Showing posts with label Boy Scouts of American. Show all posts
Showing posts with label Boy Scouts of American. Show all posts

Monday, July 8, 2013

Summer Camp Magic!

As you've read in my other posts, I'm an Assistant Scoutmaster with my local Boy Scout Troop.   This week, my Troop journeyed to Ockanickon Scout Reservation in Pennsylvania (about 3 hours from home) and had an excellent experience.   No, it's not because of the 5" of rain we received the first day which temporarily flooded out our campsite.   And no, it's not because of all of the merit badges being earned.   And again, no, it's not because of the cool wood burning craft area they have and the nifty stuff that can be made...

Boros Emblem, now on WOOD!

Rather, it's all on account of a gentleman by the name of Terry Robinson, and a legacy he has built at Ockanickon one night a week each week the camp is open - for the past 13 years.

Magical Scout Camp
Across the nation, Scout Camps regularly host several hundred Scouts a week for between 4 to 8 weeks during the summer.   At these camps, bright Scouts who have picked up the game of Magic play between meals and classes at picnic tables.   They battle for honor and a bit of respect.   Yet at Ockanickon, there is a rather unique occurrence.   Once a week, campers battle it out in a special tournament sponsored on site.   It's the only time that I'm aware of that you can see a tournament attended exclusively by Boy Scouts.

A recently retired L2 judge by the name of Terry Robinson comes into camp with some boosters of Magic product and runs a highly customized MTG tournament out of Foster dining hall on the property.   Instead of random pick-up games, Scouts can come in and for a very reasonable fee either play in a constructed or a sealed tournament.   Because this is a Scout camp and things run on a stopwatch, there isn't much room for a tournament structure as you'd know it as found at a LGS or a GP.   One difference is players who play sealed only get five packs and 30 minutes to build.   All games are on a thirty minute clock.   And no matter how many players there are, he only runs three rounds total - a concession to the need to be done by 10pm, when Scouts have to be back at their campsites.


Photos of the half of the Dining Hall in use for Magic Night

Terry runs a very tight ship, and his experience shows it.   But don't let the short clock or limited sealed pool offerings fool you - Scouts know how to game under pressure and almost no one goes back to their tent unhappy.   While he is no longer a staff member of Ockanickon, his smile and presence is welcomed by all. Magic Night at Ockanickon is seen by many as the highlight of their summer camp experience.   When you offer a program as deep and varied as Ockanickon's, that is high praise.

The Game
This past Tuesday night, Terry was a little overwhelmed by the number of Scouts that showed up to play (along with a couple of leaders including myself).   He had 36 Scouts for constructed, 27 for sealed and a total of about 90 people in the room at any one time.   In a camp with about 500 campers, that's pretty significant.   Camp staff are allowed to participate, but only in the sealed pools.   Camp staff also helped him run the tables and performed setup, helping to get things running smoothly.



I entered to play sealed.   I figured my skills were best in that area, and I had no idea what weird meta-game I'd face in constructed with so many Scouts from Maryland, New York, New Jersey, and Pennsylvania playing.   My son, Jacob, originally thought to play constructed, but changed his mind at the last moment and entered into sealed with me.   We paid our $20 each, received our five packs and found a spot to start brewing.   Terry got things going immediately, once he had everyone into his database he started the clock on sealed deckbuilding and moved right into registering the entrants for constructed.

Jacob and I both started with 3 packs of Gatecrash and 2 of Dragon's Maze.   While he pulled a Ral Zarak, my best value card ended up being a Watery Grave.   Five packs total to pull from simplifies and complicates brewing.   It's almost a skill unto it's own.   For starters, the obvious thing is your pool is smaller, so it should take less time to evaluate what is good and what direction you need to go into for your build.   On the other hand though, your pool IS smaller.   Meaning you have to be a little bit more creative and you practically have to be in three colors (unless you get a nut draw like my first opponent did).

Son of Magic Dad, Jacob, with his intense game face.

Thirty minutes goes by fast!   But anyone who spends as much time as Jacob and I do drafting, we knew the clock would not be our friend and came up with something we felt we could play with that wouldn't completely embarrass us.   His deck ended up being a patriotic mash-up including: Boros Charm, Ral Zarek, Simic Manipulator, and a choice foil Lavinia of the Tenth.   While he only went 1-1-1, that was a strong enough showing to earn a pack of M13 with a Thragtusk inside.   He made back his entry fee in card value and overall was very pleased with himself.

Decks built and ready to play.

