Leader - Simulation Overview Sheet

Similar documents
Bridge Players: 4 Type: Trick-Taking Card rank: A K Q J Suit rank: NT (No Trumps) > (Spades) > (Hearts) > (Diamonds) > (Clubs)

Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players

LESSONPLAN TENTH GRADE

TABLE OF CONTENTS TEXAS HOLD EM... 1 OMAHA... 2 PINEAPPLE HOLD EM... 2 BETTING...2 SEVEN CARD STUD... 3

BRIDGE is a card game for four players, who sit down at a

Presents: Basic Card Play in Bridge

PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson

LEARN HOW TO PLAY MINI-BRIDGE

10, J, Q, K, A all of the same suit. Any five card sequence in the same suit. (Ex: 5, 6, 7, 8, 9.) All four cards of the same index. (Ex: A, A, A, A.

LESSON 3. Developing Tricks the Finesse. General Concepts. General Information. Group Activities. Sample Deals

Simulation Game. Card Conflict

Diet customarily implies a deliberate selection of food and/or the sum of food, consumed to control body weight.

ATeacherFirst.com. S has shown minimum 4 hearts but N needs 4 to support, so will now show his minimum-strength hand, relatively balanced S 2

Begin contract bridge with Ross Class Three. Bridge customs.

CATFISH BEND CASINOS, L.C. RULES OF THE GAME FOUR CARD POKER

Lesson 1 - Practice Games - Opening 1 of a Suit. Board #1 None vulnerable, Dealer North

God Grew Tired of Us: Migration of Sudanese "Lost Boys" to U.S.

Classic Dominoes. Number of Players: 2-4

Summer Camp Curriculum

PLAYERS AGES MINS.

Alberta 55 plus Contract Bridge Rules

LESSON 3. Third-Hand Play. General Concepts. General Introduction. Group Activities. Sample Deals

LESSON 5. Watching Out for Entries. General Concepts. General Introduction. Group Activities. Sample Deals

Poker Rules Friday Night Poker Club

Title: East Asian TIP: Using the game Barnga to teach about Chinese language & the Sociology of language

CATFISH BEND CASINOS RULES OF THE GAME THREE CARD POKER

Up & Down GOAL OF THE GAME UP&DOWN CARD A GAME BY JENS MERKL & JEAN-CLAUDE PELLIN ART BY CAMILLE CHAUSSY

1. Number of Players Two people can play.

Declarer Play and Defence with Trump Contracts

Content Page. Odds about Card Distribution P Strategies in defending

Following is a chart of suggested opening leads against a suit contract:

No Flop No Table Limit. Number of

12 HCP, not enough pts to overcall Pass overcall opponent s 1NT bid. opponent s 1NT bid S. 10 HCP, enough pts for game, no 5-card 2

Texas Hold'em $2 - $4

POINTS TO REMEMBER Planning when to draw trumps

The Human Calculator: (Whole class activity)

PLAYING NO TRUMP CONTRACTS - PART 1 (Counting Winners and Promoting High Cards)

Questions #1 - #10 From Facebook Page A Teacher First

ELKS TOWER CASINO and LOUNGE TEXAS HOLD'EM POKER

BEGINNING BRIDGE Lesson 1

Week 1 Beginner s Course

LESSON 7. Overcalls and Advances. General Concepts. General Introduction. Group Activities. Sample Deals

NEVADA GOOD SAMS GAME RULES Revised September 2015

GeoPlunge Combo 1 Overview

LESSON 2. Objectives. General Concepts. General Introduction. Group Activities. Sample Deals

Muandlotsmore.qxp:4-in1_Regel.qxp 10/3/07 5:31 PM Page 1

HIGH CARD POINT DISTRIBUTIONS

LESSON 9. Negative Doubles. General Concepts. General Introduction. Group Activities. Sample Deals

Lesson 3. Takeout Doubles and Advances

Jacoby 2NT. Board 1, 9, 17 & 25 Vul: None Dealer: North. The decision. The Lead: D-10 Top of a 2 card sequence S AJ1032 H 2 D AQJ7 C 1043

LESSON 2. Developing Tricks Promotion and Length. General Concepts. General Introduction. Group Activities. Sample Deals

Winning the Trick as Defender in Contract Bridge Card Game Using Greedy Algorithm

CS Programming Project 1

PLAYING SUIT CONTRACTS - PART 1 (Counting Losers)

LESSON 8. Putting It All Together. General Concepts. General Introduction. Group Activities. Sample Deals

FLOP POKER. Rank-- or ranking means the relative position of a card or hand as set forth in Section 5.

