Each player receives:
5 Game PLENTYs
1 pre-printed card to track trades
1 pen
Also need:
1 “offerings sheet” per group
Butcher paper
Marker
Noisemakers! (maracas, tambourines,
bicycle horns, bells, whatever)
- Moderators
hand out 5 game PLENTYs and a card to each player.
- The
players from small groups (3 to 6 each).
- Moderators
give each group a noisemaker.
- Each player
writes their name on the back of their PLENTYs.
- Each
player writes down three things they would like to receive (“wants”) and
three things they can offer (“offerings”) on one side of their card. (There is room for more than three in
each column, but that comes later…)
- Each
person prices their offerings at 1, 2, or 3 PLENTYs per trade.
[In the real economy we price our
wants as well, but for simplicity it is assumed there’s no such thing as
haggling! You either pay the asking price
or don’t.]
- The
group spends several minutes introducing themselves and finding matches
between wants and offerings. The
goal is for every player to have at least one person who is spending
PLENTYs with them and one with whom they are spending PLENTYs. This could be the same player for each
relationship. There is no limit to
how many matches a player can have.
- Chances
are there will be some players without a buyer and/or a seller. To fill in these blanks, players can:
- Make
creative matches (e.g. “I wanted someone to teach me history, but if I
had child care five times a week, I could spend time at the library reading
history books.”)
- Come
up with a new offering (“start a new business”) based on the community’s
wants
- Come
up with a new want (“recognize an opportunity”, or “fall prey to
advertising”) based on the community’s offering.
These things all happen in the real
economy, so why not?
- One
player in each group volunteers to be the Accountant. S/he writes down all the offerings in
the micro-economy and the value being asked for each on the “Offerings
sheet.” If more than one player
offers the same offering, use the average price.
- The
moderators check to make sure the groups have established their
relationships. Once this has
happened, they explain how the trading will work by walking the groups
through one turn.
·
The players flip over their cards.
·
Play begins with the youngest player and
continues to his/her left. Each player
may choose to trade one or more times, or simply to pass, on his/her turn.
·
Whenever a player spends PLENTYs,
s/he tracks what offerings were received in exchange.
·
Whenever a player receives PLENTYs,
s/he makes noise with the noisemakers. There
is no need to track the PLENTYs.
·
There are only two goals.
1. Make
sure everyone in the group is getting to make noise fairly equally.
2. Keep the noise going!
·
The players in the group may need to get
creative to fulfill those two goals.
What do you do when someone is running out of PLENTYs, or when someone
is ending up with all of them and no one can afford his/her offerings? Prices can be raised and lowered*, trade
arrangements changed, new goods/services added to the market, etc. Changes to values or additions of new
goods/services should be recorded by the Accountant.
- The
moderators commence trading and check in with the different groups from
time to time. (Surest sign a group
needs checking in is if the noise is infrequent…).
- The
moderators declare trading over after roughly 15 minutes.
- The players
in each micro-economy tally how many PLENTYs they have on hand.
- The
Accountant lets each player know the last value of each offering which the
players track on their card. The
players then determine “Total Value” by multiplying the final value of
each offering by the number of times they received it.
- The
moderators ask for a show of hands and track the numbers on the butcher
paper (or white/blackboard, or overhead projector, etc.).