Blog
Game Mashup #1:
If you’re looking for a new game to play check out jack chess! This game is a combination of blackjack and chess. Melody and I came up with this one day as we sat down to play a round of chess together. It just so happened that I had stored a deck of cards in my chess set box and we decided to try and use it with our chess game. Hence jack chess was born!
To set up the game:
find your favorite chess partner
grab a chess set
grab a deck of cards
Rules:
Play like regular chess until one player goes to take another’s piece. Once that happens you play a round of black jack to determine which piece wins the spot. If the attacker wins it takes the spot as usual, if the defender wins then the piece that attacked gets taken off the board and the defender’s piece gets to stay in that spot. Do a round of black jack every time a piece is attacked. If the black jack is a draw, do another round until the winner is determined by the blackjack round.
Playing this way creates a bit of chaos as pawns win just by luck over higher hitting pieces and yes it is possible to get into checkmate and still win.
Who is Simon? And Why Does He Get All the Say?
I was 85% of the way through writing a blog post about the nostalgic games of my childhood – specifically Candyland – when I got stuck and then subsequently struck. By the inspiration to write something entirely different, that is.
So I threw out my original post and now we’re talking about Simon Says!
Simon Says Buckle Up….
There were two distinctly different versions of this game in my childhood. I’m sure you know the ones.
The first “Simon Says” was generally played in the classroom or on the playground. I can still feel the spring air across the blacktop and hear the echoes of some kid saying, “But I didn’t say Simon Saaaays” when they successfully tricked someone into following the wrong orders.
The second Simon Says – apparently just called “Simon,” as I just learned – is that plastic hand-held toy from the eighties that was really a test of memory more than anything. This 90’s child ate that up. I was riding the high of keeping a long streak going with each seemingly high-stakes press of a light-up button. That was probably the most focused I’ve ever been or ever will be again.
My favorite thing about Simon, though, was the “freestyle mode”. I honestly don’t know if that’s what it was called and there’s a possibility that I’m remembering it wrong and it doesn’t actually exist, but I swear I remember being able to switch it over so that YOU were now the one calling the shots. You could play any series of the four buttons and it would play it back for you. Which, may in some ways be my songwriter origin story, because it basically chalked up to a very simplified songwriting tool.
Simon Says… Well a lot About Me, Actually.
Thinking about this game, especially remembering freestyle mode made me shift gears from trying to write about Candyland. The more I thought about Simon Says, the more I realized it’s the perfect game to help you get to know a little about me AND Lucky Gnome Empire.
How so?
Well first of all, I have a VERY different perspective of both types of Simon Says now that I have several more decades and an ADHD diagnosis under my belt. Sure, I was good enough at these games as a kid. But they were just occasional isolated games, which made them fun and manageable. When you look at what these games represent- Simon Says being a practice in not just obedience, but perfect obedience (only doing exactly what one specific authority figure says when they say it) and the handheld Simon basically just being one long test of working memory – I’m not the hugest fan. These are both things that my ADHD brain is TERRIBLE at. Especially when applied to the bigger picture of my life.
And might I just add that in hindsight it’s also quite unfortunate that a game that’s all about practicing obedience is also from the perspective of a man – this unknown Simon – being the absolute authority. Which just really rubs me the wrong way even more.
But Simon can’t tell me what I value.
In light of these new found perspectives, I think my experience with these games says a lot about me.
I value AUTONOMY, so I’m not a huge fan of obedience for obedience’s sake. I don’t subscribe to following someone just because you’re told they’re an authority. Informed decisions and the power to make my life my own is what I’m all about.
I value MEMORY. But not the kind of working memory it takes complete a correct sequence. I have nothing to prove there. I care about the kind of memories that made the dementia patients’ faces light up that I used to work with. The kind of memories that remind me of who I am, who I love and the rich life that I’ve lived.
I value CREATIVITY. So being able to press my own buttons, create my own tune? Delightful. I love to express creativity through many mediums- but songwriting is my most cherished.
