Difference between revisions of "C.I. Improv"

From civicintelligence
(Authors)
(Game Rules)
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==Game Rules==
 
==Game Rules==
1. Two Teams (about 8+ to each team).
+
#Two teams (about 8+ to each team).
 
+
#The scenario/pattern cards will be split between the two teams.
 +
#Each team member will get one or more cards.
 +
#Players are restricted to say the certain words written on the card.
 +
#Each team has 2 guesses. A flip of a coin will determine who starts with the first guess (That order is followed for the duration of the game).
 +
#Each team is given 30 seconds to discuss their guesses among their team members.
 +
#Teams/individuals may not shout out the answer out of turn or the point will automatically be granted to the other team.
 +
#If no one gets the card it is out of play and no points are awarded.
 +
#The team with the highest knowledge of Civic Intelligence wins.
  
 
==Group Ideas==
 
==Group Ideas==

Revision as of 07:28, 8 June 2011

Authors

  • Alex Chopra
  • Christianna Spaccarotelli
  • Leon Janssen
  • Merilyn Su'a

Objective

To determine which team has the most knowledge of Civic Intelligence.

Description

  • This game was inspired by the game charades. Using the basics of charades we used the pattern cards as the focus of each performance round. There will be a stack of cards and on each card will have the pattern name, a brief description, scenarios, and words not allowed to be used to describe the pattern. One person from each team will come up and act out the same pattern chosen at random. They can act out the scenarios written on the card or ad-lib their own scenarios. Their goal is to act out the chosen pattern to get their team to guess the right pattern; the team that guesses correctly gets the point. The point of the game is to see which team can get the most points and show the most Civic Intelligence, but with this game gaining knowledge in Civic Intelligence makes everyone winners.

Game Rules

  1. Two teams (about 8+ to each team).
  2. The scenario/pattern cards will be split between the two teams.
  3. Each team member will get one or more cards.
  4. Players are restricted to say the certain words written on the card.
  5. Each team has 2 guesses. A flip of a coin will determine who starts with the first guess (That order is followed for the duration of the game).
  6. Each team is given 30 seconds to discuss their guesses among their team members.
  7. Teams/individuals may not shout out the answer out of turn or the point will automatically be granted to the other team.
  8. If no one gets the card it is out of play and no points are awarded.
  9. The team with the highest knowledge of Civic Intelligence wins.

Group Ideas

This is the page for the Fruit Bats, who've been looking at organizing an active group activity game that encourages authentic play, empathy, and collective intelligence. Some links to look at for resources are here: Here's a little Game inspiration!

  • The Power of Hope Games Wiki!
  • The Oasis Game: Open Source Social Technology!

and Here!

  • The Phoenix Labryrinth, Real-life and Online
  • The No Fault Zone Game website!
  • Gameful.org