1. THE WAR OF THE ANTS
The scenario is played in turns. Each
colony knows that there are other colonies and how many colonies there are. No
colony knows the composition of any other colony at start. Each colony is
adjacent to every other colony.
Turn sequence
Calculate colony food production.
Allocate food within the colony.
Kill off any starved ants.
Net surplus food is retained for next
turn.
Send out scouting parties: Each player
writes out the number and direction of their scouting parties. Scouting parties
do not participate in defense of their colony if the colony is attacked.
Searched colony may attack scouting
colony's scout party.
Scouting party may attack discovered
colony.
Any discovering colony may attack a
discovered colony.
Scouting party returns to colony.
Any discovering colony may attack a
discovered colony.
Ants:
Territory
Warriors
Workers
Slaves
To discover another colony an ant colony
must first send out a scouting party, and that scouting party must then return
to the colony with at least one live ant.
Any ant can scout
It only takes one ant to discover a
colony, but it must return to its hive alive.
Each ant requires one unit of food. Each
hectare of land produces one unit of food per turn. Each worker ant produces 3
units of food per turn. Each slave produces 2 units of food per turn.
Any ant colony can eat the workers of
any other colony.
Ants which are the same color can make
cooperative attacks
Ants may declare an attack. The
attacking ant colony commits however many ants to the fight it chooses to use.
The attacked ant colony may then defend itself or surrender.
If the attacked group or colony chooses
to defend the attacking ant colony loses two warriors for ever one warrior
killed: i.e. Ants which attack die at a rate of two warriors to one. An ant
colony can however sacrifice workers instead of warriros. The attacker then
loses no warriors. The sacrificed workers may be enslaved or eaten. workers may
be enslaved. If the workers are enslaved they must be returned to the colony
and the attack ends. If there are surviving workers and no warriors all the
workers of that colony or group are killed or enslaved.
Each ant colony has a queen. The queen
ant may give another colony hectares, workers, or warriors. Ant colonies may
make treaties. However, there is no central enforcer of any ant treaty: the
only remedy for a broken ant treaty is self help or collective self-defence.
1 hectare supports 1 ant.
Red
Fire Ants
100
Warriors
10 Hectares
10
Workers
80
units of food
Red
Ants
50
Warriors
10 Hectares
10
Workers
10
Units of food
Black
Carpenter Ants
30
Warriors
20
Workers
150
Acres
75
food
Black
Ants
20
Warriors
50
Hectares
30
Workers
50
food
Slavemakers*
30
Warriors
10
Workers
20
Slaves
60
Hectares
70
foos
Blue
Ants*
10
Slaves
20
Warriors
20
Workers
50
Hectares
55
food
Green
Ants
100
Workers
20
Warriors
150
Hectares
200
food
Intra colony politics: A representative
of a class of ants can go on strike. Warriors can refuse to fight. Workers can
refuse to work. Slaves can try to rebel. If warriors refuse to fight the queen
can order workers to attack them
: the workers then fight as warrior ants
but only to suppress the warriors. If workers strike the queen can order the
warriors to attack the workers as if they were another colony or group. If
slaves rebel they must kill or be killed. Each slave rebel kills one warrior
and each warrior kills one slave. Rebel slaves will not attack workers, and
workers will not attack rebel slaves. More than one class can go on strike at
the same time.
A slave rebellion results in an exchange
of one slave ant for one warrior ant.
Ants may use slaves as human shields
Ants may only negotiate when they have
discovered each other. A colony which has discovered another colony but is not
discovered by that colony may only attack that colony until it is discovered.
Of course, the discovering colony can indicate to the discovered colony that it
exists. But the discovered colony must then send out its own scouts - which may
or may not return - to the discovering colony.
No ant colony knows what the resources
of any other ant colony are until the ant colony is discovered. That is, a
discovering colony knows thereby what the composition of the discovered colony
- the population and territory of the discovered colony. But that discovered
colony does NOT know what the discovering colony's composition is.
Enslaved ants retain their colonial
allegiances, even if their colony is entirely destroyed, even if they are
liberated.
2. RUTHENIA
A terrible war has ruined Ruthenia.
Ruthenia is populated by Ruthenians and Ainehturs. Most
Ruthenians worship Sacred Ruth, but some
are atheists. Most Ainehturs worship Ain, "the one true God". The Ain
religion is very strict. Ainehturs who reject Ain are expelled from their
community. Some of them live in Ruthenian villages. A few worship Ruth and go
to the Temple of Ruth with Ruthenians. However, Ainehtur minorities still speak
Ainehturian and keep their culture. Even Ainehturian converts are distrusted
and unpopular among Ruthenians.
No one can say for sure how the war
between Big Ruthen and Greater Ainehtia started. But armies from Big Ruthen and
Ainehtia raged through poor Ruthenia, committing terrible crimes. The war
finally ended, but the conflict didn't. In this simulation students are
assigned various roles "militant pan-nationalist",
"minority", etc. to try to address issues of post-conflict social
reintegration. This is an unscored role playing exercise. It seeks to help the
students understand the problems of post-conflict integration objectively and
dispassionately.
Mythical Theology:
Even though the Cult of Ruth requires a
priest/ess the Ainehturian religion ("the Ain") does not. Each
Ainehturian is their own priest, and can read and interpret the book of Ain.
