‘The Greenway’ is a modification of ‘Get the Scoop,’ originally designed on 8-9.October.2011 at the Fall 2011 Cardboard Jam. This new implementation was begun after witnessing the live videocast of the Occupy Boston arrests at the Rose Kennedy Greenway on the morning of 11.October.2011.

This is an active document. What you see here today may change tomorrow.

Originally Designed as ‘Get the Scoop’ By:

Rik Eberhardt <reberhar@mit.edu> http://rikeberhardt.com

Jonathan Johnson

David Ludwig

Dale Miller

Re-implemented as ‘The Greenway’ By:

        Rik Eberhardt <reberhar@mit.edu> http://rikeberhardt.com

Thanks to our playtesters!

‘Get the Scoop’ playtesters:

Ian Aguiar, Mitchell N. Charity, Goober, Alex Gurany, Calvin Crane Nelson III, Tam Miller, Brad Momberger, Tim Stellmach, Jon Venezian, Tim Volpe

‘The Greenway’ playtesters:

        Jason Begy, Jason Beene, Owen Macindoe, Michael Rapa

And Special Thanks to Boston Game Jams’ Darren Torpey and Vicki Torpey for organizing the Cardboard Jam (and partnered Food Jam), and to the Singapore-MIT GAMBIT Game Lab for hosting the Jam!

http://bostongamejams.com

http://gambit.mit.edu


The Greenway                        “Civil Disobedience ... doesn’t work for anyone”

The Green has been invaded. Occupiers stand in the center of the Green, surrounded by their Veteran allies. As a leader of Protectors you must talk the Occupiers into leaving the Green and entering your safe zone, or use force if necessary.

Components

Setup

  1. Place 5 Protectors (P) of a single color (P1-P4) around each of the corners, surrounding a 2x2 block on two sides (labeled with the player’s number/color)
  2. Each player contributes a Quarter (qh) placed heads side-up diagonally from their corner Protector, on the Green
  3. Place 4 Occupiers (O1-O4) in the center 2x2 block of the Green (each turned to a unique number on the d4)
  4. Place 8 Veterans (V1-V8), each 2 spaces orthogonal from each of the Occupiers and the Quarters, in the Green.
  5. Deal 3 cards to each player, place the deck face down and in reach of all players
  6. The person with the most change in their pocket gets the First Player badge.

 

 

P1

P2

 

 

 

P1

P2

 

P1

P1

P1

P2

P2

P2

qh

V1

V2

qh

 

V8

O4

O3

V3

V7

O1

O2

V4

qh

V6

V5

qh

P4

P4

P4

P3

P3

P3

 

P4

P3

 

 

P4

P3

 


Play

The game is divided into rounds and turns. Each round consists of:

  1. The Occupiers’ turn, controlled by all of the players’ cards and dice

During the Occupiers’ turn, the players talk to the Occupiers simultaneously, trying to cajole them into coming towards the players’ own safe zone, or away from the other players’ safe zones.

  1. The Protectors’ turn, controlled by each player in clockwise order

During the Protectors’ turn, each player (individually and in clockwise order) uses 3 actions trying to either push the Occupiers closer to the players’ own safe zone by moving their Protectors or build a better argument for the next Occupiers’ turn by changing the cards in their hand.

  1. The Veterans turn, controlled by the First Player badge.

During the Veteran’s turn, the Veterans move in a prescripted order, clockwise around the Green, creating a cordon 2 spaces away from the Occupier’s original placement. They will push Protectors out of their way.

  1. The First Player badge is then passed to the next Player, clockwise

The player with the First Player badge goes first during the Protectors’ turn.

Win Condition

The goal is to get one Occupier to your safe zone and not have it leave during the Occupiers’ turn.


For each round of play:

First: the Occupiers’ turn

  1. Each player may choose 1 card to direct a Occupier.

  1. All players reveal their moves

  1. Check to see if anyone won!

Next: the 4 Protectors’ turns

Last: the Veteran’s Turn

  1. Protectors pushed by Veterans will push other pieces.
  2. If the line of Protectors and Occupiers have already reached the edge of the board, the Veterans are blocked.
  3. Other Veterans will continue to move clockwise, until blocked in this manner or by other Veterans.

Round end:

Veteran movement tables:

This example shows the starting setup for the Veterans. (‘c’ denotes the center 4 squares of the board)

q

V1

V2

q

V8

c

c

V3

V7

c

c

V4

q

V6

V5

q

During the Veterans’ turn they move 1 square, clockwise:

1 & 2 move 1 square Right
3 & 4 move 1 square Down
5 & 6 move 1 square Left

7 & 8 move 1 square Up

q

V1

V2

q

V8

V7

c

c

c

c

V3

V4

q

V6

V5

q

At the Veterans’ turn on the next round Veterans 2, 4, 6, & 7 move diagonally, clockwise:

q

V8

V1

q

V7

V2

c

c

c

c

V6

V3

q

V5

V4

q

Movement continues in this way one square per round, if you track Veteran 1, it moves right x 2, diagonally-down, down x 2, diagonally-left, left x 2, diagonally-up, up x 2, diagonally-right, and right again, back to its original position.