Dear friends, in front of you is an experimental version of the so-called "Time Machine", guessing game able to predict future design trends. The game simulates the reality and the various events taking place in it. We combined the events from 9 different spheres of life: economics, technology, health, demography, ecology, sociology, culture, politics and the “black swan”; and divided them into the several piles, which differ on the basis of the significance and scale of the impact of the event. We tried to make this game as simple and understandable to a wide audience and we hope that it will provide you the invaluable help in your work.
7 Card of Region
42 cards of global events (red back)
64 cards of the secondary events (blue back)
77 cards of tertiary events (green back)
20 cards of “black swan” events
50 tokens of influence
notepad for calculating results
Before the game select the region or regions for which you are going to simulate the future design trends. Then arrange the remaining cards in 4 separate piles: global events pile, secondary events pile, minor events pile and the “black swan” pile. These piles will be involved into different stages of the game.
First of all, place selected region card in the center of the board - this will be our conditional starting point (if you want to predict the trends for different regions, you can put all of the selected regions in the center of the board, or to play for each of them separately with the same cards). Then, one card from the pile of global events is randomly drawn out and put the same way into the center of the board, over the region card (or cards). This is our first and most important event happened in our "future" world. The player or players are beginning to discuss the possible consequences of this event and put tokens of impact on the basic elements of Ecology, Society and Economy areas. Thus, we denote those elements that are affected by the global event that has occurred.
Stage 2. Secondary events.
Then, two cards are randomly drawn from the pile of secondary events. After discussion, they are also put on the board at the 2 crossing circles but not in the middle (in this case you should have to think where exactly to put the card, because this time only two major areas of the map are affected). Then again follows discussion and placing tokens on the basic elements of the affected areas of the board, that are influenced by secondary events cards.
Stage 3. Minor events.
Than three cards are randomly drawn from the pile of minor events. They represent even more smaller scale events than in the first two piles. These cards should be laid out on parts of the areas that have no intersection with other areas. Then follows the usual for players discussion and placing tokens on the basic elements of the affected areas of the board.
Stage 4. Random event.
At this stage one card is drawn from the “black swan” pile randomly, and placed anywhere on the board or close to it. After discussion, the players again place the influence tokens on the basic elements of the board, that are affected by this event.
Note: It’s possible a variant of the game, when the minor and “black swan” events are mixed into a single pile, so at the 3rd stage of the game 3-4 cards are drawn from this pile, from which you may find (or may not) one or more “black swan” cards.
The game ends when we passed through all the stages. Or in case we’re playing with a few regions, the game ends when all stages were held for each region.
Note: The game can also be used to analyze the current situation in the world. In this case, the cards are not pulled out from the piles randomly, but in accordance to the present situation. This tool helps to see the connection between current events more clearly and to describe some kind of "frame" for further work.