Sunday, March 25, 2007

What's Today's Date? Look in the Supermarket

In America, supermarkets are colored black and orange before Halloween. Happy turkeys are led to the slaughter before Thanksgiving. And red and green banners mingle with snow and santas around, say, nine months before Christmas.

In Israel, we do it according to the Jewish holidays. Around one month before:
  • Passover: boxes of matza, matza meal, wines, kosher l'pesach this and that, such as cereals and cakes, and lots of dishes and silverware.
  • Lag Ba'omer: barbecues, coals, and tongs, and meats.
  • Shavuot: dairy products and cheesecakes.
  • Rosh Hashana: honey, honey cakes, wines, and apples, along with honey serving trays and nuts.
  • Sukkot: sukkah decorations.
  • Hanukkah: oil, potatoes, gold-foil covered coins, candles, and menorahs.
  • Tu B'shvat, nuts and dried fruit, loose an in gift baskets.
  • Purim: hametashen, noisemakers, candies and little bottles of wine for shaloch manot.
You can plan your diet around the Jewish holiday cycle:

Go shopping before Passover.
Drink wine and eat matza and vegetables on Passover.
Eat meat on Lag Ba'Omer.
Wait three weeks.
Drink milk on Shavuot.
Don't eat for a few months.
Eat honey and cakes on Rosh Hashana.
Beg some food from your neighbors on Sukkot.
Eat oils, donuts, and salty snacks on Hanukkah.
Eat fruits on Tu B'shvat.
Eat whatever is left on Purim. Drink the rest of the wine.
Wash the dishes(*) and sweep up the crumbs.

---

The funny thing about Passover foodstuffs in the supermarket is the mingling of old and new products. For many years, we were astonished that we could buy store-bought cookies at all. They were terrible, but they were cookies! For Passover!

These same cookies lasted for about fifty years. In the last twenty years or so, we began making progress with Passover baking, until today when we have a ridiculously large selection of incredibly good cakes and cookies for Passover.

But the old one, the ones our mothers and grandmothers bought, are still available, and still terrible. They continue to sell because of brand recognition.

Sounds like another industry I know.

---

In Israel we have a vast mixture of "kitniyot" and "non-kitniyot" products, which means stuff Ashkenazim don't eat, and stuff that everyone eats.

Unfortunately, despite the fact that there are vast levels of differences in levels of kitniyot, everything that anyone even suspects of being kitniyot to some group is simply labeled kitniyot. The assumption is that people are too dumb to understand the complexities, so better safe than sorry.

Unfortunately, they're right, and the vast majority of Ashkenazim swallow this (or don't swallow this) by refraining from buying anything labeled kitniyot, even if the ingredient only "became kitniyot" last year due to a phonetic misunderstanding.

For instance, until three years ago, the only cheap oil that Ashkenazim ate was cotton-seed oil or "shemen cotenet". In the last year or two, someone decided that "cotenet" sounds too much like "kitniyot", so it should be labeled kitniyot to avoid confusion. Now cotton seed oil is pretty disgusting, and no one uses it except Ashkenazim on Passover. As a result, you won't find any cotton-seed oil on shelves this year.

The same is true for derivatives of kitniyot, newly "discovered" kitniyot, and so forth. I researched the issue and decided to do hataras nedarim on the later kitniyot abuses, and so now only keep the original and major kitniyot laws. And the latter only for tradition and family's sake, since, as an Israeli, I could probably just declare myself bound by the custom of the state, which is not to observe kitniyot at all.

But consult your Rabbi or posek, please.

---

To add insult to injury, if keeping time by the supermarket wasn't bad enough, the radio station advertisements are here to help us out. For the month leading up to any holiday, especially Passover, the jingles are all bastardizations of popular melodies relating to that holiday.

"Who knows one? I know one! One is the best body wax service in the heaven and the Earth! Accepted by all major health clinics!"

---

Passover Game: A traditional Passover game is to hide ten pieces of bread around the house so that when you go searching your house to remove all hametz, you make sure to find these pieces of bread.