Altogether, that’s why I resonated with “freestyle mode”. I enjoyed being able to choose for myself and create something new (no matter how simple). Doing that is still my fondest memory of any version of Simon Says.
As for our company – it’s a similar story.
We’re starting this company because we want a way to have more freedom in our lives and a creative outlet. Lucky Gnome Empire may still be growing into it’s values and vision, but we’re already imbuing it with that kind of magic. Making something your own, seeing something in a new way, exploring with a sense of wonder – these are all things we hope to bring to life. So many adventures await in the games, products and community we hope to grow. And adventures are all about exercising autonomy, looking at things creatively, and making memories along the way.
So ultimately? I don’t give a single gumdrop about who this Simon is or why he has so much to say. I’m going to be off on my own adventure, writing my own songs and creating my own destiny.
This is Mirna Says Now.
Mirna says to throw out the original idea for this blog post and write what she really wants to.
Okay, done.
Mirna says to quit the job that was unhealthy for her and find a way to live a life that’s both actually sustainable and fulfilling.
Alright, attempting to do it.
Mirna says to start a company full of whimsy, fun and mystery with her two siblings/best friends Melody and MJ.
Guess what I’m doing right now?
So I hope you’ll stick around to see how our empire grows.
(I would say “Mirna Says stick around”… but unlike Simon I’m not here to tell you what to do. I just hope you’ll come along for the adventure.)
Dying of Dysentery
Helllllooooo and welcome to Lucky Gnome Empire. My name is MJ and I’ll be your guide today. I am one of the three founders of this little entertainment business. Our first product will be this blog which will specifically be focused on games.
One of my inspirations is the games that I played as a child. One that stands out, in particular, is a computer game called The Oregon Trail. Anyone who has played this game can attest that it’s truly a game of life and death when it comes to choices. It was always a shock when you pack your wagon full of supplies and then decide to try and cross a river on your own just to lose it all. It was always a fun time trying to figure out different ways to make it to the end, what to put in your wagon, and what career was the most likely to help make it to the end. While the goal is to cross the plains in a covered wagon, the real goal was to not randomly die of dysentery.
Honestly, I feel like it was a weird game to play as a kid. The game taught me to only hunt as much as I can carry and to watch out for rattlesnakes. It’s always interesting to look back at things surrounding childhood with an adult lens. America’s westward expansion was always taught as destiny and in a positive light. Looking back at it through an adult lens shows how it was land theft and many other problematic things. There’s a bit of cognitive dissonance when I look at this fun little game in that context.
It still gives me a strong sense of nostalgia when I think back on the pixilated graphics of the game though. There was also a version of it that had better graphics that I also played, but it is the black and green pixels are imprinted on my brain when it comes to The Oregon Trail game. The old graphics mixed with a game of choice is part of the inspiration for an upcoming secret project of mine that will be available here at Lucky Gnome Empire in due time. So keep a look out for that in the future!
A Life I’m Not Sorry About
Hello all! My name is Melody Palmer, a founding member of Lucky Gnome Empire. I’ve lived a Life filled with games for which I’m definitely not Sorry! Games have been a significant part of my journey and have served as the basis of many stories along the way.
Board games, card games, dice games, video games, yard games, night games, sports games, etc, these and more are an endless list of enjoyable adventures that foster connection, while providing the foundation for entertainment and competitive spirit. There’s very few other outlets that create so many bridges and promote creative thinking and solutions. Simply, games are a great way to bring people together.
Growing up, we spent many Sunday afternoons playing games. While it wasn’t mutually exclusive to the day, it was regularly the easiest day to gather together. I remember for a period of time it was Life that we played every week. And also, if I recall correctly that was because of my influence – it was my favorite game at the time. So I wanted to play it as often as possible. We’d play the Game of Life and then take a nap. (Sounds like my literal day-to-day at this point!) Many lovely afternoons passed this way.
