DRAWING A BLANK
Players are given assignments to draw things from various disciplines. The drawings are judged not on artistic ability but on a set of details that represent a basic visual familiarity with the thing to be drawn. Players are randomly given cards before they begin drawing. Some cards reveal one of the details that will be judged and other cards have no information; player receiving those cards have “drawn a blank.” The completed drawings are shown to all players. Before the judging, each player must secretly vote for an opponent that they believe drew a blank. The judges then announce the details and the players who did draw blanks. Players score for including the judges details in their drawings, for voting correctly, and for garnering incorrect votes from opponents.
At one of my early ACPT appearances I presented an after-hours game called Thingamadoodles, which was a drawing based Balderdash variant. The game played poorly and I pulled the plug after a single session. Years later I mentioned the game to Darren Rigby. I admire his game design and wondered if he might have a remedy. Darren said that the game was similar to an idea that he was working on called Drawing a Blank. He invited me to collaborate on an after-hours game for the 2011 NPL convention in Providence and I agreed.
The game logistics were almost completely based on Darren’s original concept. I contributed by helping with the content, i.e. ideas for well known and drawable items that players could have fun with. Many of the judged details involved spatial memory: In Grant Wood’s American Gothic, is the male farmer on the left or right? In which part of Australia’s coast is the island of Tasmania? Darren was also very thoughtful about designing elements that improve gameplay efficiency, such as voting cubes that players could use to keep track of votes for scoring purposes. At the convention Darren and I took alternated between being the primary presenter and the assistant. A memorable bit of comic ad-lib occurred when I was presenter and Darren assisted. I explained to players that they did not need to be proficient artists to score points, and used Darren’s “crude rendering” of the art school admissions test character Tippy the Turtle as an example. When I said “crude,” Darren turned to me with dramatic indignation. It was a fun bit that we used in several sessions.