AND CASE STUDIES
The aim is to build a fictitious society, a historical event, or a current political situation in which processes follow each other in a unique, organic logical order.
Pick one card from the box and put it in the middle of the table.
Moving clockwise around the table, players take turns to put down one of their cards, connecting it to one that is already there.
The connection must be based on a logical, cause-and-possible effect relationship between the words or phrases.
The card that is already on the table is the cause and the one that is put down should be a possible effect.
If INFORMATION FLOW is on the table, you must find a card to link to it that shows a word or phrase which you believe is a possible result of INFORMATION FLOW, for example, COOPERATION.
Probably everyone will agree.
If there is disagreement, all the players must explain their point of view and debate until they can reach a consensus. If the players can’t find a middle ground then they have to vote. If we all agree the player get one token.
We can make the decisions easier, examining the very basic, and primary meaning of the particular expression.
Try not to use labels or cliches.
However, in some cases, we may also look at historical examples.
Let us build on our network:
The next player links the card FLEXIBILITY with INFORMATION FLOW and COOPERATION.
Let's move on with the same method, with the phrases TOLERANCE, and EMPATHY.
However, starting the network from the word INFORMATION FLOW, we also can follow another path with a possible DECENTRALISATION, then a possible DISORGANISATION, FRUSTRATION, and even HOSTILITY at the end.
The more sides of the card connect when putting down, the more logical connections are shown.
Causes on the table, the possible effect is our card.
Another part of the network also starts with INFORMATION FLOW but continues with ENLIGHTENMENT, PERSONAL FREEDOM, and HAPPINESS.
Later the story goes on with INDIVIDUALISM and as possible consequences
IRRATIONALITY, ADULT CHILD, and POPULISM created by the network.
We started with a word INFORMATION FLOW and following the cause and possible effect system we reached the most diverse expressions.
Players can put one card on another if it has all the cause and possible effect relationship with the cards next to it.
For example, if we put VIRTUALITY on the top of HAPPINESS, we have to explain and agree how can VIRTUALITY have a cause–possible effect connection with the cards previously connected with HAPPINESS, such as; PERSONAL FREEDOM, INDIVIDUALISM, ENLIGHTENMENT, and IRRATIONALITY. We can even discuss the similarities and differences of HAPPINESS and VIRTUALITY.
We can have interesting discussions when we try to put EQUALITY or DIVERSITY, or GLOBALISATION on ORGANIC GROWTH Let us examine the cards around; INDEPENDENCE, DECENTRALISATION, ENLIGHTENMENT, COOPERATION, and FLEXIBILITY.
Can they be possible causes of EQUALITY too?
Can we put GREEN ENERGY or INTEGRATION on COOPERATION, in this specific network? What are similarities, and what are differences?
Can we put WORKAHOLISM or RISK SEEKING or EXTREMISM on VIRTUALITY in this construction?
Players have to build paths with target cards in the end, as the game rules show. Players take turns to pick a card at random from the box and either expand the existing network on the same cause-and-effect basis or use their card to start filling in the gaps on the paths to the target cards.
It was an interesting solution to find the word NOSTALGIA. It was the keyword to connect POPULISM with RISK AVERSION.
The player has to take the existing network on the table and re-assemble it to model a real historical event. Only the cards already on the table may be used.
The player tells the others which cards are the start and the finish of the story and the other players have to guess the event.
In most cases, we can create a historical process by using concepts not normally used to describe the given age. Nevertheless, it can be used to characterize it. Let us examine the reason for the use of these words in that particular era. We can have interesting discussions about the reasons we use on word or phrase in association with a time period in history.
INDIVIDUALISM IN RENAISSANCE,
POPULISM IN ROME,
FEUDALISM AND SLAVERY IN CURRENT ERA, URBANIZATION IN ANCIENT WORLD, REFORMATION IN EGYPT,
INFORMATION FLOW IN ROME,
GREEN ENERGY IN ANCIENT WORLD,
RISK SEEKING IN PREHISTORIC TIMES, NETWORKING IN ANCIENT GREECE,
LOCAL COMMUNITIES IN AN UTOPISTIC WORLD.
The winner of the previous round may create an alternative to the historical event. They have to examine the chain of events created in the last round, identify the point where things could have gone differently and create an alternative.
This can be done by reorganizing the existing cards on the table.
Scoring system is in the game rules.
It is interesting to examine how RISK SEEKING can leed to MOBILITY or even COLONISATION, or, on another path, to EXTREMISM, maybe HEDONISM, or ANARCHY. What can determine our path? Is it the ENERGY CRISIS, or a STRONG LEADER, or WELFARE and OVERSUPPLY?
IN THIS ROUND,
THE AIM IS TO MODEL
THE DIFFERENT ALTERNATIVE FUTURES
OF A SOCIETY
AND THE PROCESSES
THAT LEAD TO IT.
STAFF OFF BY MODELLING A FICTIONAL WORLD,
A HISTORICAL EVENT
OR A CURRENT POLITICAL ISSUE.
MODEL AN UTOPIAN
OR DYSTOPIAN SOCIETY
Ideas: think of a science-fiction movie, or your favourite TV series, a novel you have read, anything that interests the players.
You may build the society of
Game of Thrones,
The Handmaid's Tale,
The Hunger Games,
Westworld, or any film you like.
First, decide together what you want to model. Choose one card to be the centre point and another six which also fit into the chosen story. Create a flower shape as shown in the illustration.
Create paths form the created society by turning three random cards upside down.
At the end of each path put a card that has a phrase or word that you think would be an unexpected, exciting outcome of the system or situation you’ve modelled. These expressions would be the possible futures.
Six paths create an ideal structure, but more can work too.
Each player then randomly picks a card from the box and can start filling the gaps on any of the six paths. This time the connection should have a cause and possible effect relationship again.
Causes on the table, the possible effect is your card.
Build the story.
Discuss, debate and vote if there are disagreements.
MODEL A REAL HISTORICAL EVENT
a prehistoric society,
Egypt in the era of Ehnaton,
society of Sparta,
the fall of Rome,
a religious community in the Middle Ages,
Cities in Elizabethan England,
some town or country
before World War I.
MODEL A CURRENT SITUATION IN THE WORLD
Ideas: populism, overconsumption, robotisation, migration, energy crisis, technological singularity.
The game is ideal with six players, but it can work with more or fewer players as well.
This is a short quick game, but you can develop it with more and longer paths to fill or you can choose to extend the network.