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Simulation #2

Student Rule Sheet - both Upland and Deltaland

IN THIS GAME YOU HAVE CHOICES! Each country can determine how quickly it grows and how much it wants to invest in environmental control. Option Cards that you will draw determine what choices are available. As your country grows there will be more options, but also greater challenges.


Appoint a mathematician who determines how many chips to move, an historian who records the history of the country that the game is simulating, and a facilitator who consults the rules and helps the team decide what to do. You will also want a negotiator who works when necessary with the other team.

Set Up:

Shuffle and place the Option Cards face down on the Game Board. Start with two population counters in Upland and four in Deltaland.

Calculate your standard of living: Upland begins with a standard of living of one water counter for each population counter. Deltaland begins with a standard of living of two water counters for each population counter.

As before, one round of play (one decade) consists of one move by each country. The 12 steps below are one move by either team.

The rain is computed as before: for Deltaland, it is the roll of the dice or 8, whichever is smaller; for Upland, it is still three times the roll or 24, whichever is smaller.

Here are the steps in each country’s move: [ Revision note: Need to simplify and follow some kind of narrative.]

1. Draw option cards.
If your standard of living is 1.0 or 1.5, draw one option card.
If your standard of living is 2.0 or 2.5, draw one option card for each ten population counters.
If your standard of living is 3.0 or 3.5, draw one option card for each six population counters.
If your standard of living is 4.0 or higher, draw one option card for each four population counters.

(The richer you are, the more options you have.)

2. Play all the bad news cards.
Your standard of living cannot go below 1.0.

3. Trade, play, or hold onto the remaining cards.
Place the ones you play face up in your country. Negotiate trades with the other countries if you see advantages in their cards.

4. Water evaporates from your dams.
Remove one water counter from your country for each dam. (This happens for everyone.)

5. Figure your water needs.
Multiply your standard of living by your population counters to determine the number of water counters you will use for the decade.

6. Reduce your water consumption.
Apply any water conservation cards you have played.

7. Generate pollution.
Put into the Quint River pollution counters equal to half of the water you

8. Reduce pollution.
Apply any pollution reduction cards you have played. (Why 8 after 7?)

9. Consume water.
Remove the water you need from the Quint River. If you do not have
enough, reduce your standard of living by a point, but never below 1.0.

10. Send on your water.
If you have reservoirs, you can leave up to four counters in each. If you
pollute, you have to leave some pollution in each reservoir. The rest goes

11. Increase your population.
As before, use the Population Growth Table to determine how much your
population will grow this decade.

12. Discard cards that are not permanent.

Look over the remaining cards for your country. If they are marked “one
decade only” remove them. If they are marked “permanent,” leave them.
Shuffle the discarded cards into the pile of OPTION cards.

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