Forbidden Kingdom (strategic simulation)

Forbidden Kingdom (strategic simulation)


The Playing Board
Designer Originated by Pnoble805
Designed 2008
Topic China
Organisation Wikiversity
Preparation Create resources
Time 90 minutes
No. of roles/players 4 + Gamesmaster
Archive of Simulations and Games for the Enhancement of the Learning Experience
The individual resources in this archive come from diverse sources. They have been brought together into this archive in a project supported by

Forbidden Kingdom is a simulation of decision making quandries that might be faced in the Communist Party in the People's Republic of China. The simulation involves the four major power factors in China today -- government officials, the military, social activists and non-governmental organizations, and entrepreneurs and commercial interests.

Players do best in the simulation when they go along with the Party's guidance, but the game is designed to force at least one round of non-compliance with the Party. Disagreement with Party guidance must be universal to achieve change. Those who disagree and are in the minority when they do so will lose some or all of their political power.

Cooperation is difficult under the circumstances, especially when players/teams enthusiastically support their group's interests. Winning the game is difficult in the best of circumstances. Since all players/teams not in disgrace are members in good standing with the Party, so regime change puts those in disgrace suddenly into power (and vice versa).

Forbidden Kingdom (Simulation)

Players

There are four players (individuals or teams):

Gamemaster

There must be a gamemaster to administrate play.

Objective

To reach and then maintain your presence in the Inner Circle (yellow and red center of the board) at the end of the game.

Set Up

Play

1 - STRATEGY AND NEGOTIATIONS: Each round, players/teams have up to five minutes to review and strategize their individual policy positions, then up to fifteen minutes to meet with other players/teams – individually or in groups – to negotiate and seek support for their respective positions.

2 - VOTE SUBMISSIONS: Each round, players/teams privately note their individual final policy positions (A or B) on the index cards provided and hand them in to the gamemaster. Players/teams in the Disgrace Box are ineligible to vote but may participate in discussions.

3 - VOTE TABULATION: Once all ballots are received, the gamemaster will determine which two policies were approved by the Legislature for a given round in the following way:

4 - ADVANCEMENT: To advance one space, a player/team must have voted with BOTH issues that passed the legislature in a given round.

5 - DEMOTION and DISGRACE: Those voting in the minority against a Party recommendation in any given round will be required to step back one space. (Stepping back TWICE IN A ROW lands you in the DISGRACE BOX.)

6 - STABILITY/REGIME CHANGE STATUS: Players/teams are urged to keep track of the Stability/Regime Change scores for Face, Authority, Wealth, and Populace, as a dip to the lowest negative number on any status board will cause Regime Change and the end of the game. There are two ways that Stability/Regime Change status numbers can change:

7 - REGIME CHANGE: The Party loses power if Stability/Regime Change status reaches negative five (-5) on any of the status boards. At the occurrence of regime change, all players on Positions A, B, C, or in the Inner Circle are immediately moved to their respective Disgrace Boxes. Those in Disgrace Boxes are moved to the Inner Circle and win the game. This ends the simulation.

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This article is issued from Wikiversity - version of the Monday, November 16, 2015. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.