GRIZZLY PEAR

written snapshots

Nanofictionary, Andrew Looney, 2002, 2017

Draw a card. Discard a card. Use the characters, problems, settings, and resolutions to create a very short story.

Rory Story Cubes is simpler with the roll of the dice, but it creates disjointed stories. Nanofictionary adds just enough structure to make coherent stories.

(Random hint, after watching a webinar on writing stories – add a second problem to compound upon the first problem to develop the narrative).

This game is not well rated on boardgamegeek.com, but those users lean towards heavy analytical experiences, not silly story games.

Despite its low rating, this game hits the mark. It has a simple goal and does it well.

I’ve tried many story games over the years. Nanofictionary’s seemingly obvious simplicity is proof of its great design. It finds the right balance between into formless narrative and rules fussiness, hitting the sweet spot.

Like many polished designs, it looks easy (a notion furthered by the crude illustrations on the cards). However, it must have taken an exhaustive exploration to create something that works so well but appears simplistic.

The Looney’s are not good at game development (see my scathing notes on Loonacy), but they managed to pull it off this time. Go check it out if you’re in the mood.


A few years after college, I had an epiphany that all things around me are designed by another human. It should be an obvious notion, especially for an architect.

I am still awed whenever I ponder this basic fact. Almost everything surrounding us is utterly artificial.

The simpler it is, the more artificial.

Done right, it’s sublime.