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  • COMBOX Jumbo: Occupations

    A jumbo-sized deck of cards; each has three occupations on it.

    Some of the dozens of game-playing ideas for this deck include:

    1) Using as an extra element with the original COMBOX 1.

    2) Writing prompt.

    3) Skit prompt.

    4) "Use them all" prompt.

    5) Draw two cards, roll two dice. Getting a 1 or a 4 = going with the FIRST job on the card; a 2 or a 5 = the second job, and you can guess what numbers = the third job.

  • PROMPTBOX, Speech Sins, Wicked Words. Vol. 1

    How to Play:

    1) Deal each group (or yourself!) between five and 25 cards.

    2) Decide what your scene is: delivering a speech? Ordering an espresso? Chatting at a party? Professor teaching? THEN, decide whether one of the "actors" will be acting out all the sins, or if they'll be distributed, etc. 

    TIP: You might want to hand each "actor" her or his "Sin" Cards to help keep track of which ones are done.

    3) Start the skit! OR... Stand up and start delivering a speech of your choice (can be serious or funny, persuasive or informative, etc.). OR start your skit about a person delivering a speech!

    3) Remember to work in every single one of the SPEECH SINS written on your cards.

    _ _ _ 

    Variations:

    A) The more outrageous, the better! Take your garden-variety sins into "stranger-than-fiction" territory. You can even vote on the most outrageous speaker/group!

    B) Video-tape your performances and review them (separately or as a group); don't worry, it wasn't really you up there! (Or it won't be you making those mistakes when speech time comes around, right? You've gotten them all out of your system now!)

    C) Try a speed round... can you get all the sins out in just 60 seconds? How about THIRTY seconds? Ready, set, GO!

    D) Instead of handing the cards to each "sinner," put the cards down and see if you can remember them all without help!

    E) Hand all the cards to one of the members of the acting group, and have him or her signal the sins to members as they're acting. (This one requires some time to decide on a code, but don't take too long! The point of this game is IMPROV!)

  • PROMPTBOX, What's in a Name? Vol. 3

    This RED deck contains over fifty "use-with-caution" words or phrases that players (1-1,000,000) must brainstorm different names for.

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    Replay Value: Moderately high; 50+ words/prompts x 7 different playing modes = good times!

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    NOTE: This volume should be previewed before using in the classroom, or with minors.

  • PROMPTBOX, What's in a Name? Vol. 2

    Choose from Volumes 1, 2, & 3 ... or round out your treasure chest (of games) in one fell swoop!

    This GREEN deck contains over fifty non-specialised words or phrases that players (1-1,000,000) must brainstorm different names for.

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    Replay Value: Moderately high; 50+ words/prompts x 7 different playing modes = good times!

  • PROMPTBOX, What's in a Name? Vol. 1

    Choose from Volumes 1, 2, & 3 ... or round out your treasure chest (of games) in one fell swoop!

    This PURPLE deck contains over fifty non-specialised words or phrases that players (1-1,000,000) must brainstorm different names for.

    _____________________

    Replay Value: Moderately high; 50+ words/prompts x 7 different playing modes = 

  • COMBOX 1

    For advanced scenario set-ups (and students)!

    THE BASICS: 

    This master deck of over 400 character cards may be used:

    * In conjunction with the CONBOX, COMPBOX, and PROMPTBOX (all seven volumes);

    * "Free-Form," in conjunction with topics and plots germane to your group's specific goals/needs. 
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    COMBOX (Vol. 1) is an advanced tool that can support up to fifty players/actors at one time.

    Replay value: Astronomically-high (over 100,000 combinations possible).

    Recommended for:

    • Therapists 
    • Coaches 
    • Educators 
    • Writers 
    • Dramatic Groups 
    • Dedicated/Intelligent Game-Nighters 

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    WHAT YOU GET: Eight decks of 50+ cards* (each), in the following categories:

    • Ahh... L'amour
    • (Nothing More Than) Feelings
    • Cultural Syndromes
    • Accents, Dialects, and Memberlects
    • Bedrock Beliefs
    • Under the Influence
    • Eat, Drink, + Be Merry
    • Outer Shell 

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    HOW IT WORKS: 
    Each player is dealt a hand of eight (or more) cards; the information on each card in the hand forms the character to be played by that player. The player then "becomes" that character, and must respond to all challenges, questions, and/or tasks as would one similar to the "one" represented in the cards.

    (In other words, you get to "Play the Hand You're Dealt.")

    PRIMARY METHODS/ELEMENTS OF GAME-PLAY: Drama, improv, brainstorming, role-playing, training, critical thinking, deduction (and many, many more).

    _ _ _ _ _

    This game and other SBGs were developed by Sally A. Bishai, Ph.D.

    The award-winning "Dr. B" (as her students call her) has taught communication courses at the university level since 2004, and earned her Ph.D. in Speech Communication (with concentrations in Intercultural Communication, Documentary Film-making, and "Middle Eastern" Studies) at Florida State University.

    Some of her favourite courses (to teach) are Intercultural, Nonverbal, Interpersonal Communication, and... Public Speaking!

    In fact, it is her great arsenal of "Nervous-Busting Games" that's resulted in a 100% success rate--i.e. dramatically-different speeches, better-than-they-used-to-be speakers, and a radical reduction in weeping, swooning, and the whole "pretending to be sick in order to skip today's Informative Speech" thing)--and a devoted following of students that daily remind her of why she started teaching in the first place.

    Dr. B is also an insatiable researcher, dedicated gamer, prolific artist/writer/musician, and radical thinker.

    FOR MORE INFO: 
    Check out sallybishai.org > > 

  • DRAMABOX, Vol. 1

    Over fifty communication barriers to incorporate into your skits; may be used alone, or in conjunction with most of the offerings by Sally Bishai Games (COMBOX, PROMPTBOX, DRAMABOX, etc.).

    Replay value: High; each play-through requires one to 12 cards, resulting in thousands of possible combinations, depending on the number of players and size of groups.
    ________________

    Recommended for:

    • Speech Instructors 
    • Therapists 
    • Coaches 
    • Educators 
    • Writers 
    • Dramatic Groups 
    • Dedicated/Intelligent Game-Nighters 

    _______________________________________


    PRIMARY METHODS/ELEMENTS OF GAME-PLAY: Drama, improv, role-playing, training, critical thinking.

    The award-winning "Dr. B" (as her students call her) has taught communication courses at the university level since 2004, and earned her Ph.D. in Speech Communication (with concentrations in Intercultural Communication, Documentary Film-making, and "Middle Eastern" Studies) at Florida State University.

    Some of her favourite courses (to teach) are Intercultural, Nonverbal, Interpersonal Communication, and... Public Speaking!

    In fact, it is her great arsenal of "Nervous-Busting Games" that's resulted in a 100% success rate--i.e. dramatically-different speeches, better-than-they-used-to-be speakers, and a radical reduction in weeping, swooning, and the whole "pretending to be sick in order to skip today's Informative Speech" thing)--and a devoted following of students that daily remind her of why she started teaching in the first place.

    Dr. B is also an insatiable researcher, dedicated gamer, prolific artist/writer/musician, and radical thinker.