Train Conductor Game
The Object of this game is to convince the conductor of an out-of-control train with no brakes to drive their train down the opposing team’s track. During play, the teams will play a series of cards on the table representing two tracks. The cards that are played are either negative or positive events or actions as well as people. When the conductor chooses to send the train down a track they will prevent the actions or event from occurring, but will also kill the people.
The overall goal of the game is to identify that everyone's morals and beliefs differ based on their own life experiences, upbringing, etc., and to explore the personal connections behind each decision.
Instructions:
SETUP
Choose one flight member to be the conductor. Divide the remaining flight members into two teams.
Arrange the classroom.
Set up a table so that the conductor can sit at the head with one team on either side (See Figure 1 below). (C = conductor, X = team members)
Shuffle the positive cards and place them in a pile. Shuffle the negative cards and place them in a separate pile. Place in a location where each team member can reach the desks.
GAMEPLAY
1. The instructor draws cards.
The instructor will draw two positive cards from the deck and place one on each side of the table to start each team’s “track” (See Figure 2 below). During play the students will be building upon these cards.
2. Everyone draws cards.
One at a time, each player (except the conductor) will draw 2 positive cards and 2 negative cards. Ensure team members do not show their cards to the other team.
3. Teams play positive cards.
Teams will share their positive cards among their team. As a team, and without the other team overhearing, they must select 3 positive cards and play it on their track (See Figure below). (They will later have to explain why they chose that card.)
4. Teams play negative cards.
Teams will share their negative cards among their team. As a team, and without the other team overhearing, they must select 3 negative cards and play them on the other team’s track (See Figure 3 below). The goal of this is to convince the conductor to send the train down the other team’s track.
5. Time to discuss (and argue)!
Once the teams have played their cards, each team will explain why they decided to play the cards they chose (i.e., what was the thinking behind their choice).
NOTE: The teams will not play all the cars in their hands, only 6 will be played by each team. All remaining cards held by the teams will be discarded.
Teams may select a single spokesperson to explain their decisions, or they may discuss their reasons collaboratively.
6. Conductor decides!
Once the teams explain their decisions, the conductor must choose which track to send the train down, preventing the negative events from occurring and killing anyone on that track.