I on the other hand didn't fare so strongly in the rare department.   I ended up with a satisfactory Orzhov/Boros deck though, playing Skynight Legionnaire, Sepulchral Primordial, Warleader's Helix, Ripscale Predator, Weapon Surge (a wicked combat trick that won me a match), and three or four Extort creatures.   While I was fearful I would have an uphill battle, in the end I did well enough to end with a 2-1 finish.   My one loss was to a Scout that somehow pulled a nightmare combination of Selesnya cards - I don't think he could have done better with 8 packs to choose from.   My two packs worth of prizes did have some very playable cards, but nothing that is worth reporting as a return on value.

Turning them sideways!

The best part of the evening?   There wasn't just one.   Playing Scouts from other Troops and seeing the bond that is Magic pull Scouts together in a way that you normally only see when they are faced with a unique task was amazing.   Sitting across the table from a Scout no older than eleven and watching him strategize, while keeping a strong conversation going with an adult was well worth the price of admission.   Watching a number of Scouts from my Troop, who I had only taught how to play Magic a month ago play in their first organized event was priceless.   Even seeing the unique tournament structure that Terry has developed was worthwhile.   When the last match had been reported and the last prize had been given out, I sat down with the man who organizes this weekly tournament to talk about his thoughts on the game.

 Jacob, on the left, battling it out.

Two Scouts, Oliver and Cole, in their first organized play experience.

Meeting Terry
As mentioned, Terry is a recently retired L2.   His real life job as an Actuarial Analyst combined with the fact that these matches are unsanctioned contributes to his no longer being a certified judge.   But that hasn't diminished his love for the game, nor this desire to give back to Scouting.   He's been running tournaments at Ockanickon for 13 years, since Odyssey.    He seems to have it all down to a science.

Terry Robinson calling out pairings.
With a mounted deer head in the background.
Wearing sunglasses.
Your argument is invalid.

(Please bear with me, we had little time and I'm not a journalist by trade.   This ended up being more of a conversation than an interview.   If you've ever talked with him, you'll know that he's fast, smart, and able to leap tall buildings in a single thought.   I really should have recorded it, as I have no skill at shorthand).

Once we covered the preliminaries, my first question was about whether or not he had noticed any growth in the tournaments he runs at Ockanickon.   He was quick to reply that while there's a certain ebb and flow (noting Kamigawa as a lower point in participation), that numbers are definitely up this year.   That parallels what the larger tournament scene is experiencing.

He then jumped right into telling me about the format he uses and the challenges it represents.   When Jacob and I registered, we did present our DCI cards - only to be told the event was unsanctioned.   The format he uses isn't sanctioned by Wizards of the Coast because it's held on private property, thus not open to the public.  He spoke about the challenges of running events that fall outside of MTG's definition of a sanctioned tournament.   One of the biggest issues for him is it's harder to obtain certain product.   Terry mentioned that the most popular product he could sell would be Deck Building kits and other introductory level products, as many of his participants are brand new to the game - where one Scout goes, three other follow along just to see what the fuss is about.

How many Tournaments do you know start with the Scout Sign?

He then changed gears, wanting to accentuate the positive.  One area that he spoke very highly of was of the changes to the rules made in recent years.   While the Comprehensive Rules is still a scary document for some, he notes that the number of rulings he has to make - even at a large tournament of almost 70 players - really isn't more than one or two a night.   Terry expressed that the rules on the cards are so much more clearer than they used to be.

We didn't have much time, but there was one other thought that percolated to the top of our conversation.   Terry expressed that for many Scouts, this night would be the highlight of the week.   For many, this would be there first chance to play in any type of organized play.   Judging by the interactions I had earlier in the evening, I couldn't agree more.   Even lined up outside of the dining hall before gaining admittance, there was an energy to the crowd of Scouts that you don't find anywhere else in camp.   Terry may have been almost overwhelmed with the number of Scouts that showed up to play, but he wasn't going to allow a single one of them leave disappointed.   His prize structure is generous.   Even when Scouts don't win a pack though, the ability to hang out in air conditioning for a few hours of a very hot week can be prize enough.

Final Thoughts
The pairing of Scout camps with Magic - or any other collectible card or board game - seems to be a natural fit.   Scout camps are always looking for unique, fun, and challenging programs for their evenings.   Many fill these holes by offering a movie night or Troop swims at the pool.   But actually offering a mini-tournament using Terry's model is something that I'm surprised more camps don't try to adopt.   Obviously, you need an ambassador with Terry's love for Scouting and Magic to make it work.   You also need someplace on site to hold a tournament that is air-conditioned (humidity is not a friend to Magic cards).   Luckily, Ockanickon has such a place in their dining hall.