This is a dumb game, because if you fail, you end up having pieces of bread in your house over Passover. I suggest instead to simply hide ten pieces of paper that say "hametz" on them.

---

The State of Israel has its own blog and Myspace page. The Myspace page reads:
Female
58 years old
Jerusalem,
Israel
Yehuda

(*) Ah, just throw 'em out and buy new ones.

Saturday, March 24, 2007

Weekend Gaming

First of all, I would like to apologize to the writer of most-expensive.net . He wrote a small post about the two most expensive chess sets that got Dugg about a zillion times, while my post about the top ten most expensive board games got Dugg only 6 times (now 9 times).

In a fit of frustration, bad manners, and probably envy, I called his site a "spam" site after a cursory glance at his post (it looked like a spam site to me), and then proceeded to wonder out loud on Digg as to why his post would get Dugg a zillion times and mine didn't.

My attack was inexcusable and rude. Most-expensive.net is not a spam site, and I'm very sorry for writing that. Furthermore, if I don't get Dugg, that's my problem, not his.

Scrabble

We'll start with a game of Scrabble I played earlier in the week with Rachel. I got the Z, Q, X, J, K, two S's, and both blanks, the last two at the same time. I'm assuming that you can guess the results of that game.

Let's move on to the game I played Friday night with both Rachel and Tal, my 14 year old. Tal is still a beginner to Scrabble, and thus she and I decided to play without points.

Rachel was aghast. I think her brain began to explode.

She kept wondering what the point of the game was if she didn't know if she was winning or not. She put down words and tried to taunt me that it wasn't her best word because it didn't matter, and then she was confused when that didn't seem to bother me. In case you couldn't figure this out, she's kind of competitive.

I was happy that my first word was HACKER.

Tal's Gang

Tal had a gang of friends over and they played Apples to Apples, and then followed it up with The Menorah Game. They all like the game wished that I wasn't changing the theme.

Puerto Rico

Rachel and I played as shabbat went out. We played with:
  • Assembly Line 1/1 - All your production buildings have additional circle.
  • Poorhouse 2/1 - +1 GP if you have 0 or 1 GP after building.
  • Small Fashion District 2/1 - +2 GP for trading indigo.
  • Small Warehouse 3/1 - Store all barrels of one good.
  • Irrigation 4/2 - +1 barrel of one good you produced.
  • Commodity Exporters 5/2 - +1 VP when shipping indigo or sugar.
  • Large Market 5/2 - +2 GP for trade.
  • Discretionary Hold 6/2 - 1. Store 3 barrels of any combination of goods. 2. Place 1 barrel on each full ship for +1 VP.
  • Factory 7/3 - +0/1/2/3/5 GP for producing 1/2/3/4/5 goods.
  • Large General Workhouse (2 circles) 8/3 - Produce any barrels with matching plantations.
  • Large Business 8/3 - 1. -1 GP cost for each building. 2. +1 VP if you ship, once per Captain phase.
  • Wharf 9/3 - Load once onto your own ship of infinite capacity.
  • Metalworkers 10/4 - +2 GP/quarry.
  • Reserves 10/4 - +2 VP/good on your board.
  • Fortress 10/4 - +1 VP/3 colonists.
  • City Hall 10/4 - +1 VP/indigo building.
  • Custom's House 10/4 - +1 VP/4 shipping points.
It was an unusual game in that every single building, with the exception of Large Business, Wharf, Coffee Roaster, and Metalworkers was bought. Yes, including all of the 4 to 6 cost buildings. I think I finally have some good replacements for Office.

--

JSGC Games Day is being planned for Wed, April 4. Come one come all.

Yehuda

Friday, March 23, 2007

Two Hippos

Originally from a Paul Crum cartoon:

Two hippos are standing around in a swamp. One looks around confused. Finally, he says: "I keep thinking it's Tuesday."

---

Peter Roizen writes to suggest Wildwords to me, after I ragged on Scrabble.