The Ain is strictly monotheist. Some Ruthenians are polytheists.
All persons in this scenario live in
Ruthenia. Each player may choose to live in a mixed or non mixed community in
Ruthenia. Radicals will not live in mixed communities.
ROLES:
Ruthenian priest/ess of Sacred Ruth -
Moderate
Athiest Ruthenian - Moderate
Ainehturian convert to Cult of Sacred
Ruth - Moderate
Ainehturian convert to Cult of Sacred
Ruth - Radical (the self hating Ainehturian)
Ainehturian businessman - Moderate
Ruthenian Police - Neither moderate nor
radical
Ruthenian Farmer - Neither moderate nor
radical
Ainehturian Farmer - Neither moderate
nor radical
Ruthenian religious radical "one in
many, many in one"
Ruthenian nationalist radical "all
for the people!"
Ruthenian Mystic - moderate "truth,
what is truth"
Ainehturian Mystic - moderate "i know the future"
Secular Ruthenian - moderate "can't
we all get along?"
Ruthenian businessman - moderate
"business is business"
Secular Ainehturian - moderate "you
ought not to be (((so))) prejudiced"
Ainehturian religious radical "the
one true god shall replace the many!"
Ainehturian nationalist radical "we
must be one with greater Ainhturia!" The Ainehutrian nationalist seeks
union with Ainehturia "by any means necessary"
Ruthenian war veteran - radical "at
the front, we had a solution to this problem"
Ainehturian war victim - moderate
"most of my relatives starved to death, some were shot"
Ainehturian war victim - radical
"my entire family was murdered except me"
Mixed-Blood Psychotherapist: A
psychologist trained in therapy. Can convert one radical to moderate or one
neither radical nor moderate to moderate. Cannot influence religious beliefs of
any player in any way.
Artist: "all is beauty, where is
truth" Artist may choose to be Ruthenian, Ainehturian, or Mixed blood. The
Artist is neither radical nor moderate. However, at any time, but only one
time, the Artist can make any player except the priest or psychotherapist
moderate, radical, or neither.
Ruthenian scientist "truth is all
that matters" - Moderate
Insane war victim: This player is
capable of random violence, and only random violence. The war destroyed their
mind. "did you see what i saw?"
Each role player must say their quoted
"lines" at least once: these are core identities which the students
are meant to express, explore, and examine.
Mystics believe the cults of Ruth and
Ain are compatible. Religious radicals believe the cults are totally
incompatible since Ain is strict monotheism and Ruth may (or may not!) be
polytheistic. That is one of the mysteries of Ruth, who is the "one in
many, many in one". The Ruthenian priest must reject the theology of any religious
radical.
Nationalist radicals want segregation,
independence, or even extermination and expulsion of other nations. They are
alike, yet also opposite. Radicals are capable of committing acts of violence.
Murder, rape, massacres, random attacks.
Objectives: Radicals wish to radicalize
others into radicalism.
Moderates wish to make others moderate.
Statistics: One a scale of 1 to 10 each
player has
Income
Savings
Mental Stability
Strength
Intelligence
3. THE MINORITY IS YOU
Students are separated into two groups -
one of which will be declared undesirable. Students are
assigned chits representing money. Some
students have "keys" which grant access to university, a job, an
apartment or a bomb. One student is designated "the secret policeman"
whose job is to detect and recover the bomb. One student is designated
"the terrorist". The terrorist's objective is to obtain the bomb. The
secret policman has more chits than any one player but less than all chits
total. Students are scored individually based on chit differential at start and
end. Terrorist wins by obtaining bomb. Secret policeman wins by discovering
terrorist or obtaining bomb. Learning
objectives: teaching the problem of paranoia, the necessity of security, the
question of trust. exercise rules do not prohibit bribery, so exercise can be
used to teach the problem of bribery, too. No central heating, only cold
running water, if any water is available at all though it is safe to drink that
water.
"The national minority" is
relatively rich, educated and
"desirable". The national majority is ten times larger but ten
times poorer. Some are near starvation, and their homes are of bad quality.
To make a bomb the terrorist requires a
bomb plan, chemicals to make the explosive, and tools to build the bomb.
Chemist: Has formula for the bomb -
costs 100 euros or whatever they agree to.
Online Store: Has the chemicals for a
bomb - costs 100 euros or whatever they agree to.
Mechanic: Has the tools needed to make a
bomb - costs 100 euros or whatever they agree to.
Professor: Knows that you need
chemicals, tools, and a formula to make the bomb. Know one else knows this
except the policeman, not even the terrorist
Chemicals can be used for work purposes,
Mechanics tools can be used for work
purposes,
No one needs or wants bomb plans except
the police, the military, and the terrorist. So the terrorist will likely pose
as one of those roles to convince the professor to tell him that a bomb
requires what is required.
The professor cannot lie about what is
required to make a bomb but can say that they do not know or refuse to say.
If the professor tells the theory of the
bomb to anyone else they may then tell that knowledge to the terrorist.c
Secret policeman can pretend to have
tools, formula, chemicals or anything else the terrorist thinks they need
Terrorist Sympathizers can provide money
or information to the terrorist
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