I'm paraphrasing some what Terry expressed in his conversation with me, as he thinks that Wizards should create a system that supports programs like the one he runs at Ockanickon.   Unsanctioned events shouldn't have to mean unsupported.   Scouts can have a tremendous organized play experience that is tailored to their needs with support from WotC.   The chance to sell product combined with introducing a legion of new fans to Magic seems like a win-win to me.   Terry obviously felt this way, or else he wouldn't give as much of his time as he does every summer.   So I offer it for consideration: an unsanctioned format, with custom match software, product support, and a registered judge to oversee the event.   Create a system by which product can be obtained that fits the demographic of new students to the game and sold to the Scouts attending.   With camps regularly seeing attendance numbers of over 200 Scouts a week, there is little to no reason why some creative marketing can't make this a more common occurrence.

Terry's thought on this extends to even having a flyer with a list of LGS's that are authorized re-sellers within a 50 or 100 mile radius of camp and how to register for a DCI #.   This would offer Scouts a starting point after they go home at the end of the week to continue playing and building their collections.   People like Terry, who run events of this nature should be able to obtain product and become and authorized reseller with little fuss.    There may be a few naysayers that see this as potentially cutting into their profits.   To be honest, every single one of them should be thankful that in at least one instance, there exists a man like Terry to introduce new generations to Magic, one sweltering week of summer camp at a time.

Here's one more reason to offer more support to people like Terry offering unsanctioned events.   If you were to stop by the Trading Post at Ockanickon during the day, you'd see that they sell boosters, playmats and other gaming supplies in addition to flashlights and hammocks.   Aside from the slushies on a hot day, I didn't see anything more popular in the store than the Magic cards.   It's a phenomenon, and I can't think of a better way to help capitalize on it than to promote the work being done by Terry and helping him to better serve the community.   What works at Ockanickon can be adopted elsewhere with some clever marketing.   With the recent creation of the Game Design MB, there is also hope that a formal agreement can be made at some point in the future with the Boy Scouts of America.

Victor, who only learned to play less than 20 days ago in his first tournament!

And that friends, would be a great day indeed.   Fresh faces, brought up to be respectful and follow the Scout Oath and Law, would create a whole new generation of players.   The perfect match of a quality organized play experience with new people to play the game.


More photos:








Afterword: Neshaminy
Here's my list of the top 10 translations of the Lenni Lenape word for our campsite at Ockanickon.   For those that have camped there in extremely wet conditions, actually for Boy Scouts in general, this should be a good bit of fun.   Everyone else, thanks for reading my article and I hope you have a great week!

10. No Lifeguard on Duty
9. Good Fishing Grounds
8. Bathing Attire Required
7. Land of the Longboat
6. Just Add Water
5. Muddy Swimming Hole
4. Campsite That Will Not Drain
3. Home of the Wet Sneakers
2. Wooded Home Surrounded by Frogs (you had to be there)
1. Birthplace of the Muddy Slip-and-Slide

The actual translation for Neshaminy is believed to be - "Place where we drink twice."   I think that is an incorrect translation.  It should be, "Place where we were dunked twice."   Long story behind that one.   Seriously, it's all in good fun, we had a great week there and I hope Troop 94 will choose to return to Ockanickon.   Thanks go out to Bill and his camp staff for making the week memorable.
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Reblogs & Retweets & Mentions of all kinds are appreciated - as an independent writer I'm only read when others like what they see and share with their friends.

Photo credits: Christina Preissman, Charles Featherer, Ed Heierbacher (Ockanickon Staff)

Thursday, May 30, 2013

Magical Boy Scouts

Three months ago, the Boy Scouts of America introduced a new merit badge to their constellation.   Scouts would now have a chance to learn the principles of Game Design from qualified counselors.   I'm a volunteer adult leader in Boys Scouts in addition to being a father, gamer, and all around swell guy (alright, the last bit may be fiction, as I have no one that can confirm or deny it).   I have to say that the gamer portion of my brain went into overdrive when I heard about it.   Before the actual launch date, I had put into my local Council to be a counselor.

The BSA recognizes that the theory that goes into creating a game is a teachable and worthwhile skill for Scouts to learn.   All Scouts who wish to take the merit badge have to complete eight different requirements, several of them with multiple steps.   The general idea behind merit badges is to allow Boy Scouts to learn new and interesting hobbies, fields of study and even vocations.   Perhaps one day a Scout that I teach could go on to be a professional public speaker, enjoy kayaking as a lifetime pursuit, or even become a designer of a game loved by millions.

