Impractical Jokers has always been one of my favorite shows that I have ever watched. From its breathtaking comedy to its tense, and sometimes stressful, moments, it is a must watch show. The basic premise of Impractical Jokers is that there are four lifelong friends who continuously try to embarrass each other. They compete in challenges where either one, two, or all four guys are out in very social settings and must do and say whatever the other guys tell them to do. They could be forced to go up to a stranger and ask them for directions to a made-up place, or they might have to get someone to sign a wacky petition on letting children eat glue sticks. These challenges make up the show, and the comedy is built off of each guy. If the main guy participating does not want to do something, they fail the challenge. The ones who are able to do what they are told succeed at the challenge. At the end of each episode, the man with the most fails is considered the “big loser” and must face a punishment which they CANNOT, under ANY circumstances, say NO. Some punishments include getting a new tattoo chosen by the other guys or shaving your head and eyebrows and then changing your license photo. The show is a great watch, but what they are really doing is playing a game, and I wanted to try and simulate that game in normal life.
Tomfoolery is the game that I created with inspiration from Impractical Jokers, and it involves players taking turns to perform tasks in social spaces with random strangers. First, the number of players can vary, but it works best with 3 or more players. The game includes a deck of cards with tasks written on it. One thing about Impractical Jokers is while the jokes they make on the show aren’t outright harmful, they can border the line between harmless at best and at least antagonistic at worst. I didn’t want to create a game that was antagonistic towards random people, especially in the modern age of content creation where random “influencers” will antagonize or bully innocent people for the sake of “content.” That type of stuff really irks me, and so I wanted to create tasks that were harmless and more fun for the strangers. Some tasks I created were:
- Get a selfie with a stranger
- Crumple a ball of paper and get someone to be the hoop that you throw it into.
- Do 50 consecutive lunges forward
- Get a double high-five AND a double low-five both from a stranger.
- Arm Wrestle a stranger
These tasks do not encourage players to be obnoxious or antagonistic to society but instead aim to get players to interact with society at a friendly level. I live with the philosophy that one smile a day will keep the Grim Reaper away, and so I try to make people laugh, or even smile. daily. You don’t ever know what someone could be going through, and so putting a smile on their face could make all the difference. Regardless, players play in a circle. One player draws a card and then must do what is on that card for a specific number of points. If they refuse to do what is on the card, it becomes fair game for any player to do with an increased point value. If no one wants to do the task, the card is discarded. If a player does a task or the task is discarded, the player counterclockwise to the previous player can now draw a card and the process continues. When a full circle rotation has been completed, a round has passed. Players can play for as many rounds as they want, and the player with the most points by the end of all of the rounds wins.
Tomfoolery has a very simple gameplay loop that makes or breaks depending on the level of comfort players have in social settings. I believe that it can be used to help people ease into being around others and communicating with strangers. I, for one, am someone who has a hard time talking to people I don’t know, but playtesting Tomfoolery helped me get out of that comfort zone. I had a blast playtesting with my friends, and I know others would have a blast playing as well.
















