It seems that communications have become increasingly polarized. Whether it is due to influences of partisan politics, social media, pandemic isolation, or the like, people have become increasingly unable to put themselves in another's shoes and explore different points of view. Being able to experience new and different perspectives is important for understanding and innovation, and increasingly rigid thinking endangers both.
One way of acquiring and polishing such basic communication skills is through the playing of educational games that make the learning process fun and entertaining. While many such games have been developed, none effectively combine the teaching of communication skills involving changing perspectives and constructing arguments to support not only your own point of view but those in direct contrast with the same. Hence, there is a need for an improved educational, portable game capable of teaching analytical communication skills, communications strategy, listening and sportsmanship and of being easily understood and played by anyone, including young children. A means for satisfying this need has so far eluded those skilled in the art.
For the purposes of promoting an understanding of the principles of the novel technology and presenting its currently understood best mode of operation, reference will now be made to the embodiments illustrated in the drawings and specific language will be used to describe the same. It will nevertheless be understood that no limitation of the scope of the novel technology is thereby intended, with such alterations and further modifications in the illustrated device and such further applications of the principles of the novel technology as illustrated therein being contemplated as would normally occur to one skilled in the art to which the novel technology relates.
The ‘judge’ icon 25 is passed from player to player. The holder of the ‘judge’ icon 25 has the position of ‘judge’ for one round of argument/play. The ‘judge’ icon 25 typically includes a brief recap of the game rules and/or the responsibilities and powers of the ‘judge’.
Each respective topic card 30 displays an issue or topic for discussion. Each topic is presented as a ‘pro’ or ‘con’, ‘yes’ or ‘no’, ‘agree’ or disagree’ proposition. Topic cards 30 are further subdivided into ‘mild’ or ‘fun’ topic cards 40, ‘medium’ or ‘risky’ topic cards 45, and ‘hot’ or ‘dangerous’ topic cards 50, where ‘fun’, ‘risky’, and ‘dangerous’ describe the expected level of emotional response to be elicited by the subject matter of the respective topic card.
Direction or ‘which side’ cards 35 are labelled either ‘agree’ 37 or ‘disagree’ 39, typically with an equal number of each provided.
Action cards 51 are typically labelled with player actions such as ‘new topic’ 52, ‘flip flop’ 53 and/or ‘last word’ 54.
The timer 15 is typically a three-minute hourglass or ‘egg timer’ but may be any convenient time keeping device.
In the above-described embodiment, the game may be played by three or more players, typically from three to nine players. Before game play begins, a player is selected to be the ‘judge’ and thus holds the ‘judge’ icon 25. The ‘judge’ is a floating position lasting for the duration of a round and is passed (designated by the ‘judge’ icon 25) from player to player. The ‘judge’ moderates game play and decides the winners of each round.
The direction cards 35 are sorted such that there are an equal number of ‘agree’ and disagree' cards 37, 39, and there are either the same number of direction cards 35 as players (if there is an even number of players, not counting the ‘judge’) or one less direction card 35 than players (if there are an odd number of players, not counting the ‘judge’).
Action cards 51 (such as Last Word, Flip Flop, New Topic, and the like) are distributed to the players before game play. Typically, each player is given one of each respective action card 51 at the start of play to be used only once during the course of play. Each action card 51 may be used at any time during play, so long as the playing conditions governing the card 51 as set forth on the face of the respective card 51 are satisfied. Each action card 51 has its own order of play which must be observed. For example, the Last Word card 54 allows the player the opportunity to make his point to the ‘judge’ and is playable after discussion but before the ‘judge's’ ruling. The Flip Flop card 53 allows a player to swap positions with another player but must be played prior to the beginning of the discussion. The New Topic card 52 forces the ‘judge’ to abandon the current topic and select a new one and must be played prior to both discussion beginning and the play of a Flip Flop card 53.
Game play is initiated when the ‘judge’ draws a topic card 30 and reads it to the players. The ‘judge’ then passes out direction cards 35, face down and one to each player, excluding the ‘judge’, who remains impartial. Any applicable action cards 51 may be played as they become eligible. The ‘judge’ then activates the timer 15 to allow a predetermined time for argument, typically three minutes. Each player must then argue in support of his assigned position (from his direction card 35) to persuade the ‘judge’. The ‘judge’ remains impartial and has total control over the argument round. For example, the ‘judge’ may determine who talks, allowing free discussion or mandating that some players remain silent while others talk. The ‘judge’ may ask his own questions. The ‘judge’ may end the round early or extend it beyond the initial timer period. As the ‘judge’ determines who wins the round, it is understood that all players must obey the ‘judge’ and accept his rulings.
After the argument round is over, the ‘judge’ decides who wins and provides a reason for his ruling. Typically, all players on the winning side of the argument get a token 20. The judge typically has discretion to award tokens for exemplary arguments made by players on either side of the argument. It should be noted that in some rules variants, not all players arguing the same side must win/lose and that winners may in fact have argued for opposing sides. Each winner takes a token 20. The first player to collect a predetermined number of tokens 20 (for example, five) wins the game. In the event of a tie, the tying players face off in an elimination round, with the next non-tying player in line to be ‘judge’ being the next ‘judge’. If the number of tying players is even, the same number of direction cards 35 are used in the elimination round, with an equal balance of ‘agree’ and ‘disagree’ cards 37, 39; if the number if tying players is odd, then an even number of direction cards 35 equal to the number of tying players plus one is used, likewise with an equal balance of ‘agree’ and ‘disagree’ cards 37, 39. The elimination round is played like any other round, except the non-tying players participate only as observers. The ‘judge’ still controls the discussion and decides the winner(s), but may consult the observers before handing down a ruling. If there are still two or more tying players left, additional elimination rounds are played until only one winner remains.
Some ‘fun’ topic cards 40 might include:
Some ‘risky’ topic cards 45 might include:
Some ‘dangerous’ topic cards 50 might include:
While the novel technology has been illustrated and described in detail in the drawings and foregoing description, the same is to be considered as illustrative and not restrictive in character. It is understood that the embodiments have been shown and described in the foregoing specification in satisfaction of the best mode and enablement requirements. It is understood that one of ordinary skill in the art could readily make a nigh-infinite number of insubstantial changes and modifications to the above-described embodiments and that it would be impractical to attempt to describe all such embodiment variations in the present specification. Accordingly, it is understood that all changes and modifications that come within the spirit of the novel technology are desired to be protected.