The GA Game
The GA Game:
Amendments to Bylaws
By Kenneth Langer
(A final project for the GA Polity Class 2020)
Introduction
This is a game about the annual General Assembly of the Unitarian Universalist Association.
The Amendments Game is meant to closely replicate the process of proposing an amendment to a bylaw (non-C bylaw) in the GA conference in 2020. The game can be played competitively or cooperatively. In the competitive version, the objective is to be the first delegate (player) to get an amendment approved. In the cooperative version, all delegates work together to get all their amendments approved.
Players
For one to four players.
Object
The objective of the game is to craft a possible amendment to the bylaws of the UUA by moving along the outer track of the board to collect signatures and support, then move to the inner board to collect votes, and finally to the inner space where the amendment is approved.
Preparation
Prepare the board by printing the four board papers (large board) and align them together on a large table or surface. When completed, it should look like the graphic below.
The game board contains two tracks (red and green), two bridges, and an inner space.
Print out the cards.
It is best to use different colors of paper for each card set to differentiate them.
Cut the paper along the dashed lines to create the cards.
Print one page of cards for each number of players.
Congregation Cards
Member Cards
Procedure Cards
Luck Cards
Pro Cards
Obtain one six-sided die.
Obtain a playing token for each player. Any kind of small place marker will do.
Each player should place their marker in one of the four corners of the board (A, B, C, or D).
Rules
Make a covenant to abide by the rules.
Decide who will go first.
Delegates (players) must take the following steps in order to get an amendment approved:
Determine what the proposed amendment shall be and enter the outer track.
Gain support for their amendment by seeking either congregational support or member signatures on the outer track.
Submit the amendment.
Pass the Mini-Assembly.
Collect votes on the amendment on the inner track.
Secure the approval of the amendment.
Delegates take turns rolling the die.
Once on a track, each delegate will roll the die and move their marker on the game board according to the number rolled.
Movement is clockwise on the outer track.
Delegates can move in either direction on the inside track.
Determining The Amendment
Each delegate should come up with a possible amendment and announce it to the other delegates. The actual amendment makes no difference in the play of the game so players are free to make up any kind of usual or unusual amendment.
Delegates must first enter the outside track from their corner position. On their turn, each delegate must roll a 1 to signify that the amendment is ready for consideration at GA.
If a delegate rolls a 1, that player places their marker on the arrow space in front of their corner.
If a delegate does not roll a 1 on their turn, that player loses that turn.
Amendment Support
Once on the outside track, delegates must accumulate support for their amendment.
Support must come either from:
15 Congregation Points or
250 Member Points
Delegates may only choose one method for accumulating points.
Delegates may give points collected to another delegate or discard them if not needed.
On each turn a delegate rolls the die and moves their marker forward on the outer track in a clockwise direction.
If the delegate lands on a marked space, the delegate must take a matching card (see the symbols below).
After a card is used, it should be placed on the bottom of the deck.
In order to move from the outside track to the inside track, a delegate must collect at least 250 Member Points or 15 Congregation Points.
Marked spaces images:
Congregation = church
Member = figure head
Pro = check mark
Con = X mark
Procedure = gavel
Luck = four leaf clover
Submitting The Amendment
Once a delegate has collected either 250 Member Points or 15 Congregation Points, that delegate can attempt to enter the inner track.
The inner track can only be entered from the SUBMIT space.
A delegate must land on a SUBMIT space by exact number.
The Mini-Assembly
After landing on SUBMIT space the delegate must pass through the Mini-Assembly by rolling a 1 or 2 on their turn.
If a 1 or 2 is rolled, the delegate may move that number forward to an arrow space.
If a 1 or 2 is not rolled, the delegate must remain on the SUBMIT space until the next turn.
Collecting Votes
After passing the Mini-Assembly, the delegate will proceed in either direction by rolling the die on their turn and moving the number rolled on the die.
On each turn, a delegate may choose to move in either direction.
If a delegate lands on a PRO space (√) the delegate may collect 1 Pro Card which contains a number of votes.
A delegate with 1,000 votes is eligible to enter the central space marked APPROVAL.
A delegate who lands on a CON space (x) collects no votes.
Delegates may give Vote Cards to other delegates or discard them.
Getting Approval
To seek approval for an amendment a delegate must:
Collect at least 1000 votes
Land on the space marked CALL FOR THE VOTE by exact number.
Have at least one die card collected from the Procedural Cards. More than one may be collected.
Once a delegate has met all these requirements, the last step is to match a die roll with one of their collected Procedural Cards after landing on the CALL FOR THE VOTE space.
When the die rolled on a turn matches the die roll on any collected Procedural Card, the delegate enters the central space and their amendment is approved.
Ending the Game
If the game is played in competition, the first delegate to get an amendment approved is the winner and the game ends.
If the game is played cooperatively, the game ends when all delegates successfully get their amendments approved and all are considered winners.
The Cards
When a delegate lands on a space marked with a symbol (except for the CON symbol), a card must be collected based on that symbol.
A delegate may either:
Keep the card,
Give the card to another delegate, or
Discard the card to the bottom of the deck.
All cards must be played immediately.
Outer Track Cards
Congregation Cards (church symbol)
Cards with 1-5 congregation points.
Member Cards (person symbol)
Cards with 10, 25, or 50 member signatures (points).
Luck Cards (clover symbol)
Cards with different directions for the delegate.
Inner track Cards
Pro Cards (√ symbol)
25, 50, or 100 votes
Procedural Cards (X symbol)
Cards with dice numbers and luck cards.
Board 1
Board 2
Board 3
Board 4
Congregation Cards
Luck Cards
Member Cards
Pro Cards
Procedural Cards