3. If you can t make the sum with your cards, you must draw one card. 4. Players take turns rolling and discarding cards.

LESSON 4. Eliminating Losers Ruffing and Discarding. General Concepts. General Introduction. Group Activities. Sample Deals

Texas Hold em Poker Basic Rules & Strategy

LESSON 5. Rebids by Opener. General Concepts. General Introduction. Group Activities. Sample Deals

TEST YOUR BRIDGE TECHNIQUE

MORRINSVILLE BRIDGE CLUB - CARD PLAY 101

End Plays. The Throw-in Play

Directions Play up to 10 Games with every deck!

Buster Blackjack. BGC ID: GEGA (October 2011)

Official Rules For Bid Whist Tournaments

The Art of the Discard

LESSON 9. Jacoby Transfers. General Concepts. General Introduction. Group Activities. Sample Deals

TABLE GAMES RULES OF THE GAME

FRIDAY JUNE 26 SQUEEZES COMBINING YOUR CHANCES

Vu-Bridge Starter kit Minibridge in 11 Chapters

But Wait, There s More! By Jay Cormier and Sen-Foong Lim

LESSON 3. Responses to 1NT Opening Bids. General Concepts. General Introduction. Group Activities. Sample Deals

Division Age Category Number of Participants Open 55+ Two (2)

LESSON 2. Opening Leads Against Suit Contracts. General Concepts. General Introduction. Group Activities. Sample Deals

POKER. Bet-- means an action by which a player places gaming chips or gaming plaques into the pot on any betting round.

How the bidding works, Opening 1NT Lesson 6

Board 1 : Dealer North : Love all. West North East South 1NT Pass 2 Pass 2 Pass 3NT All Pass

Moysian Play. Last Revised May 20, by Warren Watson Kootenay Jewel Bridge Club

Alberta 55 plus Cribbage Rules

SUIT CONTRACTS - PART 1 (Major Suit Bidding Conversations)

OPENING THE BIDDING WITH 1 NT FOR BEGINNING PLAYERS By Barbara Seagram barbaraseagram.com.

NOVEMBER 24, 2018 WEEKLY MAIN POINTS

FAST ACTION HOLD EM. Copy hand-- means a five-card hand of a player that is identical in rank to the five-card hand of the dealer.

RUBBER BRIDGE - Rules, Scoring and Guidelines

ESTABLISHING A LONG SUIT in a trump contract

Welcome to Bridge Boot Camp! In this chapter, I talk about some basic

The Art of the Discard

TEXAS HOLD EM BONUS POKER

CMS.608 / CMS.864 Game Design Spring 2008

Imagine that partner has opened 1 spade and the opponent bids 2 clubs. What if you hold a hand like this one: K7 542 J62 AJ1063.

Cambridge University Bridge Club Beginners Lessons 2011 Lesson 1. Hand Evaluation and Minibridge

GorbyX Rummy is a unique variation of Rummy card games using the invented five suited

Card Games Rules. for Kids

acorns and flowers. The cards in each suit are ace, king, ober, under, banner, nine, eight, seven, six.

Lesson 2. Overcalls and Advances

PINOCHLE SINGLE DECK PARTNERS STRATAGY NOTES

LESSON 4. Second-Hand Play. General Concepts. General Introduction. Group Activities. Sample Deals

The Exciting World of Bridge

LESSON 7. Interfering with Declarer. General Concepts. General Introduction. Group Activities. Sample Deals

Transcription:

