Give each player 2 markers
Tell them to draw a picture
If they draw a circle, they do 5 jumping jacks
After 30 seconds, Vote
This score was designed with Yoko Ono’s work in mind, assigning seemingly random tasks to a straightforward idea. In this piece, the first goal of the game is simple – draw a random picture within a certain amount of time. However, much like a lot of Yoko Ono’s pieces in her book Grapefruit, there is a twist within the instructions that don’t seem to have any rhyme or reason for completing. This way of presenting a score is unique in the sense that it encourages outside-the-box thinking and exercises the creative part of one’s mind. However, where my score differs from any of the pieces in Grapefruit is that there is a more active engagement with the player, as opposed to having the reader ponder the meaning of the piece itself. In my score, this happens to be a disruption of the original idea through the use of physical exercise. This addition was inspired by the book about FLuxus, using the principle that the inclusion of multiple different people provides more room for creativity. By giving an open-ended task to the players to complete, it gives them all the power to create art in any way they want. Finally, the biggest inspiration for my Score would be the children’s games I used to play with my family, like pictionary or charades. These games have a simple premise with an emphasis on player engagement, and I wanted my score to reflect similar values. The game is designed to keep players on their toes, and force them to think about their approach to the game in a more abstract way, the same way a game of charades requires players to think creatively to win.