Weird backstory from my life: Back in Mafikeng, suited men from America came to our school and asked us to design a board game. I designed a very compelling war game about the Boer War. I did a crazy amount of research, drew a map of South Africa with the different provinces, and used my mum’s After Dinner Mints boxes to house cards with questions. I used little soldiers to move around the board. A lot of the game hinged around the Siege of Mafikeng. The Men-in-Suits loved my game. The next year, Trivial Pursuit came out. Related? Idk? You tell me.
Game Title: Propaganda!
Objective: Players compete to spread their ideology and control the narrative in a fictionalized world, aiming to dominate the global political landscape by managing propaganda, public opinion, and crises.
Number of Players: 2-4
Components:
- Game Board: Divided into regions with varying levels of media influence, public trust, and political stability.
- Ideology Cards: Represent different propaganda techniques and narratives (e.g., Appeal to Fear, Bandwagon, Testimonial).
- Event Cards: Real-life inspired events like economic downturns, scandals, or technological breakthroughs that affect gameplay.
- Influence Tokens: To show control over regions.
- Media Cards: Represent control or influence over different media outlets.
- Propaganda Counters: Used to measure propaganda effectiveness.
- Crisis Cards: Reflect real-world crises that players must manage or exploit.
- Doomsday Clock: A tracker showing how close the world is to chaos or war due to mismanaged propaganda.
Setup:
- Board Layout: Place the board where all can see. Each region starts with a neutral media card.
- Player Selection: Each player chooses an ideology from a selection inspired by historical and current political movements (e.g., Autocracy, Democracy, Totalitarianism, Theocracy).
- Initial Setup: Players draw an initial set of Ideology Cards (5 each) and Media Cards (2 each). Place starting Influence Tokens in one region per player.
- Doomsday Clock: Set at 11 (with 12 being doomsday).
Gameplay:
Turn Phases:
- Draw Phase:
- Draw 1 Ideology Card and 1 Event Card.
- Propaganda Phase:
- Deploy Ideology: Play an Ideology Card to influence a region. Each card has effects like:
- Appeal to Fear (increase media influence in a region while lowering public trust).
- Bandwagon (influence neighboring regions if you control the current one).
- Testimonial (boost your influence in a region with a celebrity or expert endorsement).
- Media Influence: Use Media Cards to either defend against opponents’ propaganda or amplify your own. Media Cards can be used to:
- Counteract an opponent’s Ideology Card.
- Amplify your Ideology Card’s effect.
- Shift public opinion towards or away from an ideology.
- Deploy Ideology: Play an Ideology Card to influence a region. Each card has effects like:
- Event Phase:
- Event Resolution: Play or discard an Event Card. Events can be positive or negative, like:
- Economic Crisis (lower stability in regions unless managed with propaganda).
- Technological Breakthrough (can be used to boost your narrative or undermine others).
- Scandal (forces players in the affected region to lose influence unless they mitigate with propaganda).
- Event Resolution: Play or discard an Event Card. Events can be positive or negative, like:
- Crisis Management Phase:
- Crisis Handling: Draw from the Crisis Deck if the Doomsday Clock moves. Crises must be dealt with through propaganda or lose influence:
- Environmental Disaster: Use “Greenwashing” to maintain influence or lose it.
- War: Players can either promote peace or escalate to gain control but risk advancing the Doomsday Clock.
- Crisis Handling: Draw from the Crisis Deck if the Doomsday Clock moves. Crises must be dealt with through propaganda or lose influence:
- Doomsday Clock Adjustment:
- Adjust the clock based on global stability. Aggressive actions or unresolved crises move it closer to midnight. Successful propaganda moves it back.
Winning the Game:
- Dominance: The first player to control 3 regions for one full round wins, reflecting real-world ideological dominance.
- Doomsday: If the clock hits 12, the player with the most influence across all regions wins, symbolizing control in chaos.
Special Rules:
- Public Trust: Measured by counters in each region. High trust is hard to sway but yields more stable control. Low trust regions are volatile but easier to flip.
