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.