Unique, simultaneous card game based on the game theory/social science around The Prisoner's Dilemma
Requirements
<30
2-5
12+
Description
PREMISE
This card game is based on the game theory of the Prisoner's Dilemma (learn about it on Khan Academy). The theory explores why two purely "rational" individuals might not cooperate, even if it is in their best interest to do so. In the prisoner's dilemma story, two prisoners are separated and have the option to confess to the crime or deny any involvement. If both prisoner's confess, they will get 2 years. If one confesses and other denies involvement, the one who confesses will get 10 years. If they both deny involvement they both get 3 years. When the story plays out, the prisoner's choose their self interest over the risk of possibly getting less jail time if they both confess.
Our card game uses that same idea but expands on it to allow for up to 5 prisoners and includes some added incentives to keep things interesting. Here are some of the game mechanics and rules:
SETUP
Note: You will need two dice for this game. Preferably a red die and a white die. If you do not have dice, there are several dice apps available for free on the Goolge Play and IOS App store. 1. Take the Jail and Reward card and place them in the middle of the table. Place the dice with these cards.
2. Separate the Witness Cards, shuffle them and place them face down in the center of the table.
3. Each player chooses which color they will be: Red, Blue, Yellow, Purple, Green
4. Give each player one of each Color Card for the number of players playing. Example: If there are 4 players, give one player one red, blue, green and yellow card. Do the same for the next player. Each player should take the card that matches their color and put it face up in front of them so everyone can remember what color they are.
5. Shuffle the incentive Cards and place them face down in the center of the table.
PLAYING
1. Each player draws one Incentive Card, looks at it and places it face down in front of them.
2. Roll the dice. Place the red die on the Jail Card. Place the white die on the Reward Card.
3. Each player select a Color Card from their hand and plays it face down in front of them.
4. The Witness Color Card is turned over so that everyone can see the color.
5. All players reveal their Color Card and Incentive Card at the same time. Starting with the player who matches the Color Card, any player who can play a Incentive Card decides how to use it: Alibi, Bribe, Double-Cross, Bully, Outsmart, Threaten.
6. Colors Cards are counted up by color.
7. If a player has the Plea Bargain card. They can switch they verdict (from Jail to Reward)
8. Jail Time - The player whose color has the most cards gets negative points matching the die on the jail card. If there is a tie, all of the tying players each the negative points. Here are two examples of how to handle Incentive Cards with point adjustments.
9. Reward - The player whose color has the least cards gets positive points matching the die on the reward card.
If there is a tie, all of the tying players each the negative points. Here are two examples of how to handle Incentive Cards with point adjustments.
10. Points are recorded for each player.
11. The round is over and everything should be set back up to the original setup.
SCOT-FREE
Not including the Witness Card, if all players have one a total of one color each, then everyone is Scot-Free. This means that no one will serve jail time (even if their Incentive Card says they will) and everyone gets the reward. Anyone with +1, +2, -1 or -2 Incentive Cards have their reward adjusted accordingly.
FRAMED
Not including the Witness Card, if all players choose the same color, then that player is Framed. The police feel like the prisoners are trying to frame that player and make them a scapegoat to take the fall for the crime. So that player gets the reward and everyone else gets jail time.
Note: If everyone chooses the same color and the witness color matches, the framed player gets 2x the reward.
WINNING
First player to 21 points wins. In the event of a tie. Each player rolls both dice. Highest dice roll wins.