- Narrative Clashes: When two or more players use opposing Ideology Cards in the same region, a debate occurs where players argue their case. The player with the most compelling argument based on card effects and regional context gains control.
Notes:
- Real-Life Examples: Use historical and current events for your Event and Crisis Cards to ground the game in reality, providing educational value alongside gameplay (e.g., The 2008 Financial Crisis or the Cambridge Analytica Scandal).
- Balancing: Ensure each ideology has strengths and weaknesses to keep the game balanced and reflective of real-world political dynamics.
This game framework uses real-life propaganda techniques and events to create a strategic, educational, and engaging experience for players, encouraging them to think critically about media, politics, and public perception.
Break down the propaganda techniques and narratives fully as though you were teaching that part to an incoming group of new recruits
Answer
Welcome to the Propaganda Techniques and Narratives Workshop for New Recruits
In the game “Propaganda!”, understanding and effectively employing various propaganda techniques and narratives is crucial for controlling public opinion and achieving dominance. Let’s break down these methods, drawing from real-life examples:
Propaganda Techniques:
1. Appeal to Fear:
- Description: This technique leverages fear to influence behavior or opinion, often by exaggerating threats or consequences.
- Example: During the Cold War, propaganda often painted the opposing side as an existential threat to peace and security.
- In-Game: Increase your influence in a region by scaring the populace into supporting your ideology, but at the cost of lowering public trust.
2. Bandwagon:
- Description: Suggests that everyone is doing something, so you should too. It plays on the fear of being left out or missing out.
- Example: Advertising campaigns often use this, like “Everyone’s switching to green energy, why aren’t you?”
- In-Game: Utilize this to spread your influence to neighboring regions if you control the current one, leveraging the psychological effect of conformity.
3. Testimonial:
- Description: Using the endorsement of a celebrity, expert, or common person to lend credibility to your message.
- Example: Political ads using endorsements from well-known figures to sway voters.
- In-Game: Boost your influence in a region by playing a card representing a high-profile endorsement, enhancing your narrative’s credibility.
4. Glittering Generalities:
- Description: Using vague, positive phrases that appeal to emotions rather than logic.
- Example: Phrases like “Freedom,” “Justice,” or “Change” without specifying how these ideals will be achieved.
- In-Game: Ideal for swaying public opinion broadly, but less effective against those with high public trust who seek specifics.
5. Name-Calling:
- Description: Labeling the opposition with negative or derogatory terms to discredit them.
- Example: Political campaigns often label opponents with terms like “corrupt” or “out of touch.”
- In-Game: Use to weaken an opponent’s foothold in a region by tarnishing their image, though this can backfire if overused.
6. Plain Folks:
- Description: Portraying the leader or ideology as relatable to the common people, suggesting they are “one of us.”
- Example: Politicians appearing in everyday settings like diners or small towns to connect with voters.
- In-Game: Effective in regions with lower trust in established elites, gaining trust by appearing authentic.
7. Transfer:
- Description: Associating your message with symbols, values, or institutions held in high regard to gain acceptance.
- Example: Using national flags or religious symbols to give one’s cause legitimacy.
- In-Game: Amplify your ideology’s appeal by linking it to respected or revered entities.
8. Card Stacking:
- Description: Selectively presenting facts or arguments to make your case stronger while hiding weaker points.
- Example: Only highlighting the successes of a policy while ignoring its failures.
- In-Game: Manipulate public opinion by showcasing only the beneficial aspects of your ideology.
Narratives:
Narratives are overarching stories or themes that propaganda techniques help to tell:
- The Savior Narrative: Your ideology or leader is the only hope for salvation from current woes.
- The Enemy Within/Without: There’s an internal or external threat that only your ideology can combat.
- The Golden Age: Promises of returning to or creating an ideal past or future under your rule.
- The Inevitability of Victory: Suggesting that your side is bound to win because of natural progress or divine will.
- The Common Good: Your ideology works for the benefit of all, not just a select few.
