Do NOT Pass Go

The object of the game is simple: the last player to maintain his or her civil liberties wins. The equipment consists of a board, dice and tokens. There is a Homeland Security deck, a Free Speech deck, play Civil Liberties (hereby referred to as CL) and a Vault to deposit lost liberties into.To begin, each player fills out a Security Profile by rolling the dice to determine amount of civil liberties (CL) for each category:
• Citizenship Status
• Race/Ethnicity
• Religion
• Employment
• Political Affiliation
The player with the most civil liberties goes first, starting on Bring it On! the tokens move in the direction of the arrow the number of spaces indicated. The color-coding of the Terror Alert System determines if a player is at risk of losing CL at the hands of another player.
Alert Color Coded Spaces:
• Red (Severe)
• Orange (High)
• Yellow (Elevated)
• Blue (Guarded)
• Green (Low)
The playing board also consists of spaces marked FBI, Homeland Security, Airport Security Screening, Pro War and Anti War spaces and a Free Speech Zone. What happens to the players on each space depends on their Security Profile and how many Civil Liberties they are in possession of. If a player lands on Go to GTMO, or draws a card with the same command, or loses CL due to die roll, the player will wind up in Guantanamo Bay Detention and will continue to lose CL until the proper roll is achieved.
The Free Speech Zone allows players to read aloud statistics about the Patriot Act and gives that player a soapbox to pontificate (pro or con) about the merits of the legislation.
The game ends when one player is left still in possession of CL and not held in Detention.



















































































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