Dreams for Rebellious Girls: Extraordinary women and enigmatic clues
Dreams for Rebel Children is a cooperative family game based on the bestselling Goodnight Stories for Rebel Children by Elena Favilli and Francesca Cavallo. The game, published by Cranio Creations, aims to stimulate the imagination and deductive skills of the players, retracing the biographies of the great women protagonists of the books.
Once we had the game in our hands, we were immediately impressed by the beauty of the illustrations of the 55 Clue Cards and the perfectly legible design of the 40 Woman Cards.
The Clue Cards are surreal-style illustrations with a poetic atmosphere, whose purpose is to evoke mental associations that can be connected to divers subjects. The Donna Cards instead depict the portrait of a character taken from the illustrations of the books, combined with some fundamental biographical notes, such as occupation and country of origin, the historical period, a summary of the character's life and the indication of the page of the book on which it is possible to find the full biography of the Carta Donna. The game is completed by the Light Bulb signs and the Objective Tiles in die-cut rigid cardboard.
The aim of the game is to succeed to guess at least four of the extraordinary women. To do this the game group must designate a prompter whose task will obviously be to route his teammates with a series of clues so that they can identify the mysterious character.
The mechanics of deduction for association and exclusion is reminiscent of some elements of Similo, another title published by Cranio Creations, however Dreams for Rebel Girls is distinguished by some new mechanics, such as the Light Bulb tokens, and by the immediately recognizable design.
By starting a game of Dreams for Rebel Girls, you will need to set up the play area by placing nine Woman Cards face up (dividing them into three rows of three) and placing seven Light Bulb tokens. will have to draw an Objective tile, which will indicate the position of the Woman Card to guess and seven Clue cards, to be used to suggest to the rest of the team which of the women on the table is the one to guess.
To succeed in his task, the prompter will have to use the Clue cards in his hand, without interacting with the rest of the team in any way, thus effectively limiting communication between the two parts.
Each Clue card depicts an evocative illustration, which contains within itself objects and suggestions capable of recalling ideas, feelings, mental associations and concepts.
Based on clues provided by the prompter, it will then be up to the rest of the team to understand which character it is. In the event of an incorrect answer, two Light Bulb tokens must be turned off and a new character identified.
The game will end when at least four Woman cards are identified, winning the game, or running out of all Light Bulb tokens and losing to game.
In particular, the role of the prompter will be the one of greatest difficulty, having to submit to the whims of chance: his suggestions will in fact be dictated by the Clue cards in his hand!
It could therefore happen that, on certain occasions, the prompter has cards in his hand that do not suit the character to be identified. In this case it will be possible to consume a Light Bulb token to draw new ones, however reducing the chances of victory.
In this sense we would like to emphasize that although it is a family game, the role of the prompter is not suitable for younger children, who may have problems being able to interpret and determine the mental associations and manage the context of the individual historical characters that animate this deduction game.
A very beautiful game to see
As soon as we heard about the publication of a game taken from the books Goodnight Stories for Rebel Children, we were immediately intrigued, as the publication of the two volumes was a real editorial case that made the theme of empowerment accessible to a large public. feminine through the extraordinary biographies of hundreds of great women of the past and present.Once we had the game in our hands, we were immediately impressed by the beauty of the illustrations of the 55 Clue Cards and the perfectly legible design of the 40 Woman Cards.
The Clue Cards are surreal-style illustrations with a poetic atmosphere, whose purpose is to evoke mental associations that can be connected to divers subjects. The Donna Cards instead depict the portrait of a character taken from the illustrations of the books, combined with some fundamental biographical notes, such as occupation and country of origin, the historical period, a summary of the character's life and the indication of the page of the book on which it is possible to find the full biography of the Carta Donna. The game is completed by the Light Bulb signs and the Objective Tiles in die-cut rigid cardboard.
Dreams for Rebel Girls: how to play
Dreams for Rebel Girls is a boxed game with small cards, minimal components and that can be played almost anywhere. It is a cooperative game for 2 or more players, recommended from 8 years of age and fast-paced (about 20 minutes per game).The aim of the game is to succeed to guess at least four of the extraordinary women. To do this the game group must designate a prompter whose task will obviously be to route his teammates with a series of clues so that they can identify the mysterious character.
The mechanics of deduction for association and exclusion is reminiscent of some elements of Similo, another title published by Cranio Creations, however Dreams for Rebel Girls is distinguished by some new mechanics, such as the Light Bulb tokens, and by the immediately recognizable design.
By starting a game of Dreams for Rebel Girls, you will need to set up the play area by placing nine Woman Cards face up (dividing them into three rows of three) and placing seven Light Bulb tokens. will have to draw an Objective tile, which will indicate the position of the Woman Card to guess and seven Clue cards, to be used to suggest to the rest of the team which of the women on the table is the one to guess.
To succeed in his task, the prompter will have to use the Clue cards in his hand, without interacting with the rest of the team in any way, thus effectively limiting communication between the two parts.
Each Clue card depicts an evocative illustration, which contains within itself objects and suggestions capable of recalling ideas, feelings, mental associations and concepts.
Based on clues provided by the prompter, it will then be up to the rest of the team to understand which character it is. In the event of an incorrect answer, two Light Bulb tokens must be turned off and a new character identified.
The game will end when at least four Woman cards are identified, winning the game, or running out of all Light Bulb tokens and losing to game.
An immediate game system, but one that hides some pitfalls
The heart of the game revolves around the deductions and intuitions of the players, whether you are playing in the role of the prompter whether you are part of the rest of the team. In this way the game compensates for the extreme simplicity and immediacy of its rules with an often high degree of challenge.In particular, the role of the prompter will be the one of greatest difficulty, having to submit to the whims of chance: his suggestions will in fact be dictated by the Clue cards in his hand!
It could therefore happen that, on certain occasions, the prompter has cards in his hand that do not suit the character to be identified. In this case it will be possible to consume a Light Bulb token to draw new ones, however reducing the chances of victory.
In this sense we would like to emphasize that although it is a family game, the role of the prompter is not suitable for younger children, who may have problems being able to interpret and determine the mental associations and manage the context of the individual historical characters that animate this deduction game.