Another reader is looking for a "Jewish themed RPG". Any suggestions?

See you on the other side of shabbat ...

--

The Goat Game, helping women build better relationships. Among other things, you can learn "flirting without coming on like a tease".

Yehuda

Thursday, March 22, 2007

My Top Ten Board Games

My top 10 board games will not be your top 10 board games, and that's how it should be.

In my limited experience, no person has the exact same likes and dislikes as any other person. Likely this is due to a complicated inter-tangling of nature and nurture.

If you are interested in learning about good games, and you have no game history or only experience with "the classics", check out my Gift Guide for some good introductory games.

If you are looking for the best party games, best war games, best video games, best group activities, or any other such list, this isn't it. Try the Geeklists on Board Game Geek (for all but the video games).

Lastly, I excluded card games from this list; likely I will follow up with a post for those soon enough.

10 - Santiago (2003)


There are complex games with complex rules, and simple games with simple rules. Rarely do you find a complex game with simple rules.

Sometimes the rules of a game seem so beautiful they appear to have been discovered, rather than created. Such is the case with Claudia Hely and Roman Pelek's Santiago.

Tiles are flipped. You bid on them and place them. You bid on where the water goes. The unwatered ones dry up. At the end of the game, you score based on the number of workers you have on each area times the size of the area. A few other details, and that's it.

It just an elegant game. Every times I play it, I find myself saying that during the second or third round again. I've never had a bad experience with it.

Its only drawback is that some people feel the need to calculate and re-calculate each move, which can slow the game down.

09 - Princes of Florence (2000)


This game is much better than it has any right to be.

Designed by Wolfgang Kramer and Richard Ulrich, this is one of the quietest game experiences. Only seven rounds long, each player has only fourteen actions to choose for the entire game. Your success depends on using each action to its utmost efficiency.

In this game you play princes attempting to develop useful and pastoral areas in your municipality in order to attract scientists and artists to produce works. The better your success, the better the works are produced, earning you prestige. Some of this prestige you will need to trade for much needed cash, while the rest will apply to your final score.

Often as not, you will be hitting yourself on the head in round 5 for something you did in round 2 The only consolation you will have is that others may have done the same thing.

I honestly can't explain why it works so well, but it does.

The game works magnificently with 4 or 5 players, but with 5 players you need to remove the last Profession card and make it available only for recruiting, in order to ensure balance. With three players, you need to change the auctions slightly to maintain the tension experienced in the 4 and 5 player game.

08 - Anagrams (1800s)


Scrabble is a great game; it almost made this list.

However, Scrabble has a few serious drawbacks. Firstly, its rather rigid game play can be dull. Second, like Chess, the game has been taken over from a thinking man's game to a memorizing man's game. It's no fun to lose to someone who knows more two-letter words than you do.

(Third, it is long overdue for a reworking. Once upon a time when it was difficult to place the Q and Z, 10 points for them made sense. Nowadays, when they can be used to form two-letter words (QI and ZA), their high values no longer make sense.)

A game that I love much more is Anagrams. Anagrams also require a large vocabulary, but it more rewards fast and creative thinking and patter recognition.

In Anagrams, tiles are flipped over one by one. As soon as you see a three-letter word or more, you call it out and gain the tiles. Also, if you can combine any words or letter with words by rearranging the letters, you can call out the new word and steal other player's words.

The game is quick and challenging. You can play it with a box of Scrabble pieces. And it makes you a better Scrabble player, too.

07 - El Grande (1995)


Another entry by the great Wolfgang Kramer and Richard Ulrich, this is the definitive thematic area-control game.

Set in medieval Spain, you are grandes trying to use your cabilleros to curry favor with the king. You place your caballeros in the various areas around Spain or in the castillo. Points are awarded for the top three positions in each area after every three rounds.

El Grande is packed with brilliant mechanisms: the trackable but hidden scoring of the castillo, the movement of the king determining when you can place your caballeros, the trade-off between higher and lower power cards and higher and lower action cards, and the way fortunes all around can swing by simply moving a single caballero from one location to another.