About a month ago, I received word that I could teach the newest offering of the Boy Scouts.   I was an official counselor of the newest Merit Badge offered by the Boy Scouts.   In order to teach the class though, I had to come up with a plan.

Relationships
Before teaching the class, I had a few details to work out.   I had to decide if I should teach it upon request (which is fairly common) or if I should teach it using a classroom method.   The benefits of teaching this particular merit badge - let's just call it an MB for now on - in a class far outweighed teaching it one-on-one.   I consider the best games to be those that encourage some type of interaction between players.   The next decision to resolve was where to teach it.   I had several options.   I could teach it out of my home, at the meeting place my Troop uses, or at some other suitable location.   The place obviously had to have tables and chairs, decent lighting, and room for up to twelve boys plus myself.   Once I thought of it that way, the choice became obvious.   My local game store had an ideal space - but would they want us there?

A quick conversation during MTG league play on a Sunday afternoon let me know I had the right idea.   The new co-owner of the store was immediately excited.   He asked me to put something together and send it in to him as soon as I could.   Within a few weeks, I had sent in an outline for two different versions of the class along with pricing, expected turn-out and a brief outline of what I wanted to teach and what I needed help with teaching.

After a few more such communications, we had a date, a plan and a few ideas for expanding the program at a later date.   The most important part of setting this up was to pick a date and time that worked for both parties.   I couldn't do it too early on a weekday, kids are in school and parents are in work.   Weekends for the store wasn't a good solution, as they they are often very busy with tourneys.   So we had to strike a balance.   In picking a Thursday night, the LGS and I were both satisfied.

When I set this up, I knew I had a few goals.   There were in order of importance: introduce the Scouts to the MB, teach them a new game, introduce them (and their parents) to the LGS, generate new customers for the LGS.   Why was generating new customers a goal?   Simple enough.   I wanted to be a good steward.   Call it a fringe benefit, getting kids into the store that had never been there before would hopefully result in new customers and repeat visits.   It's a match that will help the LGS and will benefit me long term as I build a better relationship with the owners to continue to host classes.

Keeping it Familiar
The very first time you teach someone any skill that you've never taught before, there are steps you should take to make things easier for you.   To make things easier for me, I had elected to keep the group small.   I originally only allowed 10 Scouts to sign up - and due to conflicts only 9 actually made it.   Of the nine, seven had never played a game of MTG before in their life, although several had played other trading card games.   Another way to keep it friendly was for this class I used my extended family for the inaugural class.   My Troop has about 40 Scouts.   This gave me a ready pool of Scouts that I was already familiar with to offer the class to.   That's a big plus when it comes to interactions and pairings for a one versus one game.

I also had a well-defined plan for the class worked out in advance.   I knew I had to go over several specific topics, and I had them mapped out in an order that made sense to me.   My smartest move was I enlisted the aid of someone who knew the game well enough to patiently teach it and offer guidance to new students of the game.   My ace in the hole was my younger son, Jacob.   At only 12 years old, he's a year ahead of some of the younger Scouts and has held a couple of youth leadership positions - plus, he's been playing MTG for a year and a half in various settings from casual to limited to competitive standard.   I have to state that without Jake, the night would have certainly been more stressful.

My helper, explaining to another Scout a finer point of the rules.

Lastly, to teach anyone a new skill from scratch it helps to have a model for teaching.   In the Boy Scouts, we use the EDGE method.   EDGE is an acronym for: Explain, Demonstrate, Guide, & Enable.  This model parallels how we learn something new in the best and easiest to understand manner.   The EDGE method is just a more formal way of looking at this.   By following EDGE, I knew we'd be fine.

Teaching Game Design
Confession time - I'm not a game design professional.   *GASP*   But, I do have a love for games from the simplest to the most complex.   I've played good games.   I've played some very bad games.   And I've even played a fair number of games that were simply missing something.   My particular experience is wide ranging.   From field games such as soccer and lacrosse which I've spent half a lifetime playing to word games, if it's interested me in some way, I've likely either played it or have been a spectator with an active interest.   For a long time, computer games occupied hours of each day.   Diablo, Quake, Descent, Baldur's Gate, Metroid...the list goes on for some time.   So how does one teach Scouts to design a game?

