T.A.G. Bingo

by Fiona Caird

Now there is a solution when you find yourself a bit bored during the Theoretical Archaeology Group conference – play T.A.G. Bingo! The game plays like normal bingo. Take a printout of the game card below to seminars. As all your favourite words associated to theoretical archaeology are mentioned just cross them off.

There are even two ways to win:

When you get a line shout "You're making it all up!"

When you get a full house shout "Sod this, let's go for a pint!"



PHENOMENOLOGYDIALECTICDISCOURSEDUALITY
BOURDIEUSYMBOLISMLIMINALPHALLOLOGOCENTRISM
CRITIQUEBARRETT 1994RITUALEPISTEMOLOGICAL
STRUCTURATIONHEGEMONYDICHOTOMYHERMENEUTIC
POST-PROCESSUALPOST-MODERNISMHODDERAGENCY


T.A.G. Bingo - the game for theoretical archaeologists everywhere!

Back to the top of the games page.






Lecture Cricket – The One Day Test!


(by Jan Fuller)


Players:
Two

The Match:
The match (a one day test) is played over two lectures on the same subject or module. Each player has one innings (the duration of the lecture) to score their runs. While one person bats, the other bowls.

Equipment:
Pen / Pencil and Paper (lecture notes will do, as long as the scores obliterate anything important).

Additional:
Specialist knowledge of the lecturer is essential.

General Rules:
As with cricket, runs are scored and wickets are taken. First of all decide who is to bat during the first lecture and who is to field. This run of play will switch for the second innings. Batters follow batting rules, fielders follow fielding rules, which must be predetermined before the start of the test.

Batting Rules:

Single Run:
A run is scored during an innings when a common quirk/phrase of the lecturer occurs. Examples are: hesitating with 'err' and 'um'; hand gestures to emphasise a point (e.g. three 'karate chops'); catchphrases such as 'You know'etc. Only ONE quirk/phrase per innings is to be counted.
Four Runs:
Usually signified by a less common mannerism, habit or tick of the lecturer, but should occur at least once during each lecture. Examples include: repetition – finding another way of saying the same sentence twice [sic! ed.]; making political comments about the higher education system or the university; poor jokes directed at other departments or other members of the department. Only ONE habit/tick/mannerism per innings is to be counted.
Six Runs:
Otherwise referred to as a 'Major Disaster'. Examples include: picking up the pointer and hitting the ceiling / lights; slides placed in the projector the wrong way round/upside-down; electricity failure etc.
All Out:
When you have lost 10 wickets! (see fielding rules) Declaration:
Made after making it through the lecture without losing 10 wickets.

Fielding Rules:
The fielder decides on up to six words that may bowl the batter out. (These should NOT be the same as any words used for batting). In a theory lecture for example, these could be: theoretical, positivist, post-processual, Binford, heuristic, epistemology.

Wicket loss:
The fielding side (the player not batting) choses a bowler (one of the bowling words). The batter loses a wicket each time the current 'bowler' is uttered by the lecturer.

Change of bowler:
You may change your bowler (the current selected word – bowlers don't usually bowl for a whole match after all) if, after 15 minutes the selected 'bowler' has not been uttered. You do not have to change your bowler.

Winner of the One Day Test:
The player with the most runs after two innings (lectures).

Acknowledgements:
Thanks to Andy Cooper and Nik Harding who came up with original concept and took it to their lectures.

Back to the top of the games page.

If you have any games you would like to share with us, please fell free to e-mail us!

smiley mail

TABLE OF CONTENTSABOUT USRESEARCH PAPERS
FEATURESNOTES FROM THE FIELDREVIEWS
WORDS OF WISDOMFORUMTHE FUN PAGES
ASSEMBLAGE NO.1EMAIL USASSEMBLAGE INFO

© assemblage 1997