The chaos of the last mechanism makes the game more of a tactical game than a long-term planning game, but the game is not wholly devoid of strategy, the main one being whether to concentrate on a few high valued areas or go for second place in a greater number of areas.

The rules are easy, and the game is a lot of fun.

The game works best with four or five players. With three it has less tension. The game can take a bit too long with some players. You may want to cut out a round or two in this case. And lastly, while players can plan around most of the randomness, just occasionally bad luck with a flipped action card can ruin your well made plans.

06 - Tigris and Euphrates (1997)


Reiner Knizia, possibly unheard of outside the gaming community, is the game community's mega-star.

Many of his games are light card games with dirt simple mechanics and very quick game play. Occasionally, however, he makes a medium weight board game.

Tigris and Euphrates (T&E) is Reiner's masterpiece medium weight board game. While some complain that it's light on theme, the theme actually fits nicely with the grand scale abstract nature of the mechanics.

In T&E, players play civilizations as they rise and fall in ancient Mesopotamia, vying for a stake in four spheres of control in ever-expanding, merging, and revolting kingdoms. Conflicts are political in nature. Rewards are given for each turns activity; your kingdom's size and position determines your stability, not your score. And you must score in all four regions equally to gain points, as your ultimate score is determined by whatever you have gained least.

The rules are not that complicated, but the implications of each play are often mind-reeling. A bit of luck adds spice to each round's activity.

The game has essentially two drawbacks. First, while you can work around bad luck draws, sometimes they really do a bit of damage. And second, a few poorly chosen conflicts initiated by one player can hand the game to another player despite all of your hard work.

05 - Pente (1978)


Pente is a simple abstract game very much derived from a whole genre of games played for thousands of years in the East. It was invented by Gary Gabrel.

In Pente, you simply have to get 5 stones in a row. However, you can also capture a pair of two stones in a row by placing your stones on either ends of these two stones. You also win if you make 5 such captures.

This is an intense and generally very quick game. While the first player appears to have somewhat of an advantage, I haven't seen this translated into any easy victories excepting when the second player makes some basic mistakes.

More often, it is a cat and mouse game of "sente", trying to gain control and force a winning position.

A more difficult version of the game, which I haven't yet played, is called "Keryo Pente", which allows capturing either two or three stones in a row, and requires you to either get five in a row or capture a total of fifteen stones.

What I love about it most is that I can challenge master Go players and beat them on the very same board they can destroy me in Go.

04 - Age of Steam (2002)


Train games are their own genre of games, and have a long history.

There's something pleasing about seeing a once naked board slowly and surely covered by a connecting series of rails and trains. And, whether the payoff is based on cities connected, efficient routes, or transport of goods, you know when you're done that you've accomplished something grand.

There are many trains games too light for me, and many too dull or too long for me. Created by Martin Wallace, Age of Steam is vicious and engrossing, combining not only track efficiency and good transportation, but clever role selection and money management. It all combines to make an intense enjoyable game, which feels shorter than its three hour length.

To be honest, Age of Steam isn't the perfect game. It has a strange leader balancing method which doesn't balance very much. And the randomness of where goods get produced can be a bit of a pain.

I've never played Union Pacific or any of the 18xx series. I enjoyed my own train game that I created to play on the Settlers of Catan board as much as Age of Steam. I suspect that I'm still waiting for the perfect train game.

More information about Age of Steam can be found here.

03 - Cosmic Encounter (1977)


Designed by Peter Olotka, Jack Kittredge, and Bill Eberle, many people consider this the grand-daddy of the modern board game movement and for good reason.

Possibly fifteen years before its time, Cosmic is a wild and fun game of diplomacy that is never the same twice. Not simply because alliances and battles rise and fall. But because each player plays with a random alien power that can break the rules of the game.