Ask yourself, what did I enjoy about any one game and you're off to a good start.   People play games because they challenge or divert you in some way you find entertaining.   Designing a game is the art of looking at what experiences you've enjoyed in the past and figuring out a way to capitalize on them in a fun and meaningful manner.   The MB takes these many experiences into account, and starts with laying some very important groundwork.

Last Thursday night, I had a chance to impress these core ideals in a group of young minds.   After all the Scouts arrived and made themselves comfortable, we started.   I asked Scouts take turns talking about four different games they've played and analyze them.   Their analysis covered basic building blocks of game theory, such as medium, format, objectives, rules, resources and theme.   Every game has at least 4 of these, most that have been professionally developed and sold have all six.   Once they expressed a baseline for what requirements go into making a game, then they move onto learning some very important terms used to describe games.   Some of the answers were interesting and led to brief side conversations.   I made sure to stress some concepts that I considered important.   First, while I considered Minecraft to be a game (some of the Scouts didn't), I made no such provisions for Candyland.   The other important point I tried to drive home during this discussion was the difference between official rules and 'house' rules.   I told them that house rules are just as important, but if you have to play the game purely as designed, it's important to understand the official rules.

Scouts were asked to define thematic elements such as story, setting and characters.   They're asked to explain play sequence, level design and interface design.   There are almost 20 different terms that they have to understand before moving forward from this point.   While learning vocabulary is hardly exciting, gripping stuff, it is required to progress.   One can possibly build a desk without knowing how to define a hammer, screwdriver or how to put Part A into Part B.   But to really understand the process, you have to know how to define and use the terms.   Having a conversation about designing a game forces Scouts to look at games they've played in the past in a more top-down view.   No longer are they the consumers and end users.   Now, they take on the role of the creator.

Before we moved into the really exciting material, we had to cover one more area of study in relation to designing games.   Possibly the driest of topics that would only excite a lawyer, those earning the MB must spend a little time learning about intellectual property.   Scouts may not realize it, but the lessons learned hear can be well extended beyond Game Design.   Hopefully, they gained something from the examples of what is and isn't a licensed property.

Teaching Magic
So the Scouts have had a taste of what it means to be a designer.   They've learned some new terms and have had a chance to listen to me wax poetical about the finer points of trademark law (actually, we keep this part very simple - it's not quite poetry to an eleven year old).

What's next?   Let's crack a pack!

To earn this MB, Scouts have to play a game.   The game has to be variables that can be introduced.   It can be a game they've played before, but I wanted to offer something new to many of them.   While I knew that two of the nine Scouts had some experience before with MTG, I knew that there was at least one format they've likely never played.   Working with the local game store, I had made arrangements in advance to have two packs of M13 per participant waiting in advance for me.   I decided that it would be fun to use one pack per person to run a Mini-masters, and then offer the second pack for each Scout as a item to take home with them and open on their own time.

As we finished up going over Intellectual Property, I was pulling out my mono-red standard deck.   Jacob was doing the same with his janky blue-black Stuffy Doll deck (don't ask, but I will qualify this with he's finished in the Top-8 at a PTQ with it).   Using our two decks, we briefly explained the game, from drawing your hand, playing land and on to the first few plays of a game.   I showed the Scouts the different parts of a card, from name to power and toughness.   We also went over life totals and different card types.   It was a whirlwind tour of how to play the game that lasted all of eight minutes.   I do talk fast, but I didn't want to take too long belaboring any one point.   I wanted to get them playing

The next move was to distribute their packs.   Each Scout opened their pack of M13 as per my instructions, discarding the cards that were unnecessary (the extra land and token cards).   Leaving the deck face down, we passed around the holiest of holy LGS game store relics, the 'bin-o-lands'.   Instructing them to take three of each land type, we soon had them shuffling.   As soon as they were ready, I passed out six-sided dice to determine who would get to decide who could decide as to which player would draw or play.   Before I knew it, I had all of them playing MTG.   And it was good.

An older Scout showing what it means to turn cards sideways.

The Scouts were lined up so they faced their opponents down the length of three tables (graciously set up in advance by the LGS with chairs and reserved for our use).   Jacob took one side of the table, I took the other.   As this was both meant to be both friendly and a teaching environment, occasionally he'd outright make play recommendations.   Sometimes I stopped play to get everyone's attention regarding a gamestate (mostly to explain common evergreen keywords such as lifelink).   At the end of the first round of games, I changed the rules.   Feeling that they knew what they were doing at this point, I introduced a couple of new wrinkles.   The first thing I did was paired up Scouts on either side of the table - the next round would be 2HG.   I knew that this would be a more complicated, but I had faith the pay-off would be worth it.   Scouts learn to work together under difficult circumstances.   Knowing how bright the boys were and they're naturally proclivity to work together made the decision easy for me.   The added benefit if having them help each other how to play while limiting the number of shoulders Jacob or I had to watch over made it a no-brainer for me.

