Difference between revisions of "Ponzi!"
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− | An allegorical game of high finance; players strive to trade | + | An allegorical game of high finance; players strive to trade tokens advantageously. But some of them are fraudsters secretly trying to dump worthless assets. |
{{gameinfobox | {{gameinfobox | ||
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== Overview and theme == | == Overview and theme == | ||
− | The players represent financiers (hedge fund managers, investment bankers and the like). They must increase their assets (total number of | + | The players represent financiers (hedge fund managers, investment bankers and the like). They must increase their assets (total number of tokens) as much as possible before the inevitable market crash. |
− | One or more of the players is secretly a fraudster, whose starting | + | One or more of the players is secretly a fraudster, whose starting tokens are all worthless. |
Optionally, spectators can represent market analysts, who must try to work out who is the fraudster, based on their trading patterns. | Optionally, spectators can represent market analysts, who must try to work out who is the fraudster, based on their trading patterns. | ||
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== Preparation == | == Preparation == | ||
− | The game requires | + | The game requires tokens, available in as many colours as there are players. 100 of each colour is plenty. |
− | Assign each player a unique colour. Give each player 30 | + | Assign each player a unique colour. Give each player 30 tokens of their colour. Also giving them a matching badge/sticker to remind the other players of who had which starting colour would be a good idea if available. |
− | Prepare as many playing cards as there are players - | + | Prepare as many playing cards as there are players - aces for the desired number of fraudsters. Two fraudsters seems to work well with six players - a lone fraudster seems to have a big advantage. |
− | Hand out cards and ask the players to look at them in secret, remember them, then give them back. Make sure the moderator knows who got the | + | Hand out cards and ask the players to look at them in secret, remember them, then give them back. Make sure the moderator knows who got the ace(s). Announce that any player with a ace is a fraudster. |
Prepare the Invisible Hand, a mechanism which randomly indicates the Will of the Market, ie which combinations of beads can be traded for other beads. The simplest version is just a hat, out of which to draw beads. | Prepare the Invisible Hand, a mechanism which randomly indicates the Will of the Market, ie which combinations of beads can be traded for other beads. The simplest version is just a hat, out of which to draw beads. | ||
− | Have chocolate coins (or gold bars, or Ferrero Rocher) on hand for rewards: 5 x number of players, + 1. Provide fruit as an alternative for those who can't eat chocolate. | + | Have chocolate coins (or choccy gold/silver bars, or Ferrero Rocher) on hand for rewards: 5 x number of players, + 1. Provide fruit as an alternative for those who can't eat chocolate. |
[IF AUDIENCE ARE TO BE ANALYSTS, provide a "stock chart" with vertical markers for each round. Provide stickers in the same colours as the beads, for use by spectators to make their predictions about who the fraudster is.] | [IF AUDIENCE ARE TO BE ANALYSTS, provide a "stock chart" with vertical markers for each round. Provide stickers in the same colours as the beads, for use by spectators to make their predictions about who the fraudster is.] | ||
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== How the Invisible Hand works == | == How the Invisible Hand works == | ||
− | Each round, the moderator of the game, representing the Will of the Market, will exchange a particular combination of | + | Each round, the moderator of the game, representing the Will of the Market, will exchange a particular combination of token colours for a SUBSTANTIAL NUMBER of beads of a particular colour. |
For example, the Market might desire two yellows and a blue, and in exchange return 6 reds. | For example, the Market might desire two yellows and a blue, and in exchange return 6 reds. | ||
− | The simplest way to generate this is to have the moderator pull | + | The simplest way to generate this is to have the moderator pull two or three tokens out of a hat; it is up to the moderator's discretion which colour the market is "selling" and what the exchange rate is. |
− | Generally, the Market should only pay out | + | Generally, the Market should only pay out 4 to 6 tokens; perhaps larger amounts in the early rounds if players are reluctant to swap. |
− | |||
== Gameplay == | == Gameplay == | ||
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Sequence of each round: | Sequence of each round: | ||
− | 1. The players trade | + | 1. The players trade tokens among themselves - whatever deals they want to strike are up to them. Set a time limit of about 2 or 3 minutes to keep things moving. |
− | 2. The Invisible Hand indicates the WILL OF THE MARKET: the set of | + | 2. The Invisible Hand indicates the WILL OF THE MARKET: the set of tokens, and what they can be traded for. |
− | 3. The moderator swaps sets for | + | 3. The moderator swaps sets for tokens according to the will of the Market. |
Repeat until a set number of terms or time limit has elapsed. At this point, the Market crashes: see Endgame below. | Repeat until a set number of terms or time limit has elapsed. At this point, the Market crashes: see Endgame below. | ||
