Small rules of the floor Pip Meadows

playchildrengames

Small rules of the floor

A week spent being a bridge, a horse and a shop, and the things I noticed while I was down there.

by Pip Meadows 2 minute read

I have spent the week on the floor. Not metaphorically. There is a particular ache you get in your knees from an afternoon of being a bridge, a horse and then a shop, and I have it now, and I have earned it. While I was down there I paid attention. Here is what I noticed.

A child will always choose the box. You can buy the toy that came in the box, the one with the lights and the battery door and the little printed smile, and you will find it face down by teatime while the box has become a submarine. Nobody has ever thanked a battery.

The best games have no equipment and no end. The floor is lava needs only a floor and a threat. It can be paused for dinner and resumed for a fortnight. No board, no pieces to lose, no instructions to read aloud in a flat voice while everyone waits for the fun to be permitted.

Rules are invented faster than they can be written down, and always in your favour if you are five. I have watched a game change its own laws three times in one minute, each change perfectly reasonable, each one arriving exactly when the inventor was about to lose.

Somebody always has to be the one who dies dramatically, and it is the best part of the whole afternoon, and they will fight you for it. There is a great flinging backwards onto the cushions, a last speech, and then, a second later, a full recovery, because you cannot stay dead when there is more game to play.

A den made of a blanket and two chairs is worth more than a bedroom. The whole appeal is that it should not really exist. Half of childhood is building somewhere the grown-ups are technically not allowed, and then inviting them in, one at a time, as an enormous treat.

The question will you play with me is not really a question about play. It is a question about whether you are the sort of person who gets down on the floor. And the honest answer, on the good days, is to put the phone somewhere you cannot reach it, lower yourself onto both aching knees, and agree, for the next twenty minutes, to be the horse.

Play that makes something out of nothing is the spirit of The Library of Things, a story and activity book about sharing, and about not needing to own something to use it.

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