Thanks to Alan for collating, and indeed creating most of, the clues. He truly is a loiterer of distinction
Ask someone not playing the game to print off the instructions, cut them into separate strips, fold them and put them in an envelope.
Make groups of no more than 5 or 6 people.
There are 20 instructions in your envelope – take them out one at a time over the next 2 hours – some of the instructions will take 10 minutes to complete, others can go on for the rest of the walk.
You don’t have to complete one instruction before you pick another – it’s good to combine them.
The instructions are open to interpretation – be creative, have fun and play
The instructions are open to interpretation – be creative, have fun and play
UMBRA(GE)
Follow your shadow – if you don’t have a shadow try to find some
MEMORIALS
Cities mark their history in stone – once the names have been carved they are rarely heard again. Find a memorial and read aloud the silent words and names.
ROADWORKS
Find a hole in the ground – instead of thinking of it as an inconvenience, look at it as an impromptu open-air exhibition or archaeological dig.
SIMULACRA
Unintended images are everywhere. Look out for simulacra, they are eruptions of secret history. They mean things...
CIRCUIT
Walk between two arbitrary points or around a block for the next 10 minutes – note what you discover on each circuit. Walk until the streets themselves are taking you for a walk.
NO U-TURN
Find a way to get to where you want to go by walking in the opposite direction.
DANGER
Push to the edge of your comfort zone. Notice, if you reach it, the point at which you no longer feel safe. Then take one more step...
DAY OF THE DEAD
The streets are filled with zombies. Move through the crowds without giving yourself away. Observe the dead and their places covertly. Make sure you always have an escape route. Survive by moving.
NATURE WALK
Look for the non-human. Maps drawn by snails. Birds nesting in alcoves. Spiders decorating windows. Trees on rooftops...
ON REFLECTION
Use the big plate glass windows of your city as cinema screens. Watch them like a movie-goer. Or be a director and call the shots.
EDGES
Identify and explore edges, where one place becomes another. Travel along a boundary – if you think it’s safe enough, leap across it. Are the edges clear cut? Or are there transitional zones? Enjoy the blurred liminal territories.
THE HEART OF THE CITY
Ask as many people as possible for directions to the heart of the city. Keep asking...
PUBLIC/PRIVATE
Fin somewhere to be private in a public space.
WINDOW ART
For this week only there is a citywide exhibition of art displays in the windows of the city’s homes. How many can you find?
READ THE CITY
The pavements and streets are a book. Look for the writing on the city – on posters, on rubbish, on graffiti, on manhole covers, on bins, on drains, on street furniture. Use this to guide your drift and rename the streets.
STOP!
Stand still, stay exactly where you are for the next 10 minutes and watch the human traffic ebb and flow around your island of calm.
QUIET!
For the next 10 minutes do not speak or use any sign language. Observe how the dynamics of the group affect the drift when you don’t communicate verbally.
DID YOU JUST HEAR THAT?
Follow your ears – let the sounds around you guide your drift. Hunt for places of quiet or noise – listen out for accidental music and the mutterings of the ghosts under the pavements...
SAFARI
You are now on the hunt – track down as many lions, horses, elephants and ducks as you can find.
EVEN A STOPPED CLOCK TELLS THE RIGHT TIME TWICE A DAY
Look out for clocks on buildings and in windows. How does the city run like clockwork? How does time affect the use and meaning of a place?
1 comment:
Now I'm even more miffed at missing it!
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