Lost for Words is Major Fun!

lost for words wins the major fun award

Lost for Words is a game about describing emotions. Structure for the game is provided by a deck of 350 cards each with an obscure word for an emotion and its definition and an icon. Select a card from your hand and read it aloud, then share with the group a memory or an experience or a story from your life or the life you might want. A simple scoring system is in place if you care about that sort of thing, but really lost for words is an invitation to explore how language shapes our feelings, and our ability to connect with and share them. Sometimes it takes just the right word for us to not feel so lost.

Read on to learn why we love Lost for Words!

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Lost for Words is Major Fun!

lost for words game box with major fun logo

Designer: Ami Baio
Publisher: Pink Tiger Games
Artist: Roselly Monegro
2-7 players  |  30 min. |  ages 14+  |  MSRP $25 | BGG Entry
Time to teach/learn: 3-4 minutes

Game Synopsis

Lost for Words is a game about describing emotions. Structure for the game is provided by a deck of 350 cards each with an obscure word for an emotion and its definition and an icon. Select a card from your hand and read it aloud, then share with the group a memory or an experience or a story from your life or the life you might want. A simple scoring system is in place if you care about that sort of thing, but really lost for words is an invitation to explore how language shapes our feelings, and our ability to connect with and share them. Sometimes it takes just the right word for us to not feel so lost.

Why We Love Lost for Words

Lost for Words gives players a chance to discover how language can confine and constrain the way we think. It does this by presenting English speaking players with hundreds of emotion words from other languages. The words on these cards describe feelings and scenarios that have no obvious or easy equivalent in English. Here are some examples.

Ewa inu (Yoruba): the beauty inside; your character or intrinsic worth

Razliubito (Russian): when you are no longer in love, but still hold bittersweet sentiments of nostalgia toward someone

Natsubate (Japanese): when you’re feeling particularly tired of summer

Neko Neko (Indonesian): someone who has a creative idea that makes the situation worse

Commuovere (Italian): to be moved to tears by words

Cwcth (Welsh): and embrace saved for those closest to you in sentimental times

Jugaad (Hindi): inventive, and flexible, problem-solving; often a hack because of lack of resources or budget

lost for words game card - trouvaille (french) meaning good fortune and luck

other lost for words example cards

These are complex feelings and situations distilled and compressed into a single word. When we struggle to express a feeling, it may be language itself has failed us. Sometimes you might be lost for words simply because you’re trapped inside your own language. Each language is a window into how we humans perceive the world. The more languages we encounter the more lenses we have to see and describe ourselves and others.

Lost for words is an experiential game, one that emphasizes the play experience over winning and losing. A basic structure is presented for those players who might need a winner and loser, but the soul of this game is in the invitation to share thoughts and memories when each emotion card is played.

It is not unfair to say that many players might balk at the idea of a game that nudges you to talk about your feelings. I have encountered this firsthand each time I have taught and played the game. However, within a few short turns, everyone at the table ends up, leaning in listening and laughing and commiserating with the stories that are being told. 

Much to my chagrin, this style of game is often looked down upon, dismissed, or not even seen as a game at all. “It’s an experience, not a game” is the most common insult hurled. That mentality says games must have winners and losers. Otherwise, what’s the point? What a bankruptcy of imagination to exclude experiential games from the table. 

Experiential games point to a primal form of playfulness just as valid as so-called “proper” games. The goal of an experiential game is to create moments and memories through play. The gentle genius of Lost for Words is how each player decides to assemble the words they will use in the game. Each player has a hand of seven cards. Once dealt, certain words will strike a chord immediately with players and go into the must play pile, while others may be boring or uncomfortable enough, players will set them aside to discard. 

But here’s the thing. As the game moves forward and more stories are shared, you may discover you have the perfect follow up story that connects with someone else’s but only if you play one of the words you had previously thought was too uncomfortable to consider. One player‘s choice to open up can gently nudge other players' willingness to do the same. Those moments are magic when they happen. No one scores more as a result, but everyone at the table has really won. For the memory of those stories will last far more than any final score.

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Congratulations to designer Ami Baio

More information on Lost for Words at: Pink Tiger Games

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