− | [OPTIONAL IF AUDIENCE ARE BEING 'ANALYSTS': At any time, a spectator can predict who the fraudster is. To do this, the spectator writes his/her initials on a sticker and affixes it to the turn counter on the current turn. Each spectator can make only one prediction. | + | [OPTIONAL IF AUDIENCE ARE BEING 'ANALYSTS': At any time, a spectator can predict who the fraudster is. To do this, the spectator writes his/her initials on a sticker and affixes it to the turn counter on the current turn. Each spectator can make only one prediction.] |
== Ending the game == | == Ending the game == | ||
− | Reveal the worthless | + | Reveal the worthless token colour(s) and make every player discard all the worthless beads. |
− | The player with the most | + | The player with the most tokens remaining is the winner. |
Announce that the winner (or winners if there's a tie) gets a bonus for steering their company through the crisis, and reward them with chocolate. Then announce that this is banking, everyone has to get a bonus anyway, and give all the other players the same reward. | Announce that the winner (or winners if there's a tie) gets a bonus for steering their company through the crisis, and reward them with chocolate. Then announce that this is banking, everyone has to get a bonus anyway, and give all the other players the same reward. | ||
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The Will of The Market could be a bingo machine with coloured balls, instead of just a hat. [idea suggested by Natalie Catchpole] | The Will of The Market could be a bingo machine with coloured balls, instead of just a hat. [idea suggested by Natalie Catchpole] | ||
− | If spectators are making predictions, the turn counter and predictions could be projected on a big screen. Maybe spectators could text in their predictions - the colour and their initials - and clever software could put that onto the "stock chart". Ideally the chart would show the numbers of | + | If spectators are making predictions, the turn counter and predictions could be projected on a big screen. Maybe spectators could text in their predictions - the colour and their initials - and clever software could put that onto the "stock chart". Ideally the chart would show the numbers of tokens in play, somehow (RFID?). |
== Variants == | == Variants == | ||
− | Team Ponzi! - to scale the game to a larger number of players, you could group players into small teams who all share the same colour | + | Team Ponzi! - to scale the game to a larger number of players, you could group players into small teams who all share the same token colour (but still have their own allocation of tokens to trade). Make clear that the reward for success goes to an individual and not a team. A member of a fraud team who manages to get rid of the worthless tokens might be tempted to betray her team members by admitting she's a fraudster - although she has no way to prove it. [suggested by Kevan] |
== Shopping list == | == Shopping list == | ||
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Essential: | Essential: | ||
− | *Nx plastic trays to keep | + | *Nx plastic trays to keep tokens in |
− | *Clear plastic cups to store the moderator's | + | *Clear plastic cups to store the moderator's tokens in and display trade combos |
*Top hat to draw trade combos from (or bingo machine with coloured balls) | *Top hat to draw trade combos from (or bingo machine with coloured balls) | ||
− | * | + | *Tokens of N colours - 50 to 100 of each (poker chips or beads) |
*Playing cards | *Playing cards | ||
*Chocolate coins (and fruit option) | *Chocolate coins (and fruit option) | ||
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Useful: | Useful: | ||
− | *Coloured badges/stickers/hats with stickers on, in the same colours as the | + | *Coloured badges/stickers/hats with stickers on, in the same colours as the tokens |
If spectators are predicting: | If spectators are predicting: | ||
− | *Stickers of N colours (matching | + | *Stickers of N colours (matching tokens) |
*Stock chart | *Stock chart | ||
Revision as of 13:56, 28 June 2009
An allegorical game of high finance; players strive to trade tokens advantageously. But some of them are fraudsters secretly trying to dump worthless assets.
Ponzi! | |
---|---|
Designer: | Ben Henley; developed with Holly Gramazio and Kevan Davis |
Year: | unknown |
Players: | 4-6 (also, spectators can predict the fraudster) |
Stuff required: | A large number of beads, one colour per player |
Crew required: | One. |
Preparation: | 10 minutes |
Time required: | 40 minutes |
Place required: | indoors |
Activities: | Trading, bluffing |
This is a playable game - it's finished, tested and ready to play. | |
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?) |
Note
Ponzi! is currently free to play at the Soho Theatre bar. See 'Play History' below for details.
Overview and theme
The players represent financiers (hedge fund managers, investment bankers and the like). They must increase their assets (total number of tokens) as much as possible before the inevitable market crash.
One or more of the players is secretly a fraudster, whose starting tokens are all worthless.
Optionally, spectators can represent market analysts, who must try to work out who is the fraudster, based on their trading patterns.
Preparation
The game requires tokens, available in as many colours as there are players. 100 of each colour is plenty.
Assign each player a unique colour. Give each player 30 tokens of their colour. Also giving them a matching badge/sticker to remind the other players of who had which starting colour would be a good idea if available.
