We were in Seattle this past weekend and for thirty hours, we played in a wonderful "Game" known as
Mooncurser's Handbook. This is the seventh* "Game" I've played in. For those of you who don't know much about
the Game, it's a grueling mobile road rally where you drive around in big white vans (full of crazy gadgets) and solve puzzles and challenges at different locations. The solution to each clue leads you to the next destiation. You're up for thirty hours or more, and tempers flare at 3AM when your team can't agree on how to decrypt a message hidden in a Monopoly board game.

Over 120 players on 22 teams lined up to get instructions from Game Control this past weekend before getting the next challenge.
Twenty-two teams played, and we finished in the top third, despite having two players drop out at the last minute, having two members who have never experienced one of these intense adventures before, and having a team where most of the players have barely met each other.
It takes a massive amount of effort to organize the game, and the organizers (aka "Game Control") usually spend six months to a year to get everything in place. In addition to the large amount of time to create the puzzles, Game Control even runs a couple of beta Games to iron out the kinks and minimize the amount of snafus that happen in the field. We clearly noticed all the planning and foresight in the Mooncruser's Handbook when we played it as nearly everything appeared smooth and well-thought-out when we played.

Our team assembling a "cube" puzzle at 2AM underneath the Space Needle at the Seattle Center.
The Mooncurser's Handbook had a couple of different aspects from previous Games I've played in.
First, there was a "trading game" where you had to "trade" items of various values with other teams out in the field. This aspect was designed to increase team interaction with all the other teams in the game. Various pieces of information would be revealed to you at different times about the values of these items and "bonuses" payouts you would get if you had certain combinations of items. We enjoyed this aspect of the game, despite it distracting us from solving the puzzles. We also found it difficult to manage this process because our team was small and we couldn't dedicate a single broker to conduct trades with other teams. [We formed an alliance with several other teams to minmize the time we needed to spend on this. More about this in a later post.]
Second, this Game actually had a scoring system, which emphaized the competitive aspect of this activity. I'm a competitive person by nature, so I loved being able to see where we ranked and how we were doing. Finish time and the ability to finish solving the puzzles quickly accounted for 62.5% of your score; how well you did in the "trading game" compared to other teams accounted for the rest. Mystic Fish [our team] did resonably well in the trading game and this helped boost our final
ranking a bit.

Our team trying to solve a DNA-inspired puzzle at UW Bothell.
Third, this Game actually fed us food at three different "pit stops" throughout the adventure. We found this to be a welcome relief and enjoyed our ability to mingle with other teams playing (and also conduct trades with them so that we could increase our ranking in the "trading game.")
Fourth, Game Control implemented a bunch of mini-challanges before the Game began and during the pit stops. We had to play with and compete against other teams to jockey for starting positions and other advantanges (like extra items that we could trade with). We loved the Galactic BlackJack where we had to earn the most chips to get a huge starting time advantage after one of the pit stops. One difference between Galactic Blackjack and Vegas BlackJack: all the cards had symbols on them instead of numbers so you had no clue initially what each card you were dealt were worth!
Finally, this Game had significant interaction with many of the clue sites. This was something that I've found previously lacking in many other Games I've played in. There's just something really cool about going to a bowling alley and having to bowl a game where you have to score 1, 2, 3, 4, 5, 6, 7, 8, 9, STRIKE, and SPARE to get the data you need to solve your clue and where you had to inner-tube down a river to copy down the ciphertext of another clue. This is a welcome relief from having to spend 3 hours in your van once you get a sheet of paper and trying to brute-force solve a bunch of what appears to be random text.

Team Golden Nugget playing Limbo in order to read pieces of the puzzle off the stick. The lower you went, the more pieces of the puzzle you got. [Each time you went under the stick, you got words like NAVY, WAX, HARBOR, EASTER. Answer: SEAL (e.g. WAX SEAL, NAVY SEAL, etc.)]
The Mooncurser's Handbook was one of the best I've played to date. The site interaction at each location was fantastic--being able to run around a park and use the direction that sculptures were facing and finding your way through a 2-acre cornfield maze to find parts of a clue was phenonmenal. All the clues were well designed and nearly all of them were bug-free (you could tell that Game Control tested them extensively before deploying them in the Game).
There were a couple of things we thought could be improved.
First, teams with a larger size (7+ players) had a distinct advantage--data gathering at many clue sites could be done in parallel and the more people you had, the quicker you could get the data you needed to solve each clue. As a smaller team with only 5 players, we felt the crunch of not having enough people particularly hard.
Also the clues weren't as challenging as other games we played in. While we enjoy an easy clue every once in a while, it would have been good to have more of a mix of clues that focused more on the actual solving of the clue than on data gathering. (We spent more time gathering Community Chest cards for a Monopoly clue than actually solving the puzzle, for example. Once you noticed the pattern in some of the clues, the solution came very quickly). Finally, the trading game, while fun, was extremely overwhelming and very sophiscated; with a small team, we would have prefered something that was a bit simpler and less grand.
That said, we had a wonderful time. We were fortunate to have been able to play in the Mooncurser's Handbook and we tip our hats to Game Control for all their effort in entertaining us and provinding an experience that will be hard to forget. If we had to pick a moment that we thought best exemplified the essence of the Game, it was that, despite being up for more than 36 hours and tired as heck, Game Control cooked us burgers at the end party.
I'll be posting some more thoughts about the game in the next couple of days.
*The other six Games I've played in include: