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STICKING TOGETHER: Blood and Bones
usually place in the top three. From left: Chris,
Scott,
Kate, Robert, Mike, Rich, Sarah and Rico.
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sitting in a van on
a residential street in Redwood City, Rich Bragg selects
one truffle from a box of two dozen. He examines
it, sniffs it and takes a small nibble. He chews delicately.
Then, he nonchalantly returns the half-eaten sweet to
its square in the box.
“I taste coconut,” he announces to his friends,
who seem unfazed by the breach of etiquette. And then,
more emphatically: “This
should be cryptogram material when we’re done.”
Rich,
MS ’00, MS ’02, isn’t playing by Miss
Manners’s rules today. He’s embarked on The
Game, a heady competition where words like cryptogram,
ASCII
and PerlScript are parlance for the course.
Put simply,
The Game is a puzzle-solving race. Teams of four to
10 players drive around the Bay Area in
pursuit of
clues, which involve data collection, decryption, even
a bit of performance art. Each solution leads a team
to the next
destination—and clue. Most teams cross the finish
line in about 24 hours, while some limp along for 36
straight. The
winners get a place in Game history and the chance
to head home to bed.
But back to that box of 24 truffles.
After further sampling and pondering—two hours’ worth,
mind you—Rich’s
team solves the puzzle. It isn’t, as Rich conjectured,
a cryptogram. The position of the truffles in the box,
along with each one’s flavor and encasing (powdered
vs. not powdered), corresponds to dots of the Braille
alphabet. Once
decoded, the truffles spell: “Go to Menlo Park Keplers.”
Rich
burns rubber through the streets of Menlo Park. He
seems torn between relief, euphoria and self-loathing.
Truffles
in a 3x8 grid, he seems to be saying to himself.
What else could it have been but Braille?
Birth of a Quest
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GAME DAY: On their odyssey,
Blood and Bones decode 24 truffles, 51 flavors
of ice cream and one (alas, inedible) pizza (below).
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The idea for this mental marathon germinated
amongst a group of Clearwater, Fla., high schoolers
in the mid-1980s. Joe Belfiore and his buddies created all-night
scavenger
hunts called Midnight Madness, inspired by the virtually
unwatchable 1980 movie of the same name. When Belfiore
enrolled at Stanford, he brought his Game along.
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Stanford,
with its vast, scenic campus and multitude of smarty-pants
always looking for a challenge, proved
to be a consummate Game setting. Six Games were held
on the Farm under Belfiore’s auspices. Now the general
manager of Microsoft Windows eHome division in Seattle,
Belfiore, ’90,
still participates in annual Games with his high-tech
colleagues. And his brainchild plays out all over the
country. Once a
rather secretive pursuit, The Game now flourishes in
communities from New York to Michigan to MIT. Mini-Games—which
last a mere seven or so hours—are deployed to build
corporate unity or mingle alumni of different Ivy League
schools. But the Stanford/Bay Area community still hosts
the country’s largest group of bona fide Gamers, with
some 40 teams competing semiannually.
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An aptitude for
those anagrams or word searches on the comics page
does not predict even a hint of success at
The Game. Over the years, the clues have grown more
complex and
ornate, just as the players have gotten a little older
and richer (most are around 28 years old, 80 percent
are male).
One recent clue required that players wear scuba gear
to solve it underwater. Another simulated a 3-D maze
in the middle of the Nevada desert. Those are no simple
tasks for
people whose participation in sports tends to be confined
to the fantasy leagues.
Belfiore—who recently kicked
off a Seattle Game by dive-bombing players with helicopters—says
that a team not equipped with laptops, GPS units, cell
phones, walkie-talkies
and a portable photocopier “doesn’t have a
prayer.” Help
is available, however. At any point, teams can call
Game Control, the event’s designers, who confirm
guesses or offer cryptic hints to nudge teams forward.
