Rebecca on her blog.  http://www.otmommy.blogspot.com/

From Classroom to Game Room

From Classroom to Game Room

After graduating with a Creative Writing degree,  I envisioned myself being a writer or a teacher, or both. In addition to fine-tuning my craft at San Francisco State, I was an instructor’s assistant for three different creative writing classes, and was an English tutor at the Learning Assistance Center. I could have gone down the literature path and spent my days analyzing prolific texts, and although I love literature, I need to tell stories. I love to write and to share my love for learning with fresh minds, so it’s serendipitous that I found a fit at Blue Orange Games!

As I write copy for new games and select illustrations, I am taken aback by the parallels between what I did as a tutor and what I am working on now. As a tutor, I helped students read and write better while encouraging them to become independent learners. I never thought that I could find similar rewards working for a company, but I have. I am helping kids learn through these games. Had you told me months ago that I would be part of a team creating educational games for children three and up, I would have said, “That’s my dream job!” Although I am not directly working with students, I think of the children who will learn via our games and it’s a similar feeling. When I was interviewed for the position I said to Martin, the director, that I could see myself thriving here because it’s important that my work has an impact. At the end of my first week, I looked over to Brandan’s computer and saw symbols that I chose for a new Spot it! game. I love to think that somewhere, someone, will be playing the games I helped create while learning!

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As a tutor, I learned how different activities such as board work, writing prompts, and asking open-ended questions helps students learn by triggering different cognitive functions. I gained a variety of teaching strategies so I could guide students while engaging their attention. It was so rewarding to watch my weekly students become better writers over the semester. Learning encompasses a range of resources and strategies that students can access. I see how our games mold young minds, preparing them for school later on. Reading, for instance, is a challenge for some college students. I wonder if it‘s because they did not learn to read early enough, or were probably never taught reading strategies like annotating in high school. Whatever the reasons, getting a jump start improves your capacity for learning down the line.

The mix of learning with fun is why I loved studying creative writing. In my second semester as an instructor’s assistant, I presented a lecture to a classroom of more than eighty students! My heart beat fast, but then I saw the students’ eyes light up after I gave them my writing prompt. When they turned in their stories, I could tell that my guidance triggered many intriguing tales. For one of the games I’m working on right now, Tell Tale Princess, I am using this talent by choosing characters, settings, and emotions that will trigger  kids’ imaginations. My work here mirrors what I accomplished as an IA, only targeted to a younger audience. Although my niece is only two and a half years old, so probably too young to play this game right now, I foresee her creating vivid stories thanks to my image prompts one day!