Not content with the chaos that causes, Cosmic provides dozens of types of special cards, cards that balance or complement the powers, the ability to play with multiple powers, an optional monetary system, and so on and so on.

The best you can hope for on any turn is for all the hidden cards and effects to somehow balance each other, so that when the dust settles, you may end up winning. But for all that, unlike games where looniness is the sole ingredient, the combination of strategy, diplomacy, and tactics will usually win the day.

Cosmic is one of the few games where joint wins are common; in fact, sometimes everyone wins!

Richard Garfield cites Cosmic as on of his sources of design inspiration for the card game Magic: the Gathering. My mantra is that all games are better the closer they are to Cosmic Encounter.

Cosmic has been produced by several publishers; the best versions of the game have 75 or more powers, support up to six players, and include the "Flare" cards - the EON and Mayfair versions. Unfortunately, you have to pay a pretty penny for these out of print versions on eBay.

More information about Cosmic Encounter can be found here.

02 - Puerto Rico (2002)


Puerto Rico is the number one game on Board Game Geek, the Internet Board Game list, and dozens of other sites, and has been since its release in 2002. Why? It's brilliant role mechanism system combined with limited buildings.

Unlike traditional games, where each player takes a turn and play then passes to the next player, or war games, where each element of the turn is executed in rigid order in turn by each player, Puerto Rico combines these in an unusual way.

One player picks any action he or she wants, and all players do this action. The next player picks any of the remaining actions and all payers do that action. And so on until all players have picked an action. Then the actions are returned and the first choice of actions passes to the left.

The result is a game where the steps of each turn are executed out of order each turn. Each step is beneficial, but the timing determines if the step is slightly more beneficial to one player than another.

Combining with the above mechanic are the limited buildings. Each building provides a limited bonus during a certain step. As the game goes on, each player is getting better or worse bonuses for the chosen steps.

The whole thing combines to make an extremely intricate and wide tactical space using very few actual mechanics. There's just a hint of randomness as the game goes on (the available plantations to develop), which just proves that a little randomness can have far-reaching long-term effects.

I've played it more than a thousand times, and every game is still a joy.

Puerto Rico was designed by Andreas Seyfarth.

01 - Go (-2000)


It's difficult to even know how to describe Go, which is so much more than a simple game.

At its most basic, you place pieces on the board trying to surround your opponent, or more territory than your opponent. That's it.

But on a sufficiently sized board, the game's one type of action, but hundreds of options, make for the deepest game known to man. Every level of experience you gain in the game reveals an entirely new game. First it's patterns, then it's strategies, then it's potentials, then it's I don't know what, because I'm nowhere near a high level, yet.

Go is one of the most ancient games, and is considered one of the four arts of the Chinese gentleman, along with calligraphy, painting, and playing the guqin. It hasn't lasted for 4000 years for nothing.

Entire TV channels are devoted to the game. Professional Go players are like American professional sports players. Many people actually consider the game itself, or its origin, to be divine.

As a game, it requires few components (though many people like to play on expensive and beautiful board) and has a built-in handicap system which make a game enjoyable between any two players, regardless of their experience level. And games can be fairly quick or deep and long, as you like.

Go's only drawback is that it is only a two player game.

Other Great Games


Chess and Scrabble would have made the list, except for the reasons I mentioned above. They tend now to be games of memory rather than creativity. XiangQi, or Chinese Chess, might indeed make the list, except that I haven't yet played it. Another classic which almost made the list is Boggle.

The two games Settlers of Catan and Carcassonne are both excellent games. If you haven't yet played them, go play them now!


But having played Settlers of Catan more than a thousand times, I find that I can now play it on automatic; it's still fun because of the trading. Carcassonne, while I haven't played it as much, and Settlers, too, are just a bit too much luck-dependent for me. I may change my mind about Carcassonne after playing some of the newer variants.

If it weren't my own game, I would add The Menorah Game, or It's Alive as it will be called when it's published, to the list. It's my favorite light auction game, beating out Knizia's three big auction titles Modern Art, Hollywood Blockbuster, and Ra.