They also
track teams’ progress to ensure no one makes an incorrect
assumption and ends up in, say, Kansas City. The Game
is one big geekfest, a time to celebrate super-smart
people doing super-smart things, while everyone pretends
not to care whether they win or lose. It demands cerebral
gymnastics and physical stamina. It demands interpersonal
patience. It demands that one eschew sleep, square
meals, TiVo. It is—work with me, now—a heroic
journey of sorts, the cycle of challenge and self-discovery
well
trod by the likes of Odysseus, Gilgamesh and all those
other paladins from the freshman curriculum.
The Call
to Adventure
The herald sounded in November 2001.
A six-person team known as Orange Crush would be designing
a Game for spring
2003. Their theme would be The Goonies, the corny 1985
Steven Spielberg flick whose plot itself revolves around
a treasure
hunt. First, teams had to apply and pass a quiz on
minutiae from the movie. Those who made the cut—20 teams, 112
players—were invited to meet at 9:30 a.m. on an April
Saturday at Belmont’s Twin Pines Park. Each team paid
$170 to offset the $3,400 Orange Crush spent in planning
and clue manufacturing.
Right on time, Rich pulls up with
his crew in tow: Sarah Barnum, ’01, Chris Cheng,
MS ’00,
PhD ’03,
Robert Cheng, MS ’99, Rico Fisher, MS ’02,
Scott Krueger, MS ’00, Mike Holzbaur, MS ’01,
and Mike’s
fiancée, Kate Saul, MS ’02—a coterie
of PhD candidates, postdocs and high-tech employees.
Collectively, they’re known as Blood and Bones, a
reference to the biomechanical engineering division
represented by those
MS degrees. Among them, they’ve played in 30 Games.
They usually place in the top three. But they’re
not competitive people, they’re quick to point out.
The
rumored teams to beat are Copper Pot, a grizzled group
of Game veterans, and Advil, who arrive smiling
broadly, sporting crisp Hawaiian shirts and passing
out Baby Ruths
in a nod to Goonies character Chunk. It turns out that
several Advil members attended UC-Berkeley in the early
1990s, when
Jeff Cohen, who played Chunk, was student body president.
Advil’s sugar-coated bonhomie suggests utter confidence.
Blood
and Bones seem to have things under control, too. As
I climb in, I note that their van has been reconfigured
to create a Round Table of sorts. Friends have been
drafted as phone lifelines for emergency Google searches.
Sandwiches
are packed; pit stops will be taken only when the group
has halted to work on a clue. And players know their
assignments: Sarah, the team newbie, will approach
each clue using
prime
numbers or sign language; Robert, the quiet one, will
use semaphore or the Playfair cipher. As Gamers know,
the absence
of clear strategy courts self-destruction. As Gamers
also know, clear strategy crumbles when you’re staring
at a puzzle at 4 in the morning.
The vibe around Twin Pines
is part Burning Man festival,
part Dungeons & Dragons convention. One can sense the
eagerness to transcend the humdrum, to be as geeky as
you wanna be. Even amidst the aggressive zaniness, Blood
and
Bones’ uniforms of bright blue surgical scrubs stand
out.
Orange Crush assemble the troops and issue rallying
cries. Rule No. 1: Have fun. If anyone isn’t having
fun, call Game Control. No. 2: Don’t eat anything with
a “Mr.
Yuck” sticker on it. Everyone cheers. Game Control’s
phone number is shouted out. There is the sound of
112 top-of-the-line cell phones being programmed simultaneously.
Orange
Crush distribute bags with puzzle-solving pieces
for later clues. As winners of the pre-Game Goonies trivia
test, Blood and Bones are handed the first bag. They
make a mad lumber for the van. Rich emits a warrior
cry.
Their
mood couldn’t be more ecstatic: 35 minutes into The
Game, Blood and Bones are in the lead.
Crossing the Threshold
King Arthur had Excalibur. Luke
Skywalker had his lightsaber. Blood and Bones have
a 14-passenger Ford E-350 XLT Super
Duty van. It’s stuffed with, among other things:
laptops with GPS and code-breaking software, walkie-talkies,
digital camera, power inverter, extension cords, AAA
maps, Thomas
Guide, protractor, drawing compass, tape measure, photocopier,
calipers, scissors, tweezers, magnifying glass, binoculars,
sandpaper, digital multimeter, motion-sickness pills,
Gatorade, and a big black binder jammed with 191 pages
of codes and
lists, everything from DNA codons to Chinese zodiac
symbols
to phobias. At Orange Crush’s request, they’ve
also packed in QuickTime Player, Flash 6, a hammer,
a screwdriver and “fire (more like a lighter, less
like a blowtorch).” The
prospective use of fire sends a frisson through the
team.
