Top 10 Games You Can Play in Your Head, by Yourself is a rare and delightful find, akin to stumbling upon a hidden treasure chest in your attic!
Do you remember those halcyon days in the schoolyard, dreaming up fantastical games with your friends, or diving into adventures inspired by your favourite video games, comic books, or TV shows? I never imagined I’d recapture that childhood magic of pretending to be a valiant space captain or a dungeon lord managing unruly minions. Yet, this book has masterfully reignited the spark of imagination I thought was long extinguished.
The backstory of this book is straight out of a whimsical tale. The editors happened upon these games at a yard sale, originally crafted by the mysterious J. Theophrastus Bartholomew. Allegedly, Bartholomew designed thousands of games, but the ten featured here are touted as his finest work. I’d agree, though I haven’t seen any others myself. The real mystery? Bartholomew himself is nowhere to be found. We know he’s from Minnesota and was active in the 1990s, but whether he’s still alive, still creating, or simply enjoying a life of intrigue is anyone’s guess.
The book’s charm lies in its themes, which seem to reflect your own quirks and eccentricities. It offers a fascinating glimpse into personal values and biases. We are truly ourselves when we are alone, and each game I played — especially those involving characters diametrically at odds with my own beliefs— brought out feelings of discomfort, terror, and curiosity. For example:
Imagine playing as a Nazi, searching through an Egyptian catacomb to steal an amulet that commands an army of the undead for Hitler. My shadow self kept putting up roadblocks, and in the end, my character met their demise at the hands of an American spy, ensuring the Nazis would be defeated in 1945. You can certainly play as a villain and still have them come out on top. It doesn’t make you a bad person, nor does it necessarily reveal deep-seated secrets about your subconscious. It’s simply intriguing to explore different perspectives, whether as the victor or the vanquished. That’s the real magic of this book.
This concept applies to all the games I tried, depending on how you play them. The book subtly nudges us to think about doing the right thing, valuing friends and family, and lending a hand to others. I’ve lost count of how many times someone I’d helped without a second thought came back to assist me. This isn’t to say you can’t play as someone completely opposite to yourself; it just depends on how you set up the game.
On the lighter side, this book is just such good fun! If you’re looking for a game that’s short, sweet, and comedic, then tailor it for laughs. Here’s a humorous scenario:
Picture this: I was a petty thief in medieval Transylvania, imprisoned at the dungeon’s depths for stealing a loaf of bread. My grand plan was to escape. The dungeon’s layout wasn’t based on the severity of the crime (so I wasn’t at the bottom just for nicking bread), but on when your sentence began. As you served time, you worked your way up towards freedom. My idea was to move up the dungeon, each level introducing new horrors from my shadow self, heightening the sense of impending escape. Sounds rather grim, doesn’t it? On the very first day, a tipsy guard fell over and passed out, a dog nabbed his keys, and when I tried to coax the dog with bread, it bit me instead, leading to my untimely demise before I even left my cell. To me, that was comedic gold!
I did come across a review lamenting the book’s lack of strict rules, and I’d gently point out that’s precisely the point. The book provides the framework and the fun elements, but you set the rules. It immerses you in a world of your own making, letting you experience the full range of emotions and scenarios. I never thought such vivid adventures could be conjured in the mind, but I was genuinely unsettled by that imaginary dog bite!
The writing style is spot-on, blending wit with a dash of whimsy. It perfectly captures the essence of childhood imagination that many of us long to revisit. Although the book reflects its 1990s origins, you’re an adult now, so updating it for today’s context should be a breeze.
I wholeheartedly recommend this book to anyone who wants to rediscover the joy of daydreaming and escape the drudgery of daily life.
Good luck on your travels, everyone.