The Rules
From Social Patterns
Contents |
Game Goals
- Build a social digital product around an object for a specific audience delivered in a specific way
- Deliver a well rounded product (with features across Identity, Activities and Relationships)
- Build products in a defined time frame
- Work as a team to collaborate and build the best products
- Play against other teams
The Parts
| 3 card types
Define Need & Delivery | Symbol Mapping | 4th card type
Features |
|---|---|---|
|
Social Objects |
Blue Square |
Activities |
| Demographic | Orange Triangle | Identity/Self |
| Delivery | Green Circle | Community/Relationships |
- Other cards: (Lucky, Principle, Anti-Social, Anti-Patterns)
- Give you more or less points
- Provide opportunities to affect other teams
The Rules in Brief
- Break into teams of 4 - 6
- Give your team a name
- Quickly elect a captain/dealer
- Dealer, opens pack and divides cards into 2 decks (one deck is rubber banded). KEEP THE DECKS SEPARATE
- Shuffle each deck separately. Create a space for discard pile.
- Deal 4 cards to each player from large deck
- Deal one card to each player from small deck
- Teams can discuss cards to make best product decision
- Dealer goes first, plays a card face up
- After each card played, a new card is drawn. Hands always have 5 cards
- Only 3 products can be in play at a time
- Once a product is complete - ship it and start a new product
- A Product is:
- 1 object card
- 1 demographic card
- 1 delivery card
- 3+ feature cards
- Extra points for a well rounded product with matching feature symbols to Need/Delivery cards
- Other cards = add or subtract points as directed
- Teams can play Anti (anti-social or anti-pattern cards) on other team’s products after the 2nd Quarter