Application in “Propaganda!”:
- Cards and Actions: Each Ideology Card in the game will represent one of these techniques or narratives. Players select cards based on the situation in the region they’re targeting:
- Choosing Cards: Analyze the region’s current state (trust, stability, media control) to decide which technique will be most effective.
- Card Effects: Each card has specific effects, like altering public trust, changing media control, or manipulating the Doomsday Clock.
- Strategic Use:
- Combine techniques for maximum impact (e.g., using Testimonial to back up an Appeal to Fear).
- Adapt your narrative to the ongoing game events (a crisis can be spun into a Savior or Enemy Narrative).
- Counter-Propaganda: Be prepared to defend against these techniques by opponents. Media Cards can be crucial here, acting as shields or counterattacks.
- Learning from History: Each technique has historical precedents; studying these can provide insights into when and how to deploy each effectively in the game.
By mastering these techniques and narratives, you’ll not only excel in “Propaganda!” but also gain a deeper understanding of how influence and power are wielded in the real world. Remember, the key is not just in deploying propaganda but in understanding the audience and context in which you’re operating.
historical examples
media literacy
more interactive
now make the lesson for pros
Answer
Advanced Seminar on Propaganda Techniques and Narratives for Propaganda! Pros
Welcome Back, Veterans of Influence
As seasoned players of “Propaganda!”, you’ve mastered the basics. Now, let’s dive deeper into the art, strategy, and psychological warfare of propaganda. Here’s how to elevate your game:
Advanced Propaganda Techniques:
1. False Dichotomy:
- Elevated Use: Create scenarios where the public feels they must choose between your ideology and an exaggerated, undesirable alternative.
- Pro Tip: Use this when the Doomsday Clock is nearing midnight to force a decision in your favor. Combine with Appeal to Fear for maximum effect.
2. Manufactured Consensus:
- Advanced Application: Instead of Bandwagon, engineer the perception of consensus through control of media narratives or by staging events that suggest universal support.
- Strategy: Coordinate multiple media cards to back a singular narrative, making dissent seem like an anomaly.
3. Sophisticated Testimonials:
- Pro Technique: Not just celebrities but “expert” testimonials from fields like science, medicine, or academia. These can sway even the most skeptical regions.
- Best Practice: Use these to counter scientific crises or economic downturns, lending credibility to your narrative.
4. Subliminal Messaging:
- Next Level: Introduce cards that subtly influence without overt propaganda. Think of background elements in media cards that promote your ideology.
- Application: For long-term play, use these to slowly shift public opinion without triggering immediate backlash.
5. Narrative Inversion:
- Expert Maneuver: When an event would typically harm your ideology, invert the narrative to your benefit. Turn negatives into positives or blame others.
- Example: A scandal in your ranks becomes an opportunity to demonstrate transparency or to accuse opponents of a smear campaign.
6. Emotional Co-optation:
- High-Level Play: Use events or crises to co-opt emotions like empathy or anger, redirecting them to support your cause.
- Tactic: After a crisis card, play a narrative that positions you as the empathetic leader or the righteous avenger.
Strategic Narrative Development:
- The Adaptive Narrative: No single story fits all contexts. Learn to pivot your narrative based on real-time feedback from game events and opponent moves.
- Layered Narratives: Combine multiple narratives for different segments of the population. For example, use the Savior Narrative for those in distress and the Golden Age for those nostalgic for better times.
- Narrative Exhaustion: Opponents will adapt; keep rotating your narratives to prevent desensitization. Introduce new angles or stories when your current ones lose effectiveness.
- Counter-Narrative Warfare: When facing strong opposition narratives, develop counter-stories that dismantle their core messages. Use historical context or current events to your advantage.
Psychological Warfare:
- Cognitive Dissonance: Create situations where accepting your narrative means less cognitive dissonance for players, making it more palatable to switch sides.
- Social Proof: Beyond Bandwagon, manipulate the social environment in the game to make your ideology seem