Rich
revs the van. Competing vehicles idle nearby, all teams
wishing to save the 10 seconds it takes to get
their motors running. Whenever one pulls away, heads
snap up to
wince at the departing team.
Clue No. 1 sparks the kind
of polymathic conversations that occur during The Game.
It’s
a piece of paper with Goonies references, a list
of paired names and addresses,
and a second list of “sponsors.” Rich makes
photocopies for everyone. Every word, letter and number
is scrutinized.
Could “Brittney” refer to Brittany spaniels?
Might “Elsinore” be a reference to Hamlet or
to the brewery in the film Strange Brew? Rico, with
a chipper Midwestern tenacity, assembles possible phone
numbers
from
the numerals on the page and makes cold calls. Chris
thinks the names have something to do with the 50th
anniversary of the discovery of DNA’s double helix,
which happens to be this year. Sarah points out it’s
also the 50th anniversary of Marshmallow Peeps, but
that doesn’t
get them anywhere. Something in this farrago of allusions
is making Rich think of “Family Circus.”
“Don’t think of ‘Family Circus,’” says
Kate.
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NIGHT SHIFT: A police officer
is initially suspicious of the “surgeons” holding “dynamite,” but
quickly grasps the spirit of The Game. To solve
Clue 11 (left), team members must figure out what
the flitting bats on their laptop screen are trying
to tell them.
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Ninety minutes pass.
Rich looks out the window. “We
were leading for a little while,” he sighs. He runs
a hand through his bleached blond hair. Hey, he adds, wasn’t “Avery” the
ex-wife in Jerry Maguire?
Chris, who got only six hours
of sleep the night before, suggests calling Game Control
for hints. The others threaten
to kick him out of the van. Chris yawns and says he
needs a sugar high.
Mike has been mysteriously quiet in the
front seat. Kate says he’s the team’s dark horse,
and he soon proves she’s not just an adoring fiancée.
At 11:28, he utters the three words that are The Game’s
grail: “I got it!”
It’s an auditory clue.
Saying the first sponsor’s
name—“Great Dogs”—aloud sounds out
the number 8. Counting eight letters in yields the “g” in “Dogs.” (If
you can figure out why the next one, “Pogo California,” produces
an “o,” you may have the makings of a Gamer.)
In this way, the words gradually spell out a location
in Redwood City.
Rich peels out.
After this sluggish start, Blood and Bones
hit their stride, surmounting one challenge after another
with
Herculean efficiency. They smash open a miniature David statue
to remove encoded potato-chip-bag strips. They decipher
a sculpture
of semaphore flags from the top of Hoover Tower. They
almost ignite counterfeit $50 bills and then—just in
time—discover
a hidden message embedded in the serial numbers.
Their
journey takes them from Belmont to Fremont to Milpitas,
with the speedometer hovering at 80. At each stop, they do
a quick scan for Advil and Copper Pot, who have invariably
beaten them. But by 8:03 p.m., when Blood and Bones
arrive
at the Shark Tank in San Jose to face down 51 minicartons
of ice cream (with Mr. Yuck stickers) and a complex
cryptogram, the top teams are nowhere to be seen.
“Maybe they’re dusting everyone,” says
Scott, whose wire-rim glasses and faint irascibility make
him
seem the most at home in his surgical scrubs.
I point out
that not 12 hours ago, Blood and Bones claimed
having fun was more important than winning.
“Winning is fun,” Rich insists.
The ice cream
cartons comprise a “scent clue,” paying
homage to Chunk’s Goonies exclamation, “I smell
ice cream!” With some speedy sleuthing and another
bit of guesswork from Mike, Blood and Bones tear away.
