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  • Gargoyles


    Gargoyles is a physical game created by Jaime Woo. It is designed to be played outdoors and in groups, while testing comfortable distances. It requires strategically avoiding contact with your opponents and freezing in awkward positions.

    Gargoyles was first played at a Toronto meetup called Recess. TO.
    It was featured in Grid magazine in August 2011 and has been show in Los Angeles at IndieCade, an international festival for independent games, and in New York at Come Out and Play, the celebrated outdoors games festival. Gargoyles is making its European debut at Hide and Seek’s Weekender.

    OBJECTIVE
    You are a pack of gargoyles. You hunt rival teams, but cannot touch other gargoyles. Your goal is to make the other gargoyles break.
    Gargoyles break in two ways:
    - When it is not your active turn, if you cannot hold your position, you are out.
    - When it is your active turn, if you touch a rival gargoyle, you are out.

    STRATEGY
    Get in as close as possible to rival gargoyles without touching them. Try to enclose them, locking yourself in a position that will force them to touch you when they become active and have to move.

    RULES
    Split up into 2 or more teams.
    1. You cannot touch any members of the rival teams, but you can touch your own team members and use them to help escape from tricky entrapments.
    2. Each turn starts with players trying to escape an entrapment, then the remaining team members make their move. If no one is entrapped, everyone on a team must jump in unison. Each jump must consist of both feet leaving the ground and freezing upon landing.
    3. You must move away from where your feet started. If you are encircled, you must attempt to escape the encirclement or you are out.
    4. You must remain still during the inactive phase until it is your team’s turn again.
    5. While your body must be still, you can move your face, make noises, etc to distract other team members.
    6. Each team gets 1 minute to decide their move.
    7. If you are encircled, you must try to escape on your turn or else you are eliminated.
    8. Boundaries can (but do not need to) be created for tighter play.

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