23
REMEMBER THE RULES

Here's an activity that dramatically demonstrates the importance of checking our assumptions.

Synopsis

The players are divided into two groups to practice playing a two-person game using a sheet of scoring rules. Later, players from each group compete with players from the other group. Unknown to the players, the scoring rules given to the two groups are slightly different from each other, creating chaos and confusion.

Purpose

To experience the consequences of making assumptions that everyone is playing by the same rules

Participants

Minimum: 4

Maximum: Any number

Best: 12–20

Time

10–20 minutes

Supplies and Equipment

  • Playing cards

Handout

Scoring Rules, two versions

Room Setup

Provide seating arrangements for pairs of players.

Preparation

Make copies of the two different versions of the Scoring Rules.

Version 1:

Scoring Rules

  • If both cards are red, nobody gets any points.
  • If both cards are black, each player gets 1 point.
  • If one card is red and the other card is black, the player who played the red card gets 5 points. The player who played the black gets no points.

Summary:

  • Red and Red: Both players get 0.
  • Black and Black: Both players get 1 point.
  • Red and Black: Red player gets 5 points; Black player gets 0 points.

Version 2:

Scoring Rules

  • If both cards are red, nobody gets any points.
  • If both cards are black, each player gets 1 point.
  • If one card is red and the other card is black, the player who played the red card gets no points. The player who played the black gets 5 points.

Summary:

  • Red and Red: Both players get 0.
  • Black and Black: Both players get 1 point.
  • Red and Black: Red player gets 0 points; Black player gets 5 points.

Do not mark the sheets Version 1 or Version 2. (We are pretending that all the scoring rules are the same.)

Flow

Explain the game. Tell the players that they will receive one red playing card and one black playing card. The players will pair up. During each round, the players will show one of the two cards and receive points depending on whether the cards are both red, both black, or one red and one black. The pair of players will continue playing for five rounds. At the end of the fifth round, the player with the highest score wins the game.

Divide the players into two groups. Keep the groups equal in number of participants. (It's okay if one group has one more player than the other group.)

Distribute the Scoring Rules. Give copies of Version 1 to the members of the first group and Version 2 to the other groups. Do not call attention to the fact that there are two different versions. Ask the players to read, understand, and memorize the rules because you will take away the rule sheets to see how effectively people are able to recall and apply the rules during gameplay.

Conduct practice rounds. Take away the Scoring Rules from all the players and give each player a red playing card and a black playing card. Ask each player to pair up with another player from his or her group. If the group has an odd number of players, appoint the extra player to be an observer and watch the action. Give a piece of paper to each pair of players to keep track of the score.

Play and score. Ask each player to select one of the playing cards and hold it with the playing side down. Once both players have done this, ask them to turn the cards face up. Tell the players to write down the score based on the scoring rules they read earlier.

Conclude the practice rounds. After playing five rounds, ask the players to stop.

Set up the contest rounds. Tell the players that they will compete with player from the other group. They will play the five rounds of the game as before. Since this is a serious championship contest, tell the participants they are not permitted to talk to each other. They have to play silently.

Conduct the contest. Ask the players to pair with someone from the other group. Give them sheets of paper to keep score. Ask them to begin playing.

Prohibit talking. Because the scoring rules for the two players are slightly different, they may want to discuss the rules with each other or appeal for your help. Simply remind the players that they are not permitted to talk during the contest. Ask them to continue playing as best as they can without talking.

Conclude the game. After five rounds of play—or when they players refuse to continue—stop the game.

Conduct a debriefing discussion. Use suitable questions to drive home these learning points:

  1. We assume that everybody is playing by the same rules.
  2. You cannot believe everything you read.
  3. Small differences have a big impact on interpersonal interactions.
  4. In chaotic situations, people tend to blame “others.”
  5. When people behave differently from your expectations, you assume they don't understand the rules, or that they are cheating.
  6. Assertive people impose their rules on others.

Link to the Meeting

Avoid making assumptions. Ask the participants to think about the typical steps they employ during their meetings. Encourage them to check in with other participants to see whether they have the same assumptions and expectations about the goals and objectives for the next meeting.

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