Leader - Simulation Overview Sheet The Goal The card game uses a different set of the Rules of the Game per table and a rotation of players to simulate the tensions present in changing from one culture to another, to foster empathy towards international students, and to develop greater self-awareness for those going abroad. Set Up before the game Set up 3 or 4 tables. Four decks of cards are required. EACH table requires a reduced deck: Ace, 2, 3, 4, 5, 6, 7 only. Print out a Match Overview sheet for each table. Print out, and cut up, several copies of the Summary of Key Rules and scatter them on the tables. Print out the Rules of the Game sheets, ensuring that a DIFFERENT Game Rules sheet is available for each table. Print out a Flow Chart for each table to show the winners and losers how to move. The Flow of the Simulation Introduce the game: A chance to test their card playing and non verbal communication skills -- with some motivation to win (a nice prize) Have people sit at the tables in groups of 4 or 5. Pass out the reduced decks of cards and the Match Overview sheets. Read out the Match Overview. Hand out the Rules of the Game. Stress that these are to be READ IN SILENCE. Answer any questions in a whisper at each table. Practice Play: o Stress again that the game must be PLAYED IN SILENCE. o Play one practice round with the Rules of the Game before them. Provide a further opportunity for tables to ask you questions privately. COLLECT the RULES OF THE GAME! Real Play: Allow no more than 7-8 minutes per game, ideally they will need less time than this. The session ends when all tables have finished a full hand of the game, or when you decide to call ʻtimeʼ. Give them a moment to figure out who is the winner and the loser, and who should move up or down as described in the Match Overview and the Flow Chart. Expect there to be some level of conflict, but donʼt let them take much time over it. Again, no talking is permitted. Start the next game as soon as people are seated. Ideally, 4-6 games should be played overall. Watch carefully how people respond the introduction of people and the change of rules. End the match after 30-40 mins and award the prize those people on Table 1. Begin the Debriefing. This should last about 20 minutes.

Match Overview - 3 Tables To remain on the tables We will be playing a hierarchal card game. The match will consist of several rounds of games played at various tables. At the end of each game the winners on each table will move ʻupʼ in the table hierarchy and the losers will move ʻdown.ʼ The goal is to get to and remain at the highest table Table 1. Movement between tables will take place at the end of each game, in the following manner: Table 1 The looser will move to Table 3 The second worst will move to Table 2 All other players will remain at Table 1 Table 2 The winner will move to the table above - Table 1 The looser will move to the table below - Table 3 All other players will remain at Table 2. Table 3 The winner will move to Table 1 The second best will move to Table 2 All other players will remain at Table 3 The game is a test of both your card playing abilities and your non-verbal communication skills and, therefore, all games must be played without talking. There is to be no use of words, either spoken or written, during the playing of the game, nor during the time when players are deciding who moves up or down the hierarchy, nor during the move itself. After the Rules of the Game are handed out, and before play begins, there will be a time for questions. Questions can be asked by people raising their hands and the leader coming over to answer them. Try to preserve the silence in the room at all times. A game is finished when either all the cards in the hand have been played, or the leader has called ʻtimeʼ. After the game is finished you will identify the winners and losers at your table, based on the Rules of the Game. In the event of a tie, the player whose first name comes first alphabetically will be declared the winner of that game. The winners will then progress up a table hierarchy and the losers down, as described above and as shown on the Flow Chart. The match will finish when the leader calls time. At that point those on Table 1 will be declared the winners.

Match Overview - 4 Tables To remain on the tables We will be playing a hierarchal card game. The match will consist of several rounds of games played at various tables. At the end of each game the winners on each table will move ʻupʼ in the table hierarchy and the losers will move ʻdown.ʼ The goal is to get to and remain at the highest table Table 1. Movement between tables will take place at the end of each game, in the following manner: Table 1 The looser will move to Table 4 The second worst will move to Table 2 All other players will remain at Table 1 Tables 2 and 3 The winner will move to the table above their Table (1 and 2 respectively) The looser will move to the table below their Table (3 and 4 respectively) All other players will remain at their current table. Table 3 The winner will move to Table 1 The second best will move to Table 3 All other players will remain at Table 4 The game is a test of both your card playing abilities and your non-verbal communication skills and, therefore, all games must be played without talking. There is to be no use of words, either spoken or written, during the playing of the game, nor during the time when players are deciding who moves up or down the hierarchy, nor during the move itself. After the Rules of the Game are handed out, and before play begins, there will be a time for questions. Questions can be asked by people raising their hands and the leader coming over to answer them. Try to preserve the silence in the room at all times. A game is finished when either all the cards in the hand have been played, or the leader has called ʻtimeʼ. After the game is finished you will decide the winners and losers at your table, based on the Rules of the Game. In the event of a tie, the player whose first name comes first alphabetically will be declared the winner of that game. The winners will then progress up a table hierarchy and the losers down, as described above and as shown on the Flow Chart. The match will finish when the leader calls time. At that point those on Table 1 will be declared the winners.

