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Q: '''Player X only drunk three quarters of a glass of water at the start of their turn, even though they were meant to have a full glass!''' <br>
Q: '''Player X only drunk three quarters of a glass of water at the start of their turn, even though they were meant to have a full glass!''' <br>
A: Ummm... so?  
A: Ummm... so? <br>
Q: '''They should discard their card!'''
Q: '''They should discard their card!'''<br>
A: Ohhhh... I get it. You're trying to win. Don't. The game isn't really about winning. If someone's making an honest attempt to play along, then they should keep the card.
A: Ohhhh... I get it. You're trying to win. Don't. The game isn't really about winning. If someone's making an honest attempt to play along, then they should keep the card.<br>





Latest revision as of 02:48, 11 June 2013

Complex Systems Summer School 2013


That Game

That Game is a game that some of you may have encountered here at the summer school... we currently don't have a name, so all suggestiosn are welcome.

Rules

In the middle of the table, there is a deck of cards (or pieces of paper) with instructions on them.

To play, select a player to go first. That player draws a card and reads the instructions. Play then passes to the right/left (just pick a direction, whatever)

If at any time a player fails to follow the instructions on one of the cards in their possession, that card is discarded.

The game ends the moment the last card is drawn. The winner/s is/are the player/s with the most cards at this time.


Example cards

Speak like a pirate at all times, otherwise this card'll be walkin' the plank.
When you draw this card, come up with a conspiracy theory. At the beginning of each turn, elaborate on this theory.
Whenever another player taps you on the head, you must give them this card.
Whenever another play discards a card, Slam the table and yell SNAP.
End every sentence with the phrase "if you know what I mean."
Whenever another player slaps the table, Pump your fist and say "YEAH!"
When you draw this card, every player must pass a card to their right. This card is never discarded.
Feel free to add other examples of your own if there's something that really wants to be here.


As a general rule of thumb when constructing a deck, make sure you have a good mixture of cards that force silly accents of verbal ticks, cars that force people to talk, cards that involve physical actions, cards that restrict physical actions, cards that apply at all times and cards that are triggered at the start of a players turn.

FAQ

Wait what? More rules?

Yip. There's a few things that people always seem to ask about.


Q: When I draw a card with "at the beginning of your turn" effect, does it apply that turn?
A: No. As far as turn order goes it's "at beginning of turn", then "draw card" then "read card" then, "at end of turn" effects.


Q: What if two cards give contradictory instructions?
A: Damn.
Q: But what do I do?
A: Find a way to make it work. Or discard one of them.
Q: but there's no way I can have a french scotish pirate accent all at the same time!
A: Why not?
Q: But-
A: Next question.


Q: Player X only drunk three quarters of a glass of water at the start of their turn, even though they were meant to have a full glass!
A: Ummm... so?
Q: They should discard their card!
A: Ohhhh... I get it. You're trying to win. Don't. The game isn't really about winning. If someone's making an honest attempt to play along, then they should keep the card.


And... that's about it.

Have fun!