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SiSSYFiGHT 3000

SiSSYFiGHT 3000. Overview. SiSSYFiGHT simulates a schoolyard fight between little girls. Each girl begins with 10 Self-Esteem chips the and goal of the game is to reduce your opponents self-esteem to zero. When there are only one or two players left with any self-esteem, they win the game.

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SiSSYFiGHT 3000

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  1. SiSSYFiGHT 3000

  2. Overview SiSSYFiGHT simulates a schoolyard fight between little girls. Each girl begins with 10 Self-Esteem chips the and goal of the game is to reduce your opponents self-esteem to zero. When there are only one or two players left with any self-esteem, they win the game.

  3. Setup Each player starts with: 1. Three “Action” cards 2. Six “Target” cards 3. Ten chips. Everyone should pick one of the six colors.

  4. Rules Each Round: • Everyone picks an “Action” and a “Target” in secret. • Reveal cards simultaneously, then resolve actions. • All communication must be public. • When you run out of chips, you’re out. • When one or two people are left, they win.

  5. Observations?

  6. Aesthetic Breakdown What are the aesthetics of SiSSYFiGHT? In other words, what kinds of “fun” does it deliver? Can we come up with aesthetic models?

  7. Discussion • What other settings, genres or subjects might fit this game?

  8. Exercise • Choose a fictional genre and/or setting that might fit this game. • Adapt the game to your chosen subject matter. • Keep in mind the aesthetic qualities we identified in the breakdown. • How can the rules of the game be changed to best support your fiction?

  9. Brainstorming • Write three genre ideas on three scraps of paper. • Mix all your table’s ideas together. • Lay them all out and discuss. • Choose a genre; don’t feel limited to the ones written down.

  10. Exercise • Choose a fictional genre and/or setting that might fit this game. • Adapt the game to your chosen subject matter. • Keep in mind the aesthetic qualities we identified in the breakdown. • How can the rules of the game be changed to best support your fiction?

  11. We will reconvene after lunch. (2:00) Feel free to take supplies with you, but PLEASE return them. Don’t forget to sign up for an elective.

  12. Welcome Back! • Finish your designs. • Take some time to playtest. • If time permits, share your designs with another group.

  13. Discussion • Let’s compare solutions. What different approaches did we take?

  14. Discussion How did the game dynamics support your subject matter? Were the game dynamics and the subject matter ever in conflict? How did your choice of subject matter influence your process?

  15. Any Final Observations?

  16. Coffee! After the break, pick a different section to go to.

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