Rules of the Game Below are four versions of the same game - one set rules for each table. The object of each game differs as follows: To win as many tricks as possible - Aces high To win as many tricks as possible - Aces low - Spades as trump suit To lose as many tricks as possible - Aces high To lose as many tricks as possible - Aces low - Spades as trump suit It is crucial that each table does not know that the rules differ between tables - this is why the rules are formatted in an identical fashion.

Rules of the Game Object The object of the game is to win AS MANY tricks as possible. A trick is a single round of cards in which each person plays one card, face up, in turn. Cards must follow the suit of the first card played. The suits in a pack of cards are: Spades, Clubs, Hearts and Diamonds. The suit is always determined by the first card of the trick and does not carry over into the next round. The HIGHEST value card of the opening suit wins the trick. ACES are HIGH - i.e. they have the highest value. Set-Up The dealer shuffles the deck of cards and deals one card, FACE DOWN, to each player in turn, in a clockwise direction until each person has five cards. The rest of the deck (the stock) is aside. Each player picks-up their hand, holding their cards so that no-one else can see them. The Order of Play The player to the left of the dealer lays down one card face up in the middle between the players. Subsequent players MUST FOLLOW SUIT if they can, or play a card from a different suit if they have none. Play proceeds clockwise, in turn. Each player lays down a card, in their turn, face up, until each player has laid down one card. The winner of the trick is person who played the the highest value card of the suit that started the round. The trick is set aside beside the winner of that round. The next round then begins with winner of the previous round laying down the first card of their choice. Play continues as above, until all the five cards in the hand are played or until time is called. Winning The WINNER of the game is the person with THE MOST tricks. In the event of a tie, the person whose first name comes first alphabetically is the winner. The LOSER is the person with the FEWEST tricks. Rank the remaining players in between in the same manner.

Rules of the Game Object The object of the game is to win AS MANY tricks as possible. A trick is a single round of cards in which each person plays one card, face up, in turn. Cards must follow the suit of the first card played. The suits in a pack of cards are: Spades, Clubs, Hearts and Diamonds. The suit is always determined by the first card of the trick and does not carry over into the next round. A SPADE trumps all other cards - so the highest value Spade wins the trick. In the absence of a Spade, the highest value card of the opening suit wins. ACES are LOW - i.e. they have the lowest value. Set-Up The dealer shuffles the deck of cards and deals one card, FACE DOWN, to each player in turn, in a clockwise direction until each person has five cards. The rest of the deck (the stock) is aside. Each player picks-up their hand, holding their cards so that no-one else can see them. The Order of Play The player to the left of the dealer lays down one card face up in the middle between the players. Subsequent players MUST FOLLOW SUIT if they can, or play a Spade, or a card from a different suit if they have none. Play proceeds clockwise, in turn. Each player lays down a card, in their turn, face up, until each player has laid down one card. The winner of the trick is person who played the the highest value card of the suit that started the round. The trick is set aside beside the winner of that round. The next round then begins with winner of the previous round laying down the first card of their choice. Play continues as above, until all the five cards in the hand are played or until time is called. Winning The WINNER of the game is the person with THE MOST tricks. In the event of a tie, the person whose first name comes first alphabetically is the winner. The LOSER is the person with the FEWEST tricks. Rank the remaining players in between in the same manner.