The other change we introduced was one I had prepared for in advance.   Not all packs of a core set are created equal.   No one really expects to play well with just what you can open in a single pack, as balancing issues are sure to come up.   Either the pack could be heavier in instants and sorceries or it could have a larger number of low cost or high cost cards was something I knew going into this.   So I took a simple precaution.   Out of my stockpile at home, I had grabbed a dozen or so low cost, big pay off creatures to bring with me.   Flyers, haste and protection type creatures featured heavily.   Before they started their 2HG round, I shuffled the cards I brought with me and gave out one per Scout.   In hindsight, I did one thing wrong here.   I should have loaded them up with two or three creatures each at this step.   Teaching is about learning though, as much for me as for the Scouts.   Future classes will incorporate this idea.

With the changes in effect, we launched straight into another round.   The games took a little bit longer than before, but the Scouts adapted well to the change.   Before I knew it, my help was no longer really necessary.   They were plotting strategies and working out the best way to approach difficult problems presented by their opponents.   It really was amazing to watch them enjoy playing a game I've spent so much time learning in the past year and a half.

Winning
It's hard to actually capture for you all of the little victories that evening.   One that I remember distinctly was one Scout playing a creature during his first main phase.   It wasn't that he played it for the right cost (he did).   It wasn't that he played it at the exact time he needed it.   No...it was as he played it, he said, "I summon..."   Wow.   Future Vorthos player right there.

Now that I think about it though, there were nine victories that day.   Not all the Scouts found themselves in a winning position.   Not all of them opened up a pack for a choice rare.   All of them did learn a new game (or a new format) and every last one of them left that night smiling.    Before they did though, I handed them two packets and their second pack of M13.   The first is packet is one I provide most Scouts when they take a class I teach.   It's a workbook that will help to guide them in the next steps they have to take to finish the class.   The other packet had a pair of articles written by the maven of game design, Mark Rosewater.

In setting up for the class, I figured I could find a good article or two by Mark on the topic.   Author of some ridiculous number of articles on Daily MTG, I went to my dear friend Google and asked it to search, "Magic the Gathering Game Design".   It set me on the path to this pair of articles:

Ten Things Every Game Needs, Part 1
Ten Things Every Game Needs, Part 2

No one is better on this topic than Mark.   When I handed this packet out to the Scouts, I made sure they understood how important it was to read them and what Mark's done for the game in terms of design and a vision for the evolution of MTG.

I know the evening was a success.   Scouts will still have to develop and demonstrate an original game for me, but the first seeds have been planted.   From the LGS giving us big props on their Facebook page to Mike Robles doing a write up in a Gathering Magic article, we've received no small amount of attention.   The Scouts from my Troop were gentlemen throughout the night.   Even a few of the store regulars who were in the game room gave me a hand at one point or another (thanks Toby, Garrett and Jon).   All of this doesn't measure up to the one perfect moment that happened as I was cleaning up.   Probably the youngest Scout in the room went up to his father before leaving and asked the all important question, "Dad, can I buy some Magic stuff before we leave?"

And that my friends is a win, no matter how you slice it.



Endnotes
This event wouldn't have come together without some very special help.   Sue W. of Jersey Shore Council helped to get my Counselor status approved for Game Design.   Robbie and Rich of Jester's Playhouse in Northfield, NJ, hosted us for this event and have promised to lend a hand.   In fact, Robbie came over to talk to the Scouts at the end of the evening about his role in promoting games and giving feedback to designers.   We already have another session planned to teach a board game, with discussions to run this as a repeating event that I'll open up to Boy Scouts in my area, not just for my Troop.   Mike Robles of Gathering Magic helped to get the word out about our program, and I can't thank him enough.   I also want to encourage LGS's to reach out to their local Scout Troops and Councils to find out how they can sponsor an event like this, either by hosting or by going through the process to become Merit Badge Counselors.   Lastly, without the continued help and support of Troop 94 this would likely not have happened.   Before I sign off, here's a link to Jester's with some additional photos (just scroll down if interested), along with a link to Gathering Magic article by Mike.

Jester's Playhouse
Gathering Magic: Treasure Hunt

Until next time, remember this.   Playing Magic may be fun, but teaching it is even better!