marshmallow roulette
Venture Lab - Crash Course in Creativity
Assignment #4
household items used

• variable speed ceiling fan with flat
  blades




• large, dry marshmallows
marshmallow
roulette rules
•   4-5 players space themselves out around a table, sofa or other
    obstruction (this removes the possibility of a player hiding directly
    under the fan)
•   the fan is placed on high speed
•   the first player holds 5 marshmallows in their hand and tosses them
    up to the ceiling fan so the marshmallows are shot throughout the
    room
•   if a marshmallow hits a player =1 of 5 strikes against the hit player
•   if a player catches a marshmallow, the player that did the original toss
    = 1 strike against the tossing player
•   the players rotate around the table/obstruction for the next toss
•   after 5 strikes, that player is removed from the game until 1 player is
    left
how to increase
complexity
•   number of marshmallows tossed

•   number of players around in the room

•   the number of walls that surround the players

•   the level of dryness/hardness of each marshmallow to increase
    the speed at which they fly

•   tying player’s non-dominant hand behind their back for tossing/
    catching

•   using a cup for catching the marshmallows
marshmallow roulette

Connect and Combine

  • 1.
    marshmallow roulette Venture Lab- Crash Course in Creativity Assignment #4
  • 2.
    household items used •variable speed ceiling fan with flat blades • large, dry marshmallows
  • 3.
    marshmallow roulette rules • 4-5 players space themselves out around a table, sofa or other obstruction (this removes the possibility of a player hiding directly under the fan) • the fan is placed on high speed • the first player holds 5 marshmallows in their hand and tosses them up to the ceiling fan so the marshmallows are shot throughout the room • if a marshmallow hits a player =1 of 5 strikes against the hit player • if a player catches a marshmallow, the player that did the original toss = 1 strike against the tossing player • the players rotate around the table/obstruction for the next toss • after 5 strikes, that player is removed from the game until 1 player is left
  • 4.
    how to increase complexity • number of marshmallows tossed • number of players around in the room • the number of walls that surround the players • the level of dryness/hardness of each marshmallow to increase the speed at which they fly • tying player’s non-dominant hand behind their back for tossing/ catching • using a cup for catching the marshmallows
  • 5.