Advil and Copper Pot, who have since arrived, are still
back there
sniffing cartons and scratching their heads. Twelve hours
into The Game, Blood and Bones are “destroying” the
clues with such ferocity that Game Control asks them
to slow down or some won’t be in position. They’re
close to doing what’s known as “breaking The
Game. ”
Rich cackles, refusing to slacken the pace. “Tell
them we’re kicking bloody ass!”
It’s 9:30 on
Saturday night as the van roars through downtown San
Jose en route to Santa Clara University. Twenty-
and thirtysomethings are lining up at bars in a leather-jacket-and-miniskirt
mating ritual. Blood and Bones don’t seem to notice
the queues of cute girls, the bare legs, the pulses
of lust and one-night stands taking shape around them.
They’re
still reveling in their victory over those 51 flavors
of ice cream.
“That was beautiful solving, guys,” says
Scott as the van lengthens its lead. The Supreme Test
Just as Beowulf faced down Grendel and
Achilles went mano a mano with Hector, every hero confronts
a supreme
test. It’s a climax of sorts, the chance to prove once
and for all what he’s really made of. For Blood and
Bones, this kicks off at nearly midnight, on the cusp
of what is
known in Game-ese as “the stupid hours.” They’re
the first to retrieve the 14th clue from the Lexington
Reservoir near Los Gatos: a wallet holding 25 business
cards, purportedly
belonging to Goonies character Chester Copperpot. For
anxious minutes, they stare at the cards. The van’s
ceiling light is the only illumination for miles.
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Mike
has been Kate says he’s the team’s dark horse,
and he soon proves she’s not just an adoring
fiancée. At 11:28, that are The Game’s grail:
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Playing
The Game is like taking the SAT: after several attempts,
you don’t necessarily have more knowledge,
you’re just better attuned to how things work. Certain
cryptographic methods tend to recur. Players get better
at identifying useful information and discarding red
herrings. Some veteran Gamers also talk about getting
inside Game
Control’s
head—that after a few clues, they’ve figured
out the tenor of a Game and how far to push their conjectures.
But
these business cards are intractable. Blood and Bones
alphabetize the cards six different ways. They concentrate
on the orientation of the text. They attempt to find
a link between the names on the cards and the periodic
table.
Nothing.
And Game Control, intent on slowing teams down, is
offering hints as disconcerting as the cards themselves.
Rich
suggests lighting the cards on fire. No one laughs.
Kate, with characteristic
focus, is the only one still testing ideas on her notepad.
“I hate tedious clues in the middle of the night,” says Scott.
“This certainly jeopardizes our Number One-ness,” says Chris.
Perhaps this
is the beginning of Blood and Bones’ self-destruction. Or,
I speculate, at least a small fight?
“It takes energy to fight,” says Rico, forcing a smile.
At masochistic moments
like this, one has to wonder: why bother? Lest one need reminding, there is
no prize. This is challenge for challenge’s sake. Gamers
say that’s precisely the point.
“It’s almost sad how much I enjoy working hard all night without
sleep to
do pretty much pointless tasks,” Rico writes later in an e-mail. “It
makes me wonder how much I’d get done if I was that hardworking with everything
else in my life.”
Indeed, it is difficult to overestimate the fervor of
Gamers. Extensive websites offer detailed accounts of Games past. Documentaries
and books have been proposed.
Several Stanford alumni, some of whom make up Team Copper Pot, recently formed
a company called Just Passing Through that hopes to turn the concept into a
reality TV series. Dealing with a maddening clue in the
middle of the night is central
to the experience.
Back in the van, the conversation veers from the business
cards to the upcoming Beverly Hills 90210 reunion. I conk out in the backseat.
Sometime later, I am
awakened by the van roaring to life. Three hours have passed since retrieval
of the business-card clue.
The solution, Scott complains, contained “one
leap of logic too many.” Blood
and Bones had to organize the cards by the addresses on them, ordering the
pile from north to south along Highway 101. They then had to overlay each card
with
the one beneath, holding it up to a light to see which letter on the bottom
card was crossed by the letter “X” on the top. Those letters spelled
out their next destination, a park in Scotts Valley.