Two other great games that I considered were Dvonn, the best game of the Gipf series of modern abstract games, and Tikal, an action point exploration game by Wolfgang Kramer and Michael Kiesling. Tikal is a beautiful and fun game, but doesn't quite captivate me the way the ones I listed do.

Other Games, Not So Great


You might be wondering what happened to some of your favorite games, such as Stratego, Clue, Monopoly, Othello, or Trivial Pursuit.

While these were good, or even great, games for their times, they simply don't hold up to the games I've listed, at least not for me. I'm sure there are people who love these games even after playing the newer games, but I kind of grew out of them.

By the time I was 8, I was already playing Stratego with a random setup because it was no longer interesting doing the setup myself. The game just didn't have enough depth.

Clue was the same. We played without using the crib sheets, and both my brother and I still always solved the game at the same time. As a result, the winner was whoever could roll his way to the room fast enough.

I never really liked Monopoly. Too much of the game is just doing what the board or the dice tell you to do.

Othello is a nice game, and I think it would probably be a great game on a much bigger board. I haven't had the opportunity to try this, yet.

And Trivial Pursuit kind of ends once the cards do. It's fun for a party game.

Yehuda Berlinger

Session Report Up, in which we play Blue Moon City

The latest Jerusalem Strategy Gaming Club session report is up here. Games played: Geschenkt, Blue Moon City, Dvonn, Tigris and Euphrates, Lord of the Rings: the Confrontation, Tichu, Chess, Zendo, Bridge, The Menorah Game, Go, Checkers.

We play Blue Moon City for the first time and say goodbye to David Barren.

Game News

Gameology reviews a video game with explicitly defined ethical goals.

Raph points us to a video game with explicitly defined artistic goals.

Table Top Land points to "collectible trading cards" in tea packets.

Network Performance Daily equates boundaries with creativity, using Dungeons and Dragons as an example. This is kind of a triple-play for me, because it reminds me of the way people describe the great amount of religious rules in Judaism as liberating, too.

An article from a TV segment about how playing games may make your brain stronger (as opposed to TV segments).

In Toronto, play Scrabble with the Stars, to benefit the Performing Arts Lodge.

First Arab Women's Chess Championship is happening in Tunisia, while Malaysia is going for the national record with its largest Chess tournament.

Yehuda

Wednesday, March 21, 2007

When the Words "You Can Do It" Really Work

You Can Do It

On the surface, "You can do it" sounds like simple words of encouragement. But they are so much more than that. If I really know that you can do it, I inform you that yes, indeed, everything you need to accomplish the task is within your grasp. I affirm that the problem is solvable, and that all the tools that you need have been given.

I try to use this with my kids whenever possible.

The Fear of Futility

Your inability to start a task may be more due to not knowing that the task is possible than from the amount of effort it will take or that you might fail.

If I know that a task is possible, my telling you "You can do it" is conveying information. It says that if you try, you will succeed - or at least, you will succeed if you think a little, try a little, and don't give up too easily.

That is usually enough information for my kids to try.

When Success is Unknown

Of course, in life you can't always know for certain that something you are about to try is or is not possible. But the lesson of "You can do it" still lingers.

You remember that there were tasks that you didn't know you could do, and I told you with knowledge that you could. Now, when you are faced with a situation and no one is telling you that you can do it, you may realize that just because you don't know if you can, doesn't mean that you can't.

No, not everything can be done. Sometimes no one will know if you really can do it, or not. Just don't let your uncertainty that it might not be possible stop you from trying. Most of the time, you can do it.

Yehuda

Tuesday, March 20, 2007

Passover Game: Jeopardy

Actually, my wife does this one, not only for Passover but for every other holiday, too. This game will make a lot more sense if you've ever seen the television game show Jeopardy!.

Materials

One large bristol board, 20 to 30 index cards, tape that's not too sticky, and a marker.

Setup

Think up 4 or 5 categories of questions about Passover, and 5 or 6 questions in each category (examples below).

