BARNGA
Barnga, as a global cross-cultural simulation
phenomena, has a very unusual history in that its creator developed the
simulation while playing cards with his guards while be held prisoner. Later, the creator of Barnga, Thiagarajan, initially
gave the game away for free. He did so
because he was so empowered by the game he had created that he wanted teachers
all over the world to be able to pass it on at no cost. This is why one can
still find free versions online and there are no court challenges for them. Andrea
MacGregor (2013) is one of the creators of one such online description.
Description
by Andrea MacGregor
Time Requirement: 60-80 minutes
Outcomes:
- Realization that different cultures perceive
things differently, and/or play by different rules.
- Students must understand and reconcile these
differences if they want to function effectively in a cross-cultural
group.
Introduction : In Barnga, participants experience the
shock of realizing that despite many similarities, people of differing
cultures perceive things differently or play by different rules. Players
learn that they must understand and reconcile these differences if they want
to function effectively in a cross-cultural group.
Overview : Participants play a simple card game
in small groups, where conflicts begin to occur as participants move from
group to group. This simulates real cross-cultural encounters, where people
initially believe they share the same understanding of the basic rules. In
discovering that the rules are different, players undergo a mini culture
shock similar to actual experience when entering a different culture. They
then must struggle to understand and reconcile these differences to play the
game effectively in their "cross-cultural" groups. Difficulties are
magnified by the fact that players may not speak to each other but can
communicate only through gestures or pictures. Participants are not
forewarned that each is playing by different rules; in struggling to
understand why other players don't seem to be playing correctly, they gain
insight into the dynamics of cross-cultural encounters
Set-up: Set up (approximately) 6 tables (about 4
people per table), depending on the number of people participating. On each
table there should be a copy of the rules for that table per player plus a
deck of cards (use only A-10, no face cards). To start, let the' participants
play a few rounds with the rules and with talking allowed. Next, EVERYTHING
is removed from the playing tables. Play continues with everyone at his own
table. From now, talking is prohibited. Winners will receive one popsicle
stick (see below for how to win).
After allowing a few rounds without
talking at the home table, participants must switch tables--the person who won
the most tricks moves clockwise to the next table, the person who loses the
most tricks moves counter-clockwise to the next table. What the players do
not know is that each table has learned a different set of rules (see below).
The rules: Depending on the
number of players, rule sheets can be altered or discarded for the number of
tables being used. Some samples of rules are as follows:
- Table 1: Ace high, no trump
- Table 2: Ace low, diamonds trump
- Table 3: Ace low, clubs trump
- Table 4: Ace high, hearts trump
- Table 5: Ace high, spades trump
- Table 6: Ace low, no trump
- In all cases, other cards will be worth face
value--10 high, 2 low.
Each table shares the following
rules:
- Players are dealt 5 cards each
- Whoever wins the most tricks will move
clockwise to the next table
- Whoever loses the most tricks will move counter
clockwise to the next table
- Everyone else stays at the same table
- Ties are resolved by paper rock scissors
- Each round will be about 5 minutes long (longer
if time allows) and each round will consist any number of games that the
time allows.
- After the initial round, players will not be
allowed to see the rules or speak to each other. Gestures and pictures
are allowed, but players are not allowed to use words.
- The game "winner" will be the person who has
won the most tricks in total. (Of course, once game play starts, winning
will likely take a back seat to trying to figure out what everyone else
is doing, as they are playing by different rules.)
- Players can keep track of scores with popsicle
sticks (one stick per trick won).
- The dealer can be anyone at the table, the
person who plays first will be to the right of the dealer .
- The first player for each trick may play ANY suit.
All other players must follow suit (play a card of the same suit). For
each round, each player plays one card.
- If a player does not have that suit, a card of
any suit must be played. The trick is won by the person with the HIGHEST
card of the ORIGINAL suit (players will begin to become confused when
some players believe their card is trump, and others disagree or
contradict this).
Debriefing : After playing a number of
rounds--either use a set time limit, or allow the number of rotations
according to the number of tables in play (6 rounds for 6 tables). Students
should be aware that they were playing by different rules, and the following
questions should be discussed. Students can stay in the last group they were
in, or return to their home groups at the teacher's discretion.
- If you could describe the game in one word,
what would it be?
- What did you expect at the beginning of the
game?
- When did you realize that something was wrong?
- How did you deal with it?
- How did not being able to speak contribute to
what you were feeling?
MacGregor
(2013)
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