SOCiable A Game of Life Chances ©Jon Witt www.soc101.com Version 1.0.

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Presentation transcript:

SOCiable A Game of Life Chances ©Jon Witt Version 1.0

Setup Number of players: 5 (see 4-player option below) Cards: 8's through Kings, Aces, and Jokers from a standard deck. Power: – The order of strength goes from 8s (low) to Kings (high) – Aces are high and beat Kings – Jokers are wild and beat Aces, but only one Joker can be played per person per play. In other words, you cannot lay a pair of Jokers or use two Jokers to make 3-, 4- or 5-of-a-kind. Hierarchy: Boss, Veep, Manager, Clerk, Temp Starting Positions: – Each player draws a card from the deck. – The player who draws the high card becomes the Boss, the second highest becomes the Veep, on down to the player with the low card who becomes the Temp. – Break ties by having those who tied re-draw. – Sit in order clockwise from Boss to Temp. Dealing: – The Temp deals out all the cards, clockwise and one at a time, starting with the Boss ©Jon Witt

Card Exchange After the cards have been dealt, players exchange cards based on the following rules: – The Temp gives his/her two most powerful cards to the Boss and, after seeing the two cards, the Boss gives two cards of his/her choosing to the Temp. – The Clerk gives his/her one most powerful card to the Veep and, after seeing the card, the Veep gives one card of his/her choosing to the Clerk. – The Manager presents his/her cards face down to the Boss and the Boss selects a random card. After seeing the selected card, the Boss gives the Manager one card in return. ©Jon Witt

Playing the Hand The Boss starts play by laying either a single card, a pair, 3-of- a-kind, 4-of-a-kind, or 5-of-a-kind. Play continues clockwise. Successive players must be able to top those cards by playing the same number of cards but of a higher value. – Example: If someone leads with a pair of 10s, they can only be topped by a more powerful pair such as a pair of Queens or a King and a Joker. – Example: If someone leads with three Nines, they can only be beaten by a more powerful three-of-a-kind. – Example: If someone plays a single Ace, the only card that can beat it is a single Joker. Passing: – Players who cannot play must pass. – Players can also choose to pass even if they can play. When all have passed, the Temp clears the cards that have been played from the center and the player who laid the most powerful card(s) gets to lead-off for the next round. ©Jon Witt

Scoring & Winning Going Out: – The first player to get rid of all his/her cards becomes the Boss for the next hand. The next out becomes the Veep on down to the last player out who becomes the Temp. Changing Positions: – Players change seats corresponding to their new positions. Scoring: – The new Boss gets 5 points, the new Veep gets 3, the new Manager gets 2, the new Clerk gets 1, and the new Temp gets zero. Continuing Play: – The next hand then begins with the new Temp dealing out the cards as described above. Winning: – The first player to score 11 points wins. For a longer game, play to 16 or 21. Four Player Option: – Deal all the cards. There is no Manager. The Boss and Temp exchange 3 cards. The Veep and Clerk exchange 2 cards. All other rules are the same. ©Jon Witt

Discussion Questions To what extent do you think that skill, luck, and/or structure shaped outcomes? Did anyone cheat? Did the Boss or Veep ever give up a powerful card to the Temp or Clerk? Why or why not? Did it occur to anyone to suggest changing the rules? How might you have gone about doing so? ©Jon Witt