Rules of the Game Object The object of the game is to win AS FEW tricks as possible. A trick is a single round of cards in which each person plays one card, face up, in turn. Cards must follow the suit of the first card played. The suits in a pack of cards are: Spades, Clubs, Hearts and Diamonds. The suit is always determined by the first card of the trick and does not carry over into the next round. The HIGHEST value card of the opening suit wins the trick. ACES are HIGH - i.e. they have the highest value. Set-Up The dealer shuffles the deck of cards and deals one card, FACE DOWN, to each player in turn, in a clockwise direction until each person has five cards. The rest of the deck (the stock) is aside. Each player picks-up their hand, holding their cards so that no-one else can see them. The Order of Play The player to the left of the dealer lays down one card face up in the middle between the players. Subsequent players MUST FOLLOW SUIT if they can, or play a card from a different suit if they have none. Play proceeds clockwise, in turn. Each player lays down a card, in their turn, face up, until each player has laid down one card. The winner of the trick is person who played the the highest value card of the suit that started the round. The trick is set aside beside the winner of that round. The next round then begins with winner of the previous round laying down the first card of their choice. Play continues as above, until all the five cards in the hand are played or until time is called. Winning The WINNER of the game is the person with THE LEAST tricks. In the event of a tie, the person whose first name comes first alphabetically is the winner. The LOSER is the person with the MOST tricks. Rank the remaining players in between in the same manner.

Rules of the Game Object The object of the game is to win AS FEW tricks as possible. A trick is a single round of cards in which each person plays one card, face up, in turn. Cards must follow the suit of the first card played. The suits in a pack of cards are: Spades, Clubs, Hearts and Diamonds. The suit is always determined by the first card of the trick and does not carry over into the next round. A SPADE trumps all other cards - so the highest value Spade wins the trick. In the absence of a Spade, the highest value card of the opening suit wins. ACES are LOW - i.e. they have the lowest value. Set-Up The dealer shuffles the deck of cards and deals one card, FACE DOWN, to each player in turn, in a clockwise direction until each person has five cards. The rest of the deck (the stock) is aside. Each player picks-up their hand, holding their cards so that no-one else can see them. The Order of Play The player to the left of the dealer lays down one card face up in the middle between the players. Subsequent players MUST FOLLOW SUIT if they can, or play a Spade, or a card from a different suit if they have none. Play proceeds clockwise, in turn. Each player lays down a card, in their turn, face up, until each player has laid down one card. The winner of the trick is person who played the the highest value card of the suit that started the round. The trick is set aside beside the winner of that round. The next round then begins with winner of the previous round laying down the first card of their choice. Play continues as above, until all the five cards in the hand are played or until time is called. Winning The WINNER of the game is the person with THE LEAST tricks. In the event of a tie, the person whose first name comes first alphabetically is the winner. The LOSER is the person with the MOST tricks. Rank the remaining players in between in the same manner.

Key Rules Summary No Talking, writing, or mouthing of words WINNERS move UP - as on the flow chart LOSERS move DOWN - as on the flow chart In the event of a TIE, the person whose name comes first alphabetically, WINS Key Rules Summary No Talking, writing, or mouthing of words WINNERS move UP - as on the flow chart LOSERS move DOWN - as on the flow chart In the event of a TIE, the person whose name comes first alphabetically, WINS Key Rules Summary No Talking, writing, or mouthing of words WINNERS move UP - as on the flow chart LOSERS move DOWN - as on the flow chart In the event of a TIE, the person whose name comes first alphabetically, WINS Key Rules Summary No Talking, writing, or mouthing of words WINNERS move UP - as on the flow chart LOSERS move DOWN - as on the flow chart In the event of a TIE, the person whose name comes first alphabetically, WINS

1 2 1 2 1 2 4 3 4 3 1 2 3 4 3

1 2 1 2 1 2 4 3 4 3 1 2 1 4 3 2 3 4 4 3

Debriefing General Introductory Questions What emotions or reactions did this game provoke in you? How are you feeling now? What happened? How did you discover the differences? What were the rules on each table? People Who Moved (particularly those who moved in the first round) How did you figure out things were different? What were your first thoughts or reactions? What did you think or feel about the people whose table you joined? How did you respond to the differences? What were your coping strategies? How many of you forced people to play by your rules, even on new tables? People Who Stayed (particularly those who stayed put after the first round) What were your thoughts or feelings towards the new people who came to your table? How did you respond to their differences? Both Groups What did people do that helped you cope or understand - or just function and keep the game going? What did people do that was unhelpful? Summary and Application What did you learn about yourself? What does this tell us about moving into another culture? What does it feel like? How do different people cope? What is helpful/unhelpful? Apply this knowledge/experience: To international students. To the missionaries you support Illustrate with a story from real life.