Quinta Crib
/Quinta, the forcing procedure popularized by Phill Smith, has always been one of the go-to tools in my toolbox. Pick up Phill's ebook if you haven't already to explore all the ways this can be used.
After I posted the Paper Gameboard idea, Oliver Meech sent along this email regarding Quinta…
Try as I might, I find recalling the rules for where to start and how to move tricky to do under pressure. So, a while back, I came up with an idea for a crib sheet. While it didn't feel very organic, in the context of playing a game with sheets of paper, it could fit quite well.
The idea is to disguise the crib as a 'random number picker' - a page covered with different numbers, so they can close their eyes, drop their finger onto the page, and see what number they are pointing at. It's a bit like the ones in some classic choose-your-own-adventure-style game books.
This is good to see. Many people would be too busy hanging their heads in shame if they hadn't mastered the elementary school-level math Quinta requires by middle age, but rather than let it hold him back, Oliver came up with a way around it.
I'm just busting his beans. While I use Quinta a lot, I still have to build in some sort of natural pause in my presentation to go through the process in my head. It's not fully automatic.
However, with this crib, it will be. The numbers themselves tell you everything you need to know.
Here's how it works.
It looks like just a jumble of numbers (I made this with all two-digit numbers under 50, but you could do more or less), but it allows you to do Quinta with no thinking.
If they choose a number on the left-hand side of the Random Number Generator, you will start from the left-hand side of your row of objects. If it's on the right-hand side, you will start on the right.
(Or you may think of it as starting from the Force Side or Opposite Side. Or, if you prefer to do Quinta as I do where I always tell them where we're going to start, then if they choose a number on the right side, that means you need to switch the orientation of your selections.)
If the number is straight up and down, you'll be doing the Move Count. If it's tilted, then you'll be doing the Object Count. This should feel intuitive. The orientation of the number tells you if your finger (or game piece or whatever) is starting straight down on the first object or off to the side.
(If any of this feels underexplained, it's because I'm expecting you to have learned Quinta somewhere to fully understand it.)
Ways to Utilize It
As Oliver says in his email, you can have someone point blindly to the page and go with whatever number they think they're closest to.
You could have them pierce through the page from behind with a pencil and go with the closest number to the hole.
They could throw a dart at it.
If you have two people, one could point around the page at random until the other person (whose eyes are closed) tells them to stop.
Or the second person could be whistling or playing a song on their phone, and whenever they stop the music, the other person stops moving their finger, like Hot Potato.
The idea being that this is a way to choose a truly random number between two people. The first doesn't know when the second will say stop and the second doesn't know where the first is moving their finger to.
If you're only using one person, then your justification for using this is that just asking for a number is never truly random. "People tend to go for the same number," blah, blah, blah.
Thanks to Oliver for sharing the idea. You can download the version I put together here. Although you may want to put together something nicer looking. I'm fairly certain I got all the numbers in the right position/orientation, but I've been confidently wrong about simpler things, so you may want to double-check.