It’s a Pyrrhic victory.
Blood and Bones had to place three calls to Game Control, a painful admission
of cluelessness for a team that, until now, has
demonstrated ingenuity and enjoyed a little luck. Bags have formed under eyes.
Heads hang over the backs of seats. Mike claims to feel like crying. Their
expressions say it all: it’s 3 a.m., and Blood
and Bones have lost the lead.
Reward
Winning The Game is more like “winning” The Game. Because Game
Control
doesn’t penalize for hints, victory is measured imprecisely. There’s
nothing tangible awaiting those who cross the finish line first, anyway. No foreign
land. No maiden’s hand. No immortality elixir. Nothing more than the respect
of a group of people who are really good at logic puzzles. For those who pretend
not to take competition seriously, it’s enough.
In The Game’s early
days, the team who finished first won the opportunity to plan the next Game.
From an outsider’s perspective, it seems a dubious
honor. Designing a Game usually consumes the better part of a year. Today, Game
protocol dictates that teams volunteer for the job. It’s considered “giving
back to the community.” Over 365 days, Orange Crush held weekly planning
meetings and sacrificed snowboarding for cryptography. In the month leading up
to the event, they worked practically around the clock.
“I had to give up a lot of stuff,” says Teresa
Torres, the sole XX-chromosomed member of Orange Crush. “I’d
say to people, ‘Talk to me in
May.’ ”
One Orange Crush teammate spent an entire academic quarter
constructing a single clue that involved solenoid actuators and looked like
an octopus mentioned briefly
at the end of The Goonies. The project earned him credit for a graduate-level
MIT class entitled Unusual Alternative Input/Output Devices. During The Game,
that octopus didn’t get a whole lot of love. No team spent more than
an hour deciphering the vibrations it emitted in five-bit binary.
One year of planning.
Thirty-six hours of running. And then, like a wedding,
it’s all over.
“Way more fun than a wedding,” says Torres, ’99.
Blood and Bones might
agree. As soon as the end of this Game is in sight—nearly
300 miles have been traveled—and the van attacks the switchbacks of Los
Trancos Road toward the finish line, the reminiscing begins. The mood is decidedly
self-congratulatory. Blood and Bones are already fine-tuning their strategy for
the next Game, scheduled six months later. They’re just hoping it won’t
conflict with the nuptials of Kate and Mike. It would be a tough call.
This Game,
however, does not belong to Blood and Bones. As the van pulls up to
Game Control’s headquarters at 12:32 p.m. Sunday, another team screeches
behind. Rich and the rival captain race for the door. In the end, Orange Crush
award a tie for third place. Copper Pot came in second, beating both teams by
57 minutes. Team Advil, their Hawaiian shirts still neatly pressed, arrived first,
at 11:12 a.m. They’re still smiling.
Return
All weekend, big black clouds lurked overhead, threatening
to deluge the festivities below. Only as the last team rolls
in to Game Control at 7:30 Sunday
night do
the showers break.
“God is a Goonie!” Torres shrieks in gratitude.
By
this time, Blood and Bones have already cleaned and
returned the van, taken in a first-round NBA play-off
game and napped in Rich’s living room. Rico
has plummeted into a 19-hour marathon sleep. Chris has showered with his
eyes closed. Tomorrow, they will go back to the office, back to the lab,
back to
their TV routines and fantasy sports teams. Tomorrow, things that once
had an air of
insurmountability—doing taxes, standing in line at the DMV—won’t
seem quite so hard.
After The Game, it always takes some time to feel normal
again. For the better part of a weekend, Gamers live in an
alternate reality. They have
a glimpse of
what veteran Brent Holman describes as the “possibility of perfection.” In
everyday life, one encounters random streams of information that have no meaning.
But when one seeks meaning in The Game, it’s there.
“You look at the world differently,” says Holman, ’92. “You
start to examine everything around you. You start to wonder: Where is the secret?
Where is the little thing that’s hidden?”
This will happen to Blood
and Bones. They just need to wake up first.  |