In the illustration, I picked 5 categories and 5 questions in each category. For these choices, you will need 25 index cards. Use 5 index cards for each category, numbered 100 to 500. These hide the "answers" on the board and also represent the points earned for providing the "question" to the answer.

Divide the bristol board into 6 rows, by 5 columns. In the top row of each column, write the name of the category. In the remaining rows, write the "answers" to the questions so that the answer fits under the index card. Lightly tape the index cards over the answers, ordered from top to bottom 100 to 500.

Use the illustration as a guide.

To Play

Place the board so that all participants can see it and divide the participants into two or three groups.

Taking turns, each group chooses a category and difficulty (the higher the number of points, the more difficult the question).

The "answer" is written on the board. The group must ask the correct question for that answer to win th points. If they cannot answer, if they ask the wrong question, or if they say the answer instead of phrasing it as a question, the next group gets to go. If they ask the correct question, they get to go again. You may want to alternate groups anyway, if one group answers too many questions.

The game ends when all answers have been revealed. The group with the highest total is the winner, of course.

Important Information

Finding the right "answers" that lead to the right questions is crucial. You can't just use "42" as an answer, since that is the answer to a lot of questions. You have to phrase the answer so that there can be only one correct question. For instance, the answer "the number you get when you multiply 6 times 7" has only one correct question, "What is 42?" or slight variations thereof.

Second in importance is ordering the questions from easiest to hardest, so that a 500 points is really worth more than a 100 point question. The exact level of difficulty depends greatly on your group of players.

Examples

Here are some example answers and questions:

Category: Numbers

Answer: The number of male Israelite between then ages of 20 and 60 that left Egypt
Question: What is 600,000?

Answer: The number of years of slavery, counting from the birth of Isaac
Question: What is 430?

Answer: The actual number of years of slavery
Question: What is 210?

Answer: The number of children born to each Jewish woman, according to Rashi
Question: What is 6?

Answer: The number of children that Amram and Jocheved had who are mentioned in the bible
Question: What is 3?

Answer: The number of plagues in Egypt
Question: What is 10?

Category: Dates

Answer: The date of the Exodus
Question: What is the 15th of Nissan?

Answer: The date that Moshe was born and died
Question: What is the 7th of Adar?

Answer: The date that Isaac was born
Question: What is the 15th of Nissan?

Answer: The date of "Second Passover"
Question: What is the 15th of Iyar?

Answer: The date of the last day of Passover in the diaspora
Question: What is the 22nd of Nissan?

Category: People

Answer: The first high-priest of Israel
Question: Who was Aaron?

Answer: She drew Moshe out of the water
Question: Who was Pharoh's daughter Batya?

Answer: Moshe tried to stop these two men from fighting
Question: Who were Datham and Aviram?

Answer: This is the name of Moshe's son
Question: Who was Gershon?

Answer: This person jumped into the Red Sea and then it split
Question: Who was Nachson Ben Aminadav?

Category: Places

Answer: The Jews built these two cities
Question: What are Pitom and Ramses?

Answer: This is where Joseph's bones were buried
Question: What is the bottom of the Nile river?

Answer: The Jews camped here while waiting to cross the Red Sea
Question: Where was Pihahiroth?

Answer: The Jews lived primarily in this region of Egypt
Question: Where was Goshen?

Answer: The Jews first complained about not having enough water here
Question: Where was Marah?

Category: Items

Answer: Moshe and Aaron both carries one of these
Question: What is a staff?

Answer: Pharoh responded to Moshe's first request to let the Jews go by no longer providing the Jews with this
Question: What is straw?

Answer: It's ingredients are often apples, dates, nuts, and wine
Question: What is haroset?

Answer: These are the two ingredients in matzoh
Question: What is flour and water?

Answer: The Jews had to wipe this on their door-posts on the night before the Exodus
Question: What is the blood of a lamb?


And so on. Make some more questions, and order them according to the level of difficulty they will present to your group.

Yehuda