RULE BOOK
RULE BOOK
RULES This game involves up to four players. At the beginning of the game the players will choose a game piece and place them at the start position. If two players want to use the same color game piece, they must roll the dice. Whoever has the highest roll, gets to play as that color piece. If there are ties, the players should roll again. In this game players will provide advice to each other about how to stop gangs from becoming involved in their neighborhoods, schools and families. Players will also be giving gang members tips on how to leave a gang and where to go for help. Finally, players will learn when it is necessary to call the police if they see gang behavior in their community. Players gain CAGE POINTS when they answer questions correctly. The goal of the game is to put as many WHITE THUMBPRINTS as you can over the gang behaviors that surround the board. First, put the four decks of cards labeled, GANG TARGET SKILLS, EX-GANG MEMBER SKILLS, COMMUNITY MEMBER SKILLS, and POLICE SUPPORT SKILLS, in the squares that surround the large X in the middle of the board. Second, a banker should be established. All players should roll the dice one time. Whoever has the highest roll becomes the banker. If there are any ties, wait until everyone rolls the dice before rolling again to break the tie if needed. The job of the banker is to give out CAGE POINTS, CAGE CERTIFICATES, CAGE FIELD MANUALS, and WHITE THUMBPRINTS. Next, the banker should give each player three CAGE POINTS and
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one CAGE FIELD MANUAL to each player. The CAGE FIELD MANUAL contains the skills used by gang targets, ex-gang members, community members and police officers to stop gangs and their activities. The information in the CAGE FIELD MANUAL is used to answer questions in the game. Next, players roll the dice to see which player will go first. Whoever rolls the highest number goes first, the player to their left will go next, and so on. Again, if there are any ties, wait until all the players have rolled to break the tie. From this point on, players will roll the dice to see how many spaces they will move. They will then pick a skills card from the center of the game board that corresponds to the skills card icon shown on the space they land on.
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RULE BOOK
PICKING SKILLS CARDS When a player lands on a skills card, the player reads the question on the back of the card out loud to the other players. Next, the player will give the answer. Other players decide if the player gave a good answer. If there is a disagreement, or the other players are not sure if this is a good answer, ask a teacher or adult to come over and judge the answer. The CAGE FIELD MANUAL is a good place to start to determine if an answer is good. If the other players agree that the answer given is a good one, the banker should give that player two CAGE POINTS. If the player answers the question the wrong way, they lose one CAGE POINT.
PURCHASING THUMBPRINTS When a player reaches six CAGE POINTS, they have the option to trade them in for a WHITE THUMBPRINT that corresponds to the color of their game piece. The player then covers up any gang behavior in a GRAY THUMBPRINT they choose surrounding the board with a WHITE THUMBPRINT. For every thumbprint they place on the board, the player will receive a CAGE CERTIFICATE that says, “I Helped Cage Gang Members.”
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EXTRA POINTS Some of the cards will say, “After you answer correctly, go to the START position and roll to earn extra points!� If the player answers the question correctly, they have the choice to move their game piece to the START position and roll to earn extra points in addition to the two CAGE POINTS they have already won for answering the question correctly. If they choose to go to the START position and earn extra points, the player will roll the dice to win or lose points according to their roll. For example, if a player rolls a one, they will lose one CAGE POINT, bringing their total points for answering the original question to one. If the player rolls a three, the player will win one extra CAGE POINT, bringing their total points for answering the original question to three.
LANDING ON A GRAY THUMBPRINT If a player lands on one of the GRAY THUMBPRINTS that surround the board with gang behaviors inside of them, they have to give one reason why gangs use this kind of behavior. The other players in the game will decide if the reason given by the player is good. If there is a disagreement, or the other players are not sure if this is a good answer, ask a teacher or adult to come over and judge the answer. Just like with question cards, you win two CAGE POINTS for a good answer and lose one CAGE POINT if you do not give a good answer. The next time someone lands on the same GRAY THUMBPRINT later in the game, that player must give a different reason why gangs use that kind of behavior. 4
RULE BOOK
LANDING ON A WHITE THUMBPRINT If a player lands on a WHITE THUMBPRINT that is covering a GRAY THUMBPRINT, the player will draw the skills card that corresponds to the skills card icon shown on the WHITE THUMBPRINT. If the player answers the question correctly, they have the option of moving their game piece to the start position and rolling to earn extra points. Some of the cards will say, “After you answer correctly, go to the START position and roll to earn extra points!” If this happens, and the player decides to move to the START position to earn extra points, they will win or lose double the amount of CAGE POINTS according to their roll. At the end of 30 minutes, the player who has placed the most WHITE THUMBPRINTS on the board is the winner.
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WHEN THE GAME IS OVER One of the most important parts of this game is the postgame discussion. It is important that during the discussion players are encouraged to develop key ideas learned from the game. Below are some questions to get the discussion started. 1. Can you give an example of something gang members do in your neighborhood that shows that the gang is there? 2. Do you agree that members of the community can do a lot to prevent gangs from coming into a neighborhood? What can a community do? 3. Should your school have certain rules that would prevent gangs from being there? 4. What are some rules your school should have that would work to keep gangs out? 5. Do you think gang members would benefit from playing this game? Why or why not? 6. Do you think gang targets would benefit from playing this game? Why or why not? 7. Do you think members of the community would benefit from playing this game? Why or why not?
8. What have you learned from playing this game? 6
RULE BOOK
NOTES
NOTES
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