Additionally, the game of Sorry! has had a hold on me for as long as I can remember.The instances of Life faded somewhere along the way but Sorry! always comes back around. I played it growing up – in fact, I think I stole my parents’ copy of it (though it’s also possible they gave it to me – either way, it’s been in my possession for over half my life now). I will say that there’s something fun about making my friends and roommates play the same version that has been with me my whole life, connecting my past with my present in a light-hearted but real way.
As it goes, an argument could be made (and probably has been mentioned before) that games, in general, are the activity that transcends and unites more than any other. Past, present, future, I imagine research has been done to support such a claim. But for now, the takeaway I’m aiming for is that there is an undeniable connection we all have to games and the enjoyment they provide. That is an universal experience and one that I hold on to dearly. And throughout Life, I’ll never be Sorry! for it.
Game On
Though not immediately obvious, our company name connects in several ways to the universe of games. If you take Lucky Gnome Empire, break apart the words, and examine the individual pieces, you’ll get three noteworthy contributors to game play. Each word brings an essential element.
Starting with Lucky, its designation feels obvious at first but there’s a subtle nature for what it provides in games. Nearly every game is touched by luck – drawing a card, roll of the dice, random selection from a bag. The destiny of success falls on the shoulders of luck, from the simplest card game to the depths of strategy games. It could be argued that it’s not truly a game without it. With it though, and because of it even, there will always be a chance of failure. And like with life, that’s what makes it worth the Risk.
Looking at Gnome next, they bring attention to the element of whimsy that exists in games. It may not be as obvious as Lucky but it isn’t difficult to see how playful and fanciful gnomes can be. And while there is a range for how seriously people take their games, when you step back, it’s fairly clear how whimsical games are by design. How often do you get to become a detective, search for clues, and reveal a murderer? Or traverse a continent of sweets to conquer Candy Castle? Let me tell you it’s not every day for most people and I would say it’s also not often enough! The list of whimsical experiences is endless for those who engage the worlds of gameplay.
Speaking of the worlds within games, this is where Empire comes in. How many games are based on collecting items, building decks, creating spaces, or acquiring goods? Perhaps it feels a stretch, but that sounds like building empires to me, even if they are temporary ones. I’m sure anyone who loses in these specific games would agree. And while we have been focused on tabletop games, it’s just as applicable to the empires of the virtual realms and beyond. No single game type has a Monopoly on all these concepts. Fake money notwithstanding, the goal of game players everywhere is to come out on top, with the most of whatever that particular game requires.
Lucky Gnome Empire may not have the instant and apparent association with games, however, if the top hat fits, we are more acquainted than it initially appears and aim to continue to grow into that.
Beginning of an Empire
Villain Origin Story
On a fateful Christmas Eve, three 30-something year olds argued over a pirate card game they were rewriting the rules to. All gathered around a bed with the cards laid out haphazardly, they had no idea they were a few minutes away from the birth of an empire. This is where we could say it all started for us but we were playing and creating games long before this and will do so long after it.
Although playing games on Christmas Eve has always been part of our sibling tradition, what wasn’t part of the tradition was the new idea forming during the course of this particular evening. Somewhere during the gameplay or after, we found ourselves discussing our hopes for the future. Turns out there’s a lot of overlap. From that overlap, we created the vision of this business.
Lucky Gnome Empire.
The name partially originated from a joking comment Mirna made earlier that evening about Melody’s ever-growing gnome collection. “How’s your gnome empire coming along?”
So when we were brainstorming names during the discussion, ‘Gnome Empire’ resurfaced as a potential option. We felt it needed a little something more though. That’s when we added Lucky, named after MJ’s dog. What solidified that addition was discovering that gnomes are traditionally a symbol of good luck. Lucky for us!
Though we have plenty of room for our vision to change as we explore what we want to create together, here’s where we’re starting:
Lucky Gnome Empire is an online hub for fresh ideas, downloadables, and collectibles to give new life to games, gifts, and galore. With an initial focus on online content and tabletop games, our empire hopes to expand even beyond that to more realms. The development of the specific products and content is still in progress. But as we build this empire, we’re eager for people to come and download an adventure.