Prepare as many playing cards as there are players - aces for the desired number of fraudsters. Two fraudsters seems to work well with six players - a lone fraudster seems to have a big advantage.
Hand out cards and ask the players to look at them in secret, remember them, then give them back. Make sure the moderator knows who got the ace(s). Announce that any player with a ace is a fraudster.
Prepare the Invisible Hand, a mechanism which randomly indicates the Will of the Market, ie which combinations of beads can be traded for other beads. The simplest version is just a hat, out of which to draw beads.
Have chocolate coins (or choccy gold/silver bars, or Ferrero Rocher) on hand for rewards: 5 x number of players, + 1. Provide fruit as an alternative for those who can't eat chocolate.
[IF AUDIENCE ARE TO BE ANALYSTS, provide a "stock chart" with vertical markers for each round. Provide stickers in the same colours as the beads, for use by spectators to make their predictions about who the fraudster is.]
How the Invisible Hand works
Each round, the moderator of the game, representing the Will of the Market, will exchange a particular combination of token colours for a SUBSTANTIAL NUMBER of beads of a particular colour.
For example, the Market might desire two yellows and a blue, and in exchange return 6 reds.
The simplest way to generate this is to have the moderator pull two or three tokens out of a hat; it is up to the moderator's discretion which colour the market is "selling" and what the exchange rate is.
Generally, the Market should only pay out 4 to 6 tokens; perhaps larger amounts in the early rounds if players are reluctant to swap.
Gameplay
Sequence of each round:
1. The players trade tokens among themselves - whatever deals they want to strike are up to them. Set a time limit of about 2 or 3 minutes to keep things moving.
2. The Invisible Hand indicates the WILL OF THE MARKET: the set of tokens, and what they can be traded for.
3. The moderator swaps sets for tokens according to the will of the Market.
Repeat until a set number of terms or time limit has elapsed. At this point, the Market crashes: see Endgame below.
[OPTIONAL IF AUDIENCE ARE BEING 'ANALYSTS': At any time, a spectator can predict who the fraudster is. To do this, the spectator writes his/her initials on a sticker and affixes it to the turn counter on the current turn. Each spectator can make only one prediction.]
Ending the game
Reveal the worthless token colour(s) and make every player discard all the worthless beads.
The player with the most tokens remaining is the winner.
Announce that the winner (or winners if there's a tie) gets a bonus for steering their company through the crisis, and reward them with chocolate. Then announce that this is banking, everyone has to get a bonus anyway, and give all the other players the same reward.
Making it more theatrical
If possible, the moderator should wear a suit and a bowler hat. A black glove to represent "the invisible hand" seemed like a good idea, but almost nobody got the joke.
The Will of The Market could be a bingo machine with coloured balls, instead of just a hat. [idea suggested by Natalie Catchpole]
If spectators are making predictions, the turn counter and predictions could be projected on a big screen. Maybe spectators could text in their predictions - the colour and their initials - and clever software could put that onto the "stock chart". Ideally the chart would show the numbers of tokens in play, somehow (RFID?).
Variants
Team Ponzi! - to scale the game to a larger number of players, you could group players into small teams who all share the same token colour (but still have their own allocation of tokens to trade). Make clear that the reward for success goes to an individual and not a team. A member of a fraud team who manages to get rid of the worthless tokens might be tempted to betray her team members by admitting she's a fraudster - although she has no way to prove it. [suggested by Kevan]
Shopping list
For N players:
Essential:
- Nx plastic trays to keep tokens in
- Clear plastic cups to store the moderator's tokens in and display trade combos
- Top hat to draw trade combos from (or bingo machine with coloured balls)
- Tokens of N colours - 50 to 100 of each (poker chips or beads)
- Playing cards
- Chocolate coins (and fruit option)
- Stopwatch
Useful:
- Coloured badges/stickers/hats with stickers on, in the same colours as the tokens
If spectators are predicting:
- Stickers of N colours (matching tokens)
- Stock chart
Chrome:
- Suit/bowler/red braces etc. for moderator
Play history
'Ponzi!' ran at Sandpit #10 at the ICA, after a test at the Pembury Tavern.
Ponzi! is currently running in the ground floor bar at the Soho Theatre, from 23 June to 4 July 2009 (not Sunday), as part of the Everything Must Go! season.
Sessions start at 9:30pm, with a 5pm session on Saturdays.
Entry is free and a ticket to the preceding plays is not required.
<flickr size="m">ludocity%3Agame%3Dponzigame</flickr>
(These are the ten most recent Flickr photos of Ponzi!. To add your own, just add the "ludocity:game=ponzigame" tag to your Flickr photos.)