https://ludocity.org/api.php?action=feedcontributions&user=Tuesdaymorning&feedformat=atomLudocity - User contributions [en]2024-03-28T15:09:55ZUser contributionsMediaWiki 1.35.5https://ludocity.org/index.php?title=Tuesdaymorningbubi&diff=4973Tuesdaymorningbubi2013-10-24T08:39:26Z<p>Tuesdaymorning: </p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, fake mustages, aprons<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=3 minutes<br />
|place=[https://maps.google.com/maps?q=white+meatpacking+district+copenhagen&hl=en&ie=UTF8&ll=55.667831,12.563188&spn=0.007406,0.014677&sll=52.506844,13.424732&sspn=0.541647,0.939331&t=h&hq=white&hnear=K%C3%B8dbyen,+Copenhagen,+K%C3%B8benhavn+V,+Denmark&fll=55.667759,12.563338&fspn=0.007406,0.014677&z=16 White Meatpacking District] or similar area with clashing cultures <br />
|activities= Walking, fighting, balancing, drawing,<br />
|status=unfinished<br />
}}<br />
<br />
A comic-like battle gamegame with a simple fighting technique for two groups with different lifestyles who share one place. <br />
<br />
==Preparation==<br />
[[Image:bubi_tool.JPG|thumb|200px|left|All props that you need for the game]] {{clear}}<br />
<br />
For the game it is important to mark two different teams. Butchers fight versus bitches. We decided for the comic-like epic battle and visual props like blond wigs, moustaches and black aprons. Also you need a piece of chalk for every player. Here you can see all props we used:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in their own certain rhythm you need music with a good continuous beat that supports both ways of moving (many many small steps versus biiiig and heavy leaps). We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
(Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other.)<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
The core game mechanic/fighting technique is based on a Japanese high school game and quite simple. It is one versus one. The players are organized in 2 teams: Butchers fight versus Bitches, so we called the game BUBfIight.<br />
How does it work? Stand face to face to each other- in no more than one step distance. Touch each other’s handpalms. Don’t grab! Try to disturb the balance of the other player. Who moves their feet first, loses and is dead. Your goal is to occupy as much space for your team. Kill as many rivals from the other team as possible and mark their dead bodies on the ground.<br />
''(As you might imagine, height and strength gives real advantage in winning the game. To equalize the teams we devided the players in two teams according to their physical height. Each team has a special way of moving and standing still: Taller players (= bitches) stand and move like if their knees were bond together. Smaller players (= butchers) have a very stable stand and walk straggle-legged and benefit from more stability.<br />
We had good experiences in balancing the game like this.)''<br />
<br />
To form two teams, line up shoulder to shoulder according to your height and then split the group in the middle. Put on your props: bitches wear fake mustaches and wigs; butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "BUBIFIGHT!”<br />
<br />
Then the BUBIfight begins: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight.<br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|butchersbitches|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:07min. (Game #2)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. <br />
Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage.<br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
In the end, after all the killing, you look at the asphalt and just see masses of body outlines, shaped like bacteria or amoebes. A nice co-incidence, that ammonium is the element of decay. You find it as a waste product of the metabolism of animals, but also in rotting biomass. <br />
What remains is- bacteria eats them all.<br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4972Tuesdaymorningjante2013-10-22T18:03:56Z<p>Tuesdaymorning: </p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=<br />
|status=unfinished<br />
}}<br />
<br />
A game about faith in a community and the few sneaky ones who think that they are more important than the other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Caring Member of Society (CMS)<br />
- Very Important Person (VIP)<br />
<br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light stays green, villagers enact the green option and the Village Manager takes a photo, everybody gets a green token<br><br />
- if the light turns red, villager's enact the red option and the Village Manager takes a photo, everybody gets a red token<br><br />
- villagers vote out one person who is suspect to be a VIP. this person get a silver token and has to go into the neighbor village<br><br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
After some rounds two neighbor villages fuse to a small town. After that they live the lives of the small town with the guidance of their Village Manager. The life to the small town follows the same scheme as described above. <br />
<br />
After some rounds two neighbor towns fuse into one big metropolis, living the life of a metropolis with the guidance of the Village Manager.<br />
<br />
In the end tokens are counted...<br />
<br />
[[Image:rulecard_jante.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4971Tuesdaymorninglock2013-10-22T18:03:53Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities= matching, sneaking, sharing, running<br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left|All props that you need for the game ]] {{clear}}<br />
<br />
<br><br />
'''BRIEFING NEIGHBORHOOD WATCH'''<br><br />
Depending on the number of players there are 2-4 non player characters in the role of the Neighborhood Watch. The Neighborhood Watch is seeking for players involved in trips. Players are vulnerable to the Neighborhood Watch from the moment when the envelop was unsealed to the moment when padlock and key was exchanged.<br> <br />
If a member of the Neighborhood Watch finds players in a vulnerable state:<br><br />
- he/she locks the players together<br><br />
- takes away the key <br><br />
- walks away leaving the players locked.<br><br />
<br />
After some time - half a minute or a minute - the Neighborhood Watch returns,<br><br />
- sets the players free,<br><br />
- takes away padlock and keys,<br><br />
- draws a line around the hiding place and writes 'cafe' or 'bar' or 'restaurant' or the like.<br><br />
By having marked that place, it is can not be used as a hiding corner again.<br><br />
<br />
Players in the Trip Room are not vulnerable to the Neighborhood Watch<br />
<br />
<br><br />
'''BRIEFING TRIP ROOM KEEPER'''<br><br />
In the Trip Room players can have trips without being vulnerable to the Neighborhood Watch. One non player character is taking care of the Trip Room. The Trip Room Keeper welcomes players who want to have a trip in the Trip Room and makes sure that there is only one couple in the room. <br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighborhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
[[Image:Speaker.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:Locks5.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningbubi&diff=4970Tuesdaymorningbubi2013-10-22T18:02:50Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, fake mustages, aprons<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=3 minutes<br />
|place=[https://maps.google.com/maps?q=white+meatpacking+district+copenhagen&hl=en&ie=UTF8&ll=55.667831,12.563188&spn=0.007406,0.014677&sll=52.506844,13.424732&sspn=0.541647,0.939331&t=h&hq=white&hnear=K%C3%B8dbyen,+Copenhagen,+K%C3%B8benhavn+V,+Denmark&fll=55.667759,12.563338&fspn=0.007406,0.014677&z=16 White Meatpacking District] or similar area with clashing cultures <br />
|activities= Walking, fighting, balancing, drawing,<br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
[[Image:bubi_tool.JPG|thumb|200px|left|All props that you need for the game]] {{clear}}<br />
<br />
Since the game is about the fight between the butchers and bitches it need to be clear who is bitches, butches and who was killed. Therefore you need the following props for each team:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in a certain rhythm you need music with a good continuous beat. We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|butchersbitches|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:07min. (Game #2)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningbridge&diff=4969Tuesdaymorningbridge2013-10-22T18:02:15Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, sunglasses, headphones, buttons, flags <br />
|crew=2<br />
|preparation=20 minutes<br />
|time=8 minutes<br />
|place=[https://maps.google.com/maps?q=Dybb%C3%B8lsbro,+Copenhagen,+Denmark&hl=en&ie=UTF8&sll=55.664152,12.56072&sspn=0.003401,0.00883&oq=dy,+Copenhagen,+Denmark&t=h&hnear=Dybb%C3%B8lsbro,+K%C3%B8benhavn,+K%C3%B8benhavn+V,+Denmark&z=16 Dybbølsbro] or similar bridge<br />
|activities=following pedestrians, matching, turning around, racing, hacking competitors actions<br />
|status=unfinished<br />
}}<br />
<br />
A game about immersing in the flow of people crossing a bridge and reacting on peoples features like a an impulse is reacting on other impulses in the flow of thoughts.<br />
<br />
==Preparation==<br />
<br />
Get buttons to identify the teams. Every team has an own motive and every team member will wear the button of his/her team.<br />
<br />
The game works with 5 person teams. There should be two blond wigs, two headphones and two sunglasses for every team - one for an impulse and one for the focus who gets one of each item.<br />
<br />
The game master hands out the props at the beginning end of the bridge and explain the rules of the game. Before the game starts, the Impulses put on their prop (wig, sunglass or earphone) and their team identifying button.<br />
<br />
To start the game the game master lines up the teams so that all the Impulses in one team make line, ready to enter the bridge one by one. The game master will send in the Impulses {how? time intervall}. The Focus is the first to enter the bridge.<br />
<br />
The game can start when the rules are introduced by the game master and every player is wearing the props. The game ends when every player made it to the other side of the bridge. The team that first gets all it's impulses on the other side of the bridge, wins.<br />
<br />
[[Image:Bridge_preparation.jpg|thumb|200px|left|All props that you need for the game.]]<br />
{{clear}}<br />
<br />
==Level Design==<br />
<br />
Use an bridge with lots of pedestrians and narrow sidewalk. Ca. 200 meters is a good length. To prepare the bridge, mark five turning points on the bridge by attaching flags on the railing. The five turning points should be distributed on the bridge evenly. Mark the ending of the playing field at the end of the bridge by drawing a line and writing "Now it's clear".<br />
<br />
[[Image:itsnowclear.jpg|thumb|200px|left|Mark the end of the playing field with chalk.]]<br />
{{clear}}<br />
<br />
==Rules==<br />
Build teams of five players. Four players will be Impulses, one player will be the Focus.<br />
<br />
The goal of your team is to be the first to get all players across the bridge.<br />
<br />
Each Impulse is distracted by a unique characteristic or feature displayed by pedestrians on the bridge. <br />
<br> - one impulse is distracted by pedestrians wearing glasses (also sunglasses)<br />
<br> - one impulse is distracted by pedestrians with blond hair<br />
<br> - one impulse is distracted by pedestrians who are smiling<br />
<br> - one impulse is distracted by pedestrians with earphones. <br />
<br> Being distracted means that if a pedestrian with the feature that distracts the Impulse approaches the Impulse, the Impulse turns around and follow that pedestrian in the new direction.<br />
<br />
The Focus also may distract Impulses {only of the own team?} by displaying the distracting feature (wearing glasses, wearing a wig, smiling or wearing earphones). <br />
<br />
The Focus has to walk straight on the bridge and can only turn at the points marked with the flags.<br />
<br />
[[Image:Rulecard_Bridge_small.jpg|thumb|300px|left|rulecard front.]]<br />
<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:51min. (Game #3)<br />
<br />
[[Image:bride_brief.jpg|thumb|300px|left|Briefing.]]<br />
{{clear}}<br />
<br />
==Design and Play history==<br />
Connecting two worlds the bridge over the railwaytracks between meat packaging district and Fisketorvet's shopping center is crowded by pedestrian and bikers. Especially in the rush hour, loads of people cross the bridge juts like impulse, fired off, precisely adjust. Non-undirectional movements are not intended. Usually. <br />
<br />
But no one is immune against distractions. The stream of consciousness provides a lot of them: Moments of happiness, acoustic stimulation, distorted vision, blondes. How not to completely lost direction? If you are lucky, you find a focus thats helps you back on track. And how do the distractions react when you suddenly follow them?<br />
<br />
What could be reasons for changing directions? WALKING A CROSS A BRIDGE TRYING TO FORMULATE ONE CLEAR THOUGHT breaks down the spatial metaphor. <br />
<br />
And sometimes i turns out that the journey really is the destination. <br />
<br />
<br><br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=File:Rulecard_jante.jpg&diff=4968File:Rulecard jante.jpg2013-10-22T18:00:24Z<p>Tuesdaymorning: uploaded a new version of "Image:Rulecard jante.jpg"</p>
<hr />
<div></div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4967Tuesdaymorningjante2013-10-22T17:59:07Z<p>Tuesdaymorning: /* Gameplay */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Caring Member of Society (CMS)<br />
- Very Important Person (VIP)<br />
<br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light stays green, villagers enact the green option and the Village Manager takes a photo, everybody gets a green token<br><br />
- if the light turns red, villager's enact the red option and the Village Manager takes a photo, everybody gets a red token<br><br />
- villagers vote out one person who is suspect to be a VIP. this person get a silver token and has to go into the neighbor village<br><br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
After some rounds two neighbor villages fuse to a small town. After that they live the lives of the small town with the guidance of their Village Manager. The life to the small town follows the same scheme as described above. <br />
<br />
After some rounds two neighbor towns fuse into one big metropolis, living the life of a metropolis with the guidance of the Village Manager.<br />
<br />
In the end tokens are counted...<br />
<br />
[[Image:rulecard_jante.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4966Tuesdaymorningjante2013-10-22T17:58:38Z<p>Tuesdaymorning: /* Gameplay */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Caring Member of Society (CMS)<br />
- Very Important Person (VIP)<br />
<br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light stays green, villagers enact the green option and the Village Manager takes a photo, everybody gets a green token<br><br />
- if the light turns red, villager's enact the red option and the Village Manager takes a photo, everybody gets a red token<br><br />
- villagers vote out one person who is suspect to be a VIP. this person get a silver token and has to go into the neighbor village<br><br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
After some rounds two neighbor villages fuse to a small town. After that they live the lives of the small town with the guidance of their Village Manager. The life to the small town follows the same scheme as described above. <br />
<br />
After some rounds two neighbor towns fuse into one big metropolis, living the life of a metropolis with the guidance of the Village Manager.<br />
<br />
In the end tokens are counted...<br />
<br />
[[Image:rulecard_jante.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4965Tuesdaymorningjante2013-10-22T17:58:13Z<p>Tuesdaymorning: /* Gameplay */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Caring Member of Society (CMS)<br />
- Very Important Person (VIP)<br />
<br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light stays green, villagers enact the green option and the Village Manager takes a photo, everybody gets a green token<br><br />
- if the light turns red, villager's enact the red option and the Village Manager takes a photo, everybody gets a red token<br><br />
- villagers vote out one person who is suspect to be a VIP. this person get a silver token and has to go into the neighbor village<br><br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
After some rounds two neighbor villages fuse to a small town. After that they live the lives of the small town with the guidance of their Village Manager. The life to the small town follows the same scheme as described above. <br />
<br />
After some rounds two neighbor towns fuse into one big metropolis, living the life of a metropolis with the guidance of the Village Manager.<br />
<br />
In the end tokens are counted...<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningbridge&diff=4964Tuesdaymorningbridge2013-10-22T17:52:30Z<p>Tuesdaymorning: </p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, sunglasses, headphones, buttons, flags <br />
|crew=2<br />
|preparation=20 minutes<br />
|time=8 minutes<br />
|place=[https://maps.google.com/maps?q=Dybb%C3%B8lsbro,+Copenhagen,+Denmark&hl=en&ie=UTF8&sll=55.664152,12.56072&sspn=0.003401,0.00883&oq=dy,+Copenhagen,+Denmark&t=h&hnear=Dybb%C3%B8lsbro,+K%C3%B8benhavn,+K%C3%B8benhavn+V,+Denmark&z=16 Dybbølsbro] or similar bridge<br />
|activities=following pedestrians, matching, turning around, racing, hacking competitors actions<br />
|status=unfinished<br />
}}<br />
<br />
A game about immersing in the flow of people crossing a bridge and reacting on peoples features like a an impulse is reacting on other impulses in the flow of thoughts.<br />
<br />
==Preparation==<br />
<br />
Get buttons to identify the teams. Every team has an own motive and every team member will wear the button of his/her team.<br />
<br />
The game works with 5 person teams. There should be two blond wigs, two headphones and two sunglasses for every team - one for an impulse and one for the focus who gets one of each item.<br />
<br />
The game master hands out the props at the beginning end of the bridge and explain the rules of the game. Before the game starts, the Impulses put on their prop (wig, sunglass or earphone) and their team identifying button.<br />
<br />
To start the game the game master lines up the teams so that all the Impulses in one team make line, ready to enter the bridge one by one. The game master will send in the Impulses {how? time intervall}. The Focus is the first to enter the bridge.<br />
<br />
The game can start when the rules are introduced by the game master and every player is wearing the props. The game ends when every player made it to the other side of the bridge. The team that first gets all it's impulses on the other side of the bridge, wins.<br />
<br />
[[Image:Bridge_preparation.jpg|thumb|200px|left|Propes you need for the game.]]<br />
{{clear}}<br />
<br />
==Level Design==<br />
<br />
Use an bridge with lots of pedestrians and narrow sidewalk. Ca. 200 meters is a good length. To prepare the bridge, mark five turning points on the bridge by attaching flags on the railing. The five turning points should be distributed on the bridge evenly. Mark the ending of the playing field at the end of the bridge by drawing a line and writing "Now it's clear".<br />
<br />
[[Image:itsnowclear.jpg|thumb|200px|left|Mark the end of the playing field with chalk.]]<br />
{{clear}}<br />
<br />
==Rules==<br />
Build teams of five players. Four players will be Impulses, one player will be the Focus.<br />
<br />
The goal of your team is to be the first to get all players across the bridge.<br />
<br />
Each Impulse is distracted by a unique characteristic or feature displayed by pedestrians on the bridge. <br />
<br> - one impulse is distracted by pedestrians wearing glasses (also sunglasses)<br />
<br> - one impulse is distracted by pedestrians with blond hair<br />
<br> - one impulse is distracted by pedestrians who are smiling<br />
<br> - one impulse is distracted by pedestrians with earphones. <br />
<br> Being distracted means that if a pedestrian with the feature that distracts the Impulse approaches the Impulse, the Impulse turns around and follow that pedestrian in the new direction.<br />
<br />
The Focus also may distract Impulses {only of the own team?} by displaying the distracting feature (wearing glasses, wearing a wig, smiling or wearing earphones). <br />
<br />
The Focus has to walk straight on the bridge and can only turn at the points marked with the flags.<br />
<br />
[[Image:Rulecard_Bridge_small.jpg|thumb|300px|left|rulecard front.]]<br />
<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:51min. (Game #3)<br />
<br />
[[Image:bride_brief.jpg|thumb|300px|left|Briefing.]]<br />
{{clear}}<br />
<br />
==Design and Play history==<br />
Connecting two worlds the bridge over the railwaytracks between meat packaging district and Fisketorvet's shopping center is crowded by pedestrian and bikers. Especially in the rush hour, loads of people cross the bridge juts like impulse, fired off, precisely adjust. Non-undirectional movements are not intended. Usually. <br />
<br />
But no one is immune against distractions. The stream of consciousness provides a lot of them: Moments of happiness, acoustic stimulation, distorted vision, blondes. How not to completely lost direction? If you are lucky, you find a focus thats helps you back on track. And how do the distractions react when you suddenly follow them?<br />
<br />
What could be reasons for changing directions? WALKING A CROSS A BRIDGE TRYING TO FORMULATE ONE CLEAR THOUGHT breaks down the spatial metaphor. <br />
<br />
And sometimes i turns out that the journey really is the destination. <br />
<br />
<br><br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningbubi&diff=4963Tuesdaymorningbubi2013-10-22T17:50:52Z<p>Tuesdaymorning: </p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, fake mustages, aprons<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=3 minutes<br />
|place=[https://maps.google.com/maps?q=white+meatpacking+district+copenhagen&hl=en&ie=UTF8&ll=55.667831,12.563188&spn=0.007406,0.014677&sll=52.506844,13.424732&sspn=0.541647,0.939331&t=h&hq=white&hnear=K%C3%B8dbyen,+Copenhagen,+K%C3%B8benhavn+V,+Denmark&fll=55.667759,12.563338&fspn=0.007406,0.014677&z=16 White Meatpacking District] or similar area with clashing cultures <br />
|activities= Walking, fighting, balancing, drawing,<br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
[[Image:bubi_tool.JPG|thumb|200px|left|The props you need]] {{clear}}<br />
<br />
Since the game is about the fight between the butchers and bitches it need to be clear who is bitches, butches and who was killed. Therefore you need the following props for each team:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in a certain rhythm you need music with a good continuous beat. We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|butchersbitches|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:07min. (Game #2)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4962Tuesdaymorninglock2013-10-22T17:49:45Z<p>Tuesdaymorning: </p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities= matching, sneaking, sharing, running<br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
'''BRIEFING NEIGHBORHOOD WATCH'''<br><br />
Depending on the number of players there are 2-4 non player characters in the role of the Neighborhood Watch. The Neighborhood Watch is seeking for players involved in trips. Players are vulnerable to the Neighborhood Watch from the moment when the envelop was unsealed to the moment when padlock and key was exchanged.<br> <br />
If a member of the Neighborhood Watch finds players in a vulnerable state:<br><br />
- he/she locks the players together<br><br />
- takes away the key <br><br />
- walks away leaving the players locked.<br><br />
<br />
After some time - half a minute or a minute - the Neighborhood Watch returns,<br><br />
- sets the players free,<br><br />
- takes away padlock and keys,<br><br />
- draws a line around the hiding place and writes 'cafe' or 'bar' or 'restaurant' or the like.<br><br />
By having marked that place, it is can not be used as a hiding corner again.<br><br />
<br />
Players in the Trip Room are not vulnerable to the Neighborhood Watch<br />
<br />
<br><br />
'''BRIEFING TRIP ROOM KEEPER'''<br><br />
In the Trip Room players can have trips without being vulnerable to the Neighborhood Watch. One non player character is taking care of the Trip Room. The Trip Room Keeper welcomes players who want to have a trip in the Trip Room and makes sure that there is only one couple in the room. <br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighborhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
[[Image:Speaker.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:Locks5.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4961Tuesdaymorningjante2013-10-22T17:48:20Z<p>Tuesdaymorning: /* Gameplay */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Responsive <br />
<br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light turns red, villager's enact the red option and the Village Manager takes a photo<br><br />
- if the light stays green, villagers enact the green option and the Village Manager takes a photo<br><br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=File:Rulecard_jante.jpg&diff=4960File:Rulecard jante.jpg2013-10-22T17:46:53Z<p>Tuesdaymorning: </p>
<hr />
<div></div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4959Tuesdaymorningjante2013-10-22T17:42:52Z<p>Tuesdaymorning: /* Gameplay */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Responsive <br />
<br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light turn red, villager's enact the red option introduced by Village Manager<br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4958Tuesdaymorningjante2013-10-22T17:42:02Z<p>Tuesdaymorning: /* Design and Play history */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Responsive <br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light turn red, villager's enact the red option introduced by Village Manager<br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Eavesdropping on passers-by, we overheard a group of people talking about »Janteloven«. The Law of Jante is a set of rules portraying village life, originating in the 1933 novel »A fugitive crosses his tracks« by Aksel Sandemose. Apparently, every Person in Denmark knows what these rules are about. If you think about the kind of society that the »global village« has become today, they take on a new meaning.<br />
<br />
<br> 1. Don’t think you’re anything special. <br />
<br> 2. Don’t think you’re as good as us. <br />
<br> 3. Don’t think you’re smarter than us. <br />
<br> 4. Don’t convince yourself that you’re better than us. <br />
<br> 5. Don’t think you know more than us.<br />
<br> 6. Don’t think you are more important than us. <br />
<br> 7. Don’t think you are good at anything. <br />
<br> 8. Don’t laugh at us. <br />
<br> 9. Don’t think anyone cares about you.<br />
<br> 10. Don’t think you can teach us anything. <br />
<br> 11. You‘re not to think there aren‘t a few things about you<br />
<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4957Tuesdaymorningjante2013-10-22T17:38:16Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Responsive <br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light turn red, villager's enact the red option introduced by Village Manager<br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4956Tuesdaymorningjante2013-10-22T17:37:49Z<p>Tuesdaymorning: /* Gameplay */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> Tutorial (in each small town): 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. Players get their role by drawing from a bowl: they can be either:<br><br />
- Responsive <br />
To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers let the players choose a 'village dance' which practically an individual way of moving in a circle within the boundaries of the parking lot. After the team has established a village dance, the Village Manager does the tutorial with the villagers (see above). After the tutorial Village Managers start to guide through players to the villages life. The life of a village is constituted by scenes described above. Each scene has two possible outcome: a green option and a red option. The sensor triggered light above the parking lot determines the outcome of each scene, depending on whether it stays green or it turns red.<br />
<br />
The cycles of the village's life are following scheme:<br><br />
- the Village Manager introduces the next event in the village's life<br><br />
- the villagers are dancing their dance<br><br />
- if the light turn red, villager's enact the red option introduced by Village Manager<br />
<br />
Village Managers guide villagers through this cycle. They need to try to keep all the villages synchronized.<br />
<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4955Tuesdaymorningjante2013-10-22T17:37:44Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> Tutorial (in each small town): 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br><br />
<br> 4. You're not to convince yourself that you are better than us. <br />
<br>GREEN: funeral of the baker <br />
<br>RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br><br />
<br>5. You're not to think you know more than us. <br />
<br>GREEN: bringing in the harvest <br />
<br>RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS''<br />
<br><br />
<br> 6. You're not to think you are more important than us. <br />
<br> GREEN: movie theater is openend <br />
<br> RED: VIP takes up whole theater (no one else is allowed in).<br />
<br><br />
<br>7. You're not to think you are good at anything. <br />
<br>GREEN: art festival <br />
<br>RED: pretentious VIP artist is ignored by the audience<br />
<br><br />
<br>8. You're not to laugh at us. <br />
<br>GREEN: voting day! a new mayor is being elected <br />
<br>RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br><br />
<br> ''AFTER X MINUTES: MERGE INTO 1 BIG CITY''<br />
<br><br />
<br>9. You're not to think anyone cares about you. <br />
<br>GREEN: a specialized medial center has opened <br />
<br>RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br><br />
<br>10. You're not to think you can teach us anything. <br />
<br>GREEN: university is opened <br />
<br>RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br><br />
<br>11. (the global village) You're not to think that there aren't a few things we know about you. <br />
<br>GREEN: high speed internet for everyone <br />
<br>RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4954Tuesdaymorningjante2013-10-22T17:35:45Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
<br />
'''SCENE OF THE VILLAGES - LIVE'''<br />
<br><br />
<br> Tutorial (in each small town): 1. You're not to think you are anything special. <br />
<br> GREEN: The founding ceremony of the village <br />
<br> RED: VIP architect made a statue of himself in the main square<br />
<br><br />
<br> 2. You're not to think you are as good as us. <br />
<br> GREEN: A child is born <br />
<br>RED: VIP mother doesn’t send her child to the village school and does home schooling. The child never learns to spell.<br />
<br><br />
<br>3. You're not to think you are smarter than us. <br />
<br><br />
<br>GREEN: the barn is on fire <br />
<br>RED: VIP smartass opens up the nearby damn and floods the whole village.<br />
<br />
4. You're not to convince yourself that you are better than us. <br />
GREEN: funeral of the baker <br />
RED: He never shared his delicious cakes and always ate them in secret. No one came to his funeral.<br />
<br />
5. You're not to think you know more than us. <br />
GREEN: bringing in the harvest <br />
RED: VIP smartass told all the farmers to wait for the weather to change. but it didn’t.<br />
<br />
AFTER X MINUTES: MERGE INTO 2 SMALL TOWNS<br />
<br />
6. You're not to think you are more important than us. <br />
GREEN: movie theater is openend <br />
RED: VIP takes up whole theater (no one else is allowed in).<br />
<br />
7. You're not to think you are good at anything. <br />
GREEN: art festival <br />
RED: pretentious VIP artist is ignored by the audience<br />
<br />
8. You're not to laugh at us. <br />
GREEN: voting day! a new mayor is being elected <br />
RED: VIP candidate jokes about local football team and the other candidate gets 100% of the votes.<br />
<br />
AFTER X MINUTES: MERGE INTO 1 BIG CITY<br />
<br />
9. You're not to think anyone cares about you. <br />
GREEN: a specialized medial center has opened <br />
RED: VIP is only a little bit sick but all his organs are transferred to 20 other patients.<br />
<br />
10. You're not to think you can teach us anything. <br />
GREEN: university is opened <br />
RED: VIP is the only one that shows up at the university. All the others dont think that they are not good enough.<br />
<br />
11. (the global village) You're not to think that there aren't a few things we know about you. <br />
GREEN: high speed internet for everyone <br />
RED: welcome to the global village of Jante!<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4953Tuesdaymorningjante2013-10-22T17:30:58Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
<br> - Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4952Tuesdaymorningjante2013-10-22T17:30:40Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br><br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br><br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br><br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br><br />
<br> - Let‘s start try out the first scene: „The founding ritual of our village“. <br />
<br> - Every scene starts with a dance. Start to dance! Keep dancing! <br />
<br> - Ok, now enact the scene. You 10 seconds! <br />
<br> - 3, 2, 1 click.<br />
<br> - Very good! The light stayed green (or mostly). <br />
<br> - You would now get green tokens.<br />
<br />
<br> - Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
<br> - Stand in a circle and point to the person who should leave. <br />
<br> - This person get‘s a silver token and goes to the next village.<br />
<br><br />
<br> - But this was only one way the scene could play out. <br />
<br> - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
<br> - Let‘s enact the scene again: „The founding ritual of the village“ <br />
<br>- Start to dance! Keep going <br />
<br> - Ok now enact the scene. <br />
<br> - „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
<br> - Determine who it was by pointing. <br />
<br> - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
<br> - Enact this scene now for the photo. 3, 2, 1 click. <br />
<br> - Very good. Now everyone gets red tokens. <br />
<br> - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br><br />
<br> - You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br><br />
<br> - Remember: If you are CMS you want to get as many green tokens as possible. <br />
<br> - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br><br />
- Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4951Tuesdaymorningjante2013-10-22T17:29:05Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
<br> - Hello I am your village guide. I‘ll take you to your village now <br />
<br> - This is your village. Step inside! <br />
<br> - Here are the boundaries, the light up there is the center of attention. <br />
<br> - Take a moment to listen to the beautiful music!<br />
<br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br />
- Let‘s start try out the first scene: „The founding ritual of our village“. <br />
- Every scene starts with a dance. Start to dance! Keep dancing! <br />
- Ok, now enact the scene. You 10 seconds! <br />
- 3, 2, 1 click.<br />
- Very good! The light stayed green (or mostly). <br />
- You would now get green tokens.<br />
<br />
- Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
- Stand in a circle and point to the person who should leave. <br />
- This person get‘s a silver token and goes to the next village.<br />
<br />
- But this was only one way the scene could play out. <br />
- Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
- Let‘s enact the scene again: „The founding ritual of the village“ <br />
- Start to dance! Keep going <br />
- Ok now enact the scene. <br />
- „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
- Determine who it was by pointing. <br />
- I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
- Enact this scene now for the photo. 3, 2, 1 click. <br />
- Very good. Now everyone gets red tokens. <br />
- And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br />
- You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br />
- Remember: If you are CMS you want to get as many green tokens as possible. <br />
- If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br />
- Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4950Tuesdaymorningjante2013-10-22T17:28:30Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|All props for the game]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
- Hello I am your village guide. I‘ll take you to your village now <br />
- This is your village. Step inside! <br />
- Here are the boundaries, the light up there is the center of attention. <br />
- Take a moment to listen to the beautiful music!<br />
<br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
<br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
<br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
<br />
- Let‘s start try out the first scene: „The founding ritual of our village“. <br />
- Every scene starts with a dance. Start to dance! Keep dancing! <br />
- Ok, now enact the scene. You 10 seconds! <br />
- 3, 2, 1 click.<br />
- Very good! The light stayed green (or mostly). <br />
- You would now get green tokens.<br />
<br />
- Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. <br />
- Stand in a circle and point to the person who should leave. <br />
- This person get‘s a silver token and goes to the next village.<br />
<br />
- But this was only one way the scene could play out. <br />
- Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. <br />
- Let‘s enact the scene again: „The founding ritual of the village“ <br />
- Start to dance! Keep going <br />
- Ok now enact the scene. <br />
- „Oh! Someone thought they were better than us and sneaked intot the center.“ <br />
- Determine who it was by pointing. <br />
- I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. <br />
- Enact this scene now for the photo. 3, 2, 1 click. <br />
- Very good. Now everyone gets red tokens. <br />
- And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
<br />
- You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
<br />
- Remember: If you are CMS you want to get as many green tokens as possible. <br />
- If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
<br />
- Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4949Tuesdaymorningjante2013-10-22T17:22:43Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br><br />
<br />
'''THE TUTORIAL VILLAGE MANAGERS'''<br />
<br />
- Hello I am your village guide. I‘ll take you to your village now - This is your village. Step inside! - Here are the boundaries, the light up there is the center of attention. - Take a moment to listen to the beautiful music!<br />
- Every village has a dance, leading around the center of attention. Let‘s make one up!<br />
- We will now practice how to enact important scenes in the story of our village. There are always two possible outcomes, one of which will be photographed. The outcome is entirely up to you!<br />
- Imagine, you are all Caring Members of Society. You never go into the center of attention, and you help people, who might accidentaly go too close.<br />
- Let‘s start try out the first scene: „The founding ritual of our village“. - Every scene starts with a dance. Start to dance! Keep dancing! - Ok, now enact the scene. You 10 seconds! - 3, 2, 1 click.<br />
- Very good! The light stayed green (or mostly). - You would now get green tokens.<br />
- Although the light stayed green, there is always the danger of a VIP hidden in everyone of us. That is why after each scene, we choose one person to send to the next village. - Stand in a circle and point to the person who should leave. - This person get‘s a silver token and goes to the next village.<br />
- But this was only one way the scene could play out. - Now imagine you are all secretly VIPs. Your goal is to sneak into the center of attention and make the light turn red. But remember, you do not want the other villagers to know this. - Let‘s enact the scene again: „The founding ritual of the village“ - Start to dance! Keep going - Ok now enact the scene. - „Oh! Someone thought they were better than us and sneaked intot the center.“ - Determine who it was by pointing. - I will now reveal the consequences of the VIPs actions: „While everyone was preparing the founding ritual, the architect (you) built a statue of himself right in the center of the village. - Enact this scene now for the photo. 3, 2, 1 click. - Very good. Now everyone gets red tokens. - And you (the one who was chosen) get‘s a sliver token and goes to the next village.<br />
- You are now ready to find out if you are a Caring Member of Society or a Very Important Person. (dsitribute cards)<br />
- Remember: If you are CMS you want to get as many green tokens as possible. - If you are a VIP, you want to get as many red ones as possible, and as few silver ones as you can. Do not get discovererd!<br />
- Ok. Are you ready? Let‘s get started with the first real scene.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4948Tuesdaymorningjante2013-10-22T17:20:55Z<p>Tuesdaymorning: /* Rules */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The players are introduced to the game by one of the village managers. The players are split into teams with approximately 4-6 people in a team - this will be their fellow villagers. To each village a non player Village Manager is assigned.<br />
<br />
The teams enter the parking house and the Village Manager is choosing a parking lot that will be the village for his/her team. The villages should be not far from each other and should be laid out in a way that villagers can rotate in one direction to the neighbor village.<br />
<br />
Village Managers communicate when every village is ready. If so, Village Managers do the tutorial with the villagers (see above).<br />
After the tutorial Village Managers start to guide through players to the villages life. Village Managers need to try to keep the village synchronized.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4947Tuesdaymorningjante2013-10-22T17:18:38Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
<br />
[[Image:Jante16.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=File:Jante16.JPG&diff=4946File:Jante16.JPG2013-10-22T17:18:23Z<p>Tuesdaymorning: </p>
<hr />
<div></div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4945Tuesdaymorningjante2013-10-22T17:17:02Z<p>Tuesdaymorning: /* Level Design */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the sensors and only works in spatial settings where these sensored light exist. Your chosen playing field must therefore be a parking lot with light sensors. <br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4944Tuesdaymorningjante2013-10-22T17:14:43Z<p>Tuesdaymorning: /* Level Design */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to car lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not. This game have hacked the use of the lights and only works in spatial settings where these lights exist.<br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4943Tuesdaymorningjante2013-10-22T17:13:27Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10. It comes handy to hand out small plastic bags for the players where they can keep the tokens they get - just like a purse.<br />
<br />
It is helpful for village managers to have the script for the events in the village printed out.<br />
<br />
Village managers should have a camera on them.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to the hacking of lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not.<br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4942Tuesdaymorningjante2013-10-22T17:12:29Z<p>Tuesdaymorning: /* Level Design */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to the hacking of lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not.<br />
<br />
[[Image:DSC00309.JPG|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=File:DSC00309.JPG&diff=4941File:DSC00309.JPG2013-10-22T17:12:01Z<p>Tuesdaymorning: </p>
<hr />
<div></div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4940Tuesdaymorningjante2013-10-22T17:10:18Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Prepare tokens for the players. Tokens in three colors are needed: green, red, silver. Following amount of token in each color is needed: players number * 10.<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to the hacking of lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningbubi&diff=4939Tuesdaymorningbubi2013-10-22T17:08:08Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, fake mustages, aprons<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=3 minutes<br />
|place=[https://maps.google.com/maps?q=white+meatpacking+district+copenhagen&hl=en&ie=UTF8&ll=55.667831,12.563188&spn=0.007406,0.014677&sll=52.506844,13.424732&sspn=0.541647,0.939331&t=h&hq=white&hnear=K%C3%B8dbyen,+Copenhagen,+K%C3%B8benhavn+V,+Denmark&fll=55.667759,12.563338&fspn=0.007406,0.014677&z=16 White Meatpacking District] or similar area with clashing cultures <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
[[Image:bubi_tool.JPG|thumb|200px|left|The props you need]] {{clear}}<br />
<br />
Since the game is about the fight between the butchers and bitches it need to be clear who is bitches, butches and who was killed. Therefore you need the following props for each team:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in a certain rhythm you need music with a good continuous beat. We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|butchersbitches|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:07min. (Game #2)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4938Tuesdaymorningjante2013-10-22T17:06:30Z<p>Tuesdaymorning: /* Level Design */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
==Level Design==<br />
<br />
The Game of Jante is physically connected to the hacking of lights in a parking lot. Normally these lights are used to indicate whether or not a single parking lot space is occupied or not.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4937Tuesdaymorningjante2013-10-22T16:58:17Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4936Tuesdaymorningjante2013-10-22T16:56:42Z<p>Tuesdaymorning: </p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=cameras, tokens in three colors<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=30 minutes<br />
|place=parking house with sensor triggered lights in the ceiling that show which parking lots are vacant <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Since the game is about the fight between the butchers and bitches it need to be clear who is bitches, butches and who was killed. Therefore you need the following props for each team:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in a certain rhythm you need music with a good continuous beat. We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4935Tuesdaymorningjante2013-10-22T16:38:25Z<p>Tuesdaymorning: /* Photos and Videos */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, fake mustages, aprons<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=3 minutes<br />
|place=[https://maps.google.com/maps?q=white+meatpacking+district+copenhagen&hl=en&ie=UTF8&ll=55.667831,12.563188&spn=0.007406,0.014677&sll=52.506844,13.424732&sspn=0.541647,0.939331&t=h&hq=white&hnear=K%C3%B8dbyen,+Copenhagen,+K%C3%B8benhavn+V,+Denmark&fll=55.667759,12.563338&fspn=0.007406,0.014677&z=16 White Meatpacking District] or similar area with clashing cultures <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Since the game is about the fight between the butchers and bitches it need to be clear who is bitches, butches and who was killed. Therefore you need the following props for each team:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in a certain rhythm you need music with a good continuous beat. We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|jante|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 03:00min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorningjante&diff=4934Tuesdaymorningjante2013-10-22T16:35:09Z<p>Tuesdaymorning: New page: {{gameinfobox |designer=Invisible Playground |image= |players=10-50 |stuff=blond wigs, fake mustages, aprons |crew=2 |preparation=20 minutes |time=3 minutes |place=[https://maps.google.com...</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=blond wigs, fake mustages, aprons<br />
|crew=2<br />
|preparation=20 minutes<br />
|time=3 minutes<br />
|place=[https://maps.google.com/maps?q=white+meatpacking+district+copenhagen&hl=en&ie=UTF8&ll=55.667831,12.563188&spn=0.007406,0.014677&sll=52.506844,13.424732&sspn=0.541647,0.939331&t=h&hq=white&hnear=K%C3%B8dbyen,+Copenhagen,+K%C3%B8benhavn+V,+Denmark&fll=55.667759,12.563338&fspn=0.007406,0.014677&z=16 White Meatpacking District] or similar area with clashing cultures <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
Since the game is about the fight between the butchers and bitches it need to be clear who is bitches, butches and who was killed. Therefore you need the following props for each team:<br />
[[Image:Wigs.jpg|thumb|200px|left|Mustache & blond wigs for the Bitches]] {{clear}}<br />
[[Image:Apron.jpg|thumb|200px|left|Apron for the Butchers]] {{clear}}<br />
<br />
[[Image:Chalk.jpg|thumb|200px|left|You need chalk to mark your victims on the asphalt]] {{clear}}<br />
<br />
<br />
Since both teams are moving in a certain rhythm you need music with a good continuous beat. We used Butch - Mushroom man (http://www.youtube.com/watch?v=6jcVA0v1Lps).<br />
<br />
==Level Design==<br />
<br />
Bitches and Butchers are a game about two different social groups that have their life style in the same space but they use it in different ways. So if you really want to make a proper playing field you should choose a spot where two different group co-exist. The chosen space should be a good spot for two separated march that ends in the two groups colliding with each other. <br />
Each of the two-persons BUBI-fight demand a space as big as an arms length. <br />
The place we played it was a round-shaped parking lot area between a meat packaging area and night clubs.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
<br />
One of the urban qualities that your chosen playing field should contain is a dry asphalt area in order to draw dead bodies on the ground (or ground material that is easy to draw on with chalk).<br />
<br />
<br />
[[Image:Chalk1.jpg|thumb|200px|left|Mark the end of the playing field with chalk]]<br />
{{clear}}<br />
<br />
==Rules==<br />
To make two teams, line up shoulder to shoulder according to your hight.<br />
<br />
The half with taller people is the Bitches team. The half with the smaller half is the Butchers team. Put on your props: Bitches wear fake mustaches and wigs; Butchers wear aprons. The Bitches team and the Butchers team are separately trained how to move by their team trainer.<br />
<br />
Your goal is to occupy as much space for your team as you can by killing as many rivals from the other team as possible.<br />
<br />
To start the game each team stands at their starting position. When the music starts Bitches and Butchers start to march towards each other (at all times moving in a way they were trained). As soon as the teams are close enough individual Bitches and Butchers can start to challenge each other by pointing at their opponent and shouting "Bubifight!!".<br />
<br />
The rules of the Bubifight: Face each other with not more than one step distance. Put your flat palm together without grabbing each others hand. Now start to push each other so that your opponent has to move his/her foot cause he/she is loosing balance. The person who first has to lifts a foot from the ground has lost the Bubifight. <br />
<br />
The winner of a Bubifight draws the outlines of a dead body around the looser with chalk and can now challenge new opponents on the battlefield. After the winner has drawn the dead body, the looser goes to the rebirth place of his/her team to restart. While marching back to the rebirth place, the looser crosses his arms in front of his/her body and can not be challenged.<br />
<br />
When the playing time is over the music stops and dead bodies are counted. The team who killed the most opponents wins.<br />
<br />
[[Image:rulecard_bubiFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|butchersbitches|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 01:07min. (Game #4)<br />
<br />
==Design and Play history==<br />
<br />
Since the beginning of the 2000’s Copenhagen Properties have been developing the area of the white meat city: An increasing number of work and event spaces for the creative industry, restaurants and bars popped up. Now white meat city is said to be one of Copenhagen’s trendiest areas- but still serving its original purpose as part of the meat industry. Different groups in peaceful co-existence: »You see each other, but you don’t see each other«, Mette told us in an interview. Also invisible, nonetheless threatening is the Ammonium, which is stored under the area. Ammonium ions are a waste product of the metabolism of animals and also of rotting bio-mass and highly dangerous. In this area it was used as a coolant for the whole meat packing district. Old pipes run everywhere and old containers lurk beneath. That is why a ban on reconstructions is in place in the vicinity of the storage. <br />
<br />
<br><br />
<br />
This is the area of BUTCHERS VS. BITCHES. Exaggerating possible dangers and social conflicts, pointing out and merging existing stereotypes concerning gender and status, BUTCHERS VS. BITCHES is an comic-like epic battle between meat waste container and »Karriere« bar. <br />
<br />
<br><br />
Disclaimer: We borrow the term from Andi Zeisler, founder and editorial director of the magazine Bitch: Feminist Response to Pop Culture. She uses the term bitch »to describe any woman who is strong, angry, uncompromising and, often, uninterested in pleasing men. We use the term for a woman on the street who doesn't respond to men's catcalls or smile when they say: Cheer up, baby, it can't be that bad. We use it for the woman who has a better job than a man and doesn't apologize for it. We use it for the woman who doesn't back down from a confrontation.«<br />
<br><br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4933Tuesdaymorninglock2013-10-22T16:33:38Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
'''BRIEFING NEIGHBORHOOD WATCH'''<br><br />
Depending on the number of players there are 2-4 non player characters in the role of the Neighborhood Watch. The Neighborhood Watch is seeking for players involved in trips. Players are vulnerable to the Neighborhood Watch from the moment when the envelop was unsealed to the moment when padlock and key was exchanged.<br> <br />
If a member of the Neighborhood Watch finds players in a vulnerable state:<br><br />
- he/she locks the players together<br><br />
- takes away the key <br><br />
- walks away leaving the players locked.<br><br />
<br />
After some time - half a minute or a minute - the Neighborhood Watch returns,<br><br />
- sets the players free,<br><br />
- takes away padlock and keys,<br><br />
- draws a line around the hiding place and writes 'cafe' or 'bar' or 'restaurant' or the like.<br><br />
By having marked that place, it is can not be used as a hiding corner again.<br><br />
<br />
Players in the Trip Room are not vulnerable to the Neighborhood Watch<br />
<br />
<br><br />
'''BRIEFING TRIP ROOM KEEPER'''<br><br />
In the Trip Room players can have trips without being vulnerable to the Neighborhood Watch. One non player character is taking care of the Trip Room. The Trip Room Keeper welcomes players who want to have a trip in the Trip Room and makes sure that there is only one couple in the room. <br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighborhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
[[Image:Speaker.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:Locks5.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4932Tuesdaymorninglock2013-10-22T16:27:44Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
'''BRIEFING NEIGHBORHOOD WATCH'''<br />
Depending on the number of players there are 2-4 non player characters in the role of the Neighborhood Watch. The Neighborhood Watch is seeking for players involved in trips. Players are vulnerable to the Neighborhood Watch from the moment when the envelop was unsealed to the moment when padlock and key was exchanged.<br> <br />
If a member of the Neighborhood Watch finds players in a vulnerable state:<br><br />
- he/she locks the players together<br><br />
- takes away the key <br><br />
- walks away leaving the players locked.<br><br />
<br />
After some time - half a minute or a minute - the Neighborhood Watch returns,<br><br />
- sets the players free,<br><br />
- takes away padlock and keys,<br><br />
- draws a line around the hiding place and writes 'cafe' or 'bar' or 'restaurant' or the like.<br><br />
By having marked that place, it is can not be used as a hiding corner again.<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighborhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
[[Image:Speaker.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:Locks5.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4931Tuesdaymorninglock2013-10-22T16:23:00Z<p>Tuesdaymorning: /* Level Design */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighbourhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
[[Image:Speaker.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:Locks5.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=File:Locks5.jpg&diff=4930File:Locks5.jpg2013-10-22T16:22:45Z<p>Tuesdaymorning: </p>
<hr />
<div></div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4929Tuesdaymorninglock2013-10-22T16:21:03Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighbourhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
[[Image:Speaker.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4928Tuesdaymorninglock2013-10-22T16:20:08Z<p>Tuesdaymorning: /* Preparation */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
[[Image:Locks4.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighbourhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=File:Locks4.jpg&diff=4927File:Locks4.jpg2013-10-22T16:19:49Z<p>Tuesdaymorning: </p>
<hr />
<div></div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4926Tuesdaymorninglock2013-10-22T16:18:19Z<p>Tuesdaymorning: /* Rules */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighbourhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| It is a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4925Tuesdaymorninglock2013-10-22T16:17:57Z<p>Tuesdaymorning: /* Rules */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighbourhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left| Its a match!.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorninghttps://ludocity.org/index.php?title=Tuesdaymorninglock&diff=4924Tuesdaymorninglock2013-10-22T16:17:36Z<p>Tuesdaymorning: /* Rules */</p>
<hr />
<div>{{gameinfobox<br />
|designer=Invisible Playground<br />
|image=<br />
|players=10-50<br />
|stuff=padlockes with keys, envelops, high visibility wests, walkie talkies<br />
|crew=5-6<br />
|preparation=3 hours<br />
|time=20 minutes<br />
|place=[https://maps.google.com/maps?q=Copenhagen,+Denmark&hl=en&ll=55.668845,12.561707&spn=0.001827,0.003943&sll=55.675624,12.581363&sspn=0.013745,0.031543&oq=copenha&t=h&hnear=Copenhagen,+Denmark&z=18 Grey Meatpacking District] or similar area <br />
|activities=attacking in a team, balancing, performing <br />
|status=unfinished<br />
}}<br />
<br />
A game about two groups with different lifestyles in one place. They would still coexist if ammonium remains from old times wouldn't have turned them into mutants fighting each other.<br />
<br />
==Preparation==<br />
<br />
This game is about unlocking as many trips which in this context is shared experiences about either a bad or good trip. The experiences are being written by players and put into envelope before the game starts. Please use Trip manufactory below.<br />
<br />
<br />
'''TRIP MANUFACTORY'''<br />
<br />
Roll the dice two times - One for space and one for sensory perception!<br />
<br />
<br> <br />
<br />
Space<br />
<br> 1 - Forest<br />
<br> 2 - Underwater<br />
<br> 3 - On the moon<br />
<br> 4 - Ancient ruins<br />
<br> 5 - Slaughterhouse<br />
<br> 6 - Health Clinic<br />
<br />
<br> <br />
<br />
Sensory Perception<br />
<br> 1 - Smell<br />
<br> 2 - Sounds<br />
<br> 3 - Taste<br />
<br> 4 - Body Consciousness (floating/ very heavy)<br />
<br> 5 - Light/Colours<br />
<br> 6 - Sixth sense (mindreading, perceiving ghosts/ future/ etc.)<br />
<br />
<br> <br />
<br />
Then you roll the dice to decide if this is a good or bad trip:<br />
<br> 1-3 good trip --> Your personal desire<br />
<br> 4-6 bad trip --> Your personal fear<br />
<br />
<br />
<br />
<br />
<br><br />
<br />
'''LOCK SYSTEM'''<br />
<br />
The main prop you need xxx Dear Daniel, please insert concrete number xxx of small padlocks with different keys and different colors dot markers in order to get an overview of which keys belongs to which lock. <br />
xxxxxDear Daniel - please insert some wise words about the key system herexxxxx<br />
<br />
<br />
[[Image:Toolbox.jpg|thumb|200px|left| ]] {{clear}}<br />
<br />
<br><br />
<br />
'''DESIGN FICTION''' <br />
<br />
''Get your players into the fiction of the game by telling them this introduction before explaining the rules:''<br />
<br />
<br />
Kødbyen has a new start-up. Liquid minds. I’m Daniel and I’m one of the entrepreneurs behind LIQUID MINDS. We are young, open minded people. And we have started a lab around here. We are producing the hottest stuff for the market. It's better than drugs, it's better than sex. It’s not trip a around the world - it is a trip into the very mind of people, into the collective conscious. The desire for new experiences is growing. And our competitors are not standing still either. so will start a closed beta. Today! <br />
<br />
The trips are not safe for everyone right now. That is why Liquid Minds has hired you. You are semi-professional trip sitters. Trip sitters guide people through special experiences. So you will accompany the trips that LIQUID MINDS offers. You on the other hand, are young, curious, experience seeking people looking for the ultimate thrill. But you are not the usual recreational drug user. Your mindset is that of a psychonaut. You are no astronauts, travelling to the stars, you're no aquanauts, travelling to the deep blue. You are psychonauts, travelling through the depths of our minds. You two will have come together to make a trip. Like locks and keys. <br />
<br />
The problem is, that the trips are highly specific and don’t fit any mind. Try to find the right partner to create the right setting for your trip. Try to find a match. The trip sitter holds the key to your trip. He will open up your mind. You will watch them. And ground them in reality. You will try to keep them safe. After each trip you all have to calm down and to reset your mind. The goal for the next 15min is to make as many trips as you can. <br />
<br />
But beware! There is the Neighbourhood Watch. They are not happy about liquid minds. And especially not about the influx of new thrill seekers. They like their ‘hood the way it is. They like their expensive, little cafés, their restaurants and artsy galleries. They look for people trying to disturb their everyday life. They will punish you for having intense experiences. You better you what they tell. They might call the police, and we, liquid minds don’t want the police.<br />
<br />
==Level Design==<br />
<br />
Locked needs a playing field that has spots where players can hide in pairs for a minute or so. Also appliances are needed where players can lock each other to with a padlock (for example fence, railings etc.). <br />
<br />
The base of the Psyonauts and the base of the Trip Sitters should be in different corners of the playing field. <br />
<br />
The Trip Room should be in a rather remote corner of the playing field so that players bump into it either by chance or by following the signs pointing towards the direction of the Trip Room. The Trip Room also should provide something where the players can lock each other to. The outline of the Trip Room is marked on the ground with chalk and it should not be much bigger than the area that two persons need to stand on.<br />
<br />
[[Image:FO_CPH.jpg|thumb|200px|left|]]<br />
{{clear}}<br />
<br />
==Rules==<br />
<br />
You are either a Psychonaut or a Trip Sitter. <br />
<br />
The goal of the game is having as many trips as possible. A trip is when a Trip Sitter shares an experience with a Psychonaut. <br />
<br />
At the Psychonaut base station Psychonauts get a key. At the Trip Sitter base station Trip Sitters get a padlock and envelope with a written experience. In the field Psychonauts and Trip Sitters try to find the matching key and padlock with the aim of having a trip together.<br />
<br />
[[Image:Locked.jpg|thumb|200px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
<br />
'''How to have a trip'''<br />
<br />
- the Trip Sitter locks the Psychonaut to an object in the field <br><br />
- then the Trip Sitter unseals the envelope and reads the experience <br><br />
- then the Trip Sitter unlocks the Psychonaut <br><br />
- and then they finish the trip by exchanging key and lock. <br><br />
<br />
Going back to their base station Psychonauts score a point by handing in the padlock; now they can pick up a new lock. Trip Sitters score a point at their base station by handing in their key; and they can pick up a new padlock and envelope.<br />
<br />
During the trip - from locking the Psychonaut to an object until exchanging padlock and key - Trip Sitters and Psychonauts are vulnerable by the Neighbourghood Watch. They should try to avoid them. <br />
<br />
<br />
[[Image:rulecard_lockedFront.jpg|thumb|300px|left|rulecard front.]]<br />
{{clear}}<br />
<br />
==Photos and Videos==<br />
<br />
{{flickr|locked|size=t}}<br />
<br />
<br />
{{vimeo|76041139|}}<br />
{{clear}}<br />
Game start at 00:07min. (Game #1)<br />
<br />
==Design and Play history==<br />
<br />
<br />
<br />
The Field Office Copenhagen was created in the framework of Metropolis Festival 2013 presented by Københavns Internationale Teater. Field Office Copenhagen has received a Creation aid by the IN SITU network, in the frame of the META project. This project has been funded with support from the European Commission (DGEAC – Culture programme). <br />
<br />
<br> <br />
<br />
See the Tumblr for the research at: www.fieldofficecph.com/<br />
<br> <br />
Read about the Metropolis festival 2013 here: www.kit.dk/2013/index-ENGLISH.html<br />
<br />
==Other games from the Kødbyen Game Set==<br />
<br />
<br />
<br />
[[Category:Kødbyen Game Set]]</div>Tuesdaymorning