Let's suppose, for argument's sake, that I was going to create a 'pseudo-Experiment' or 'pseudo-Mini-Experiment' for games using Icehouse pieces. Furthermore, let's suppose that I *don't* have resources like Looney Labs, the SLICK list or the icehousegames.org wiki available to select existing games from. All I have is an arbitrary number of complete sets of Icehouse pieces (in all ten colors). I can mix and match as necessary, including making both Rainbow and Xeno Treehouse sets. I now have to design a set of games to play with these things, to demonstrate them and draw people in. What makes a game attractive to people? I'm looking for the qualities of the game itself; things like the name and the "backstory" are purely marketing issues, and I'm not interested in that part; I want to be able to get some people together and show off these nifty pyramid thingies and give them some games that they'll want to play with them. (If you can't adequately describe a particular quality, but there are games on the SLICK list or the wiki that you know unquestionably possess them, you can use them as examples, but bear in mind that I might not see the same qualities, so do the best you can at describing the quality before giving the examples, and try to focus on the particular aspect of an example game that gives it that quality.) -- Jeff Zeitlin icehouse@xxxxxxxxxxxxxxxxxxxxxx