Log-rolling game
Background
Bargaining seldom involves a single issue at a time. Politicians,
diplomats and the like are forced to balance their preferences on some
issues against their preferences on others, given that they probably
won't get their way on all of them. A concession may be made to
another party on a less important topic in exchange for that other
party's support on a more vital issue. This process is known as log
rolling.
The cynical trading off of one issue against another is something that
politicians certainly do, but tend not to talk about. Since different
groups have different priorities, log rolling will often operate to
the advantage of all concerned. One kind of example involves
single-issue parties and lobby groups. The groups are well placed to
barter support to other parties on those matter of indifference to
them.
This game simulates log rolling by placing each player in the role of
a member of a political committee. Each player has a set of priorities
known only to eirself. The winning player will be the one who best
succeeds in pushing through those proposals that are of most
importance to eir.
The Rules
Adapted from Michael Laver's book Playing Politics, Penguin (1979).
- The Bank is equipped with two packs of playing cards, one with
red backs, one with blue.
- The (red-backed) agenda pack has all the court
cards and the two jokers removed.
- The (blue-backed) preference pack is complete
(with jokers) and has added to it the red-backed court
cards and jokers from the agenda pack.
- If there are more than nine players present, they will be divided
into teams of two. Each players/team receives $100.
- The preference pack is shuffled and cards are dealt to the
teams until fewer cards than teams are left.
Remaining cards are set aside face down. Suits represent issues to be
voted on. The more high cards a player/teams holds in a particular
suit, the more that team will be rewarded if the committee votes in
favour of spending money on that issue. Exception: court cards
(and jokers) are irrelevant, see rule 6 below.
- We next set the agenda -- the issues to be discussed and the order
in which they will be discussed. This is fixed by dealing
twelve cards from the agenda pack. The are placed in a line in
the middle of the table, alternately face up and face
down. (The agenda for this committee, like most, is laced with
surprises). The suit of the nth card determines the nth issue
to be discussed at the meeting. At each of the twelve stages, a
project concerning the issue is to be considered. The committee
will have to decide, by majority vote, whether or not to spend
money on this project.
- Negotiating: Before each vote there is a three
minute negotiating session. The players are free to discuss
with each other how they are going to vote. They may, if they
wish, show each other cards from their hands. They may even
buy/sell/trade cards from one another.
- Voting: At the end of the three minutes the
vote is taken. Each team votes by placing a card from its hand
face down on the table.
- A vote against a motion is cast by playing a joker or a
court card.
- A vote for a motion is cast by playing any other card.
Any team not voting within thirty seconds is fined $10 and
is deemed to have abstained.
Note that red-backed cards are negative votes which are clearly
identifiable as such, even face down.
After the thirty seconds have elapsed, all the cards
played are turned over. If a majority are not court cards or
jokers, the motion passes. Otherwise it fails.
- Payout: If the motions fails, there is no
payout and no costs are levied.
- If the motion passes, each team is charged $12.
- If the motion passes, each team that voted in favour
receives a payout as follows:
- A vote in favour with a card of a different suit to that
of the issue under discussion receives the face
value, in dollars, of the card played.
- A vote in favour with a card of the same suit
as that of the issue under discussion receives
double the face value of the card played.
- The team that plays the highest card in favour of
the proposal from the suit representing the issue
under discussion receives an additional $10
bonus.
- Discussion moves on to the next item. If the next
agenda card is face down, it is now turned face up. The three
minute negotiating session starts, and play proceeds as in 5-7
above.
- How the meeting ends: If the next agenda card
is an ace, or if all twelve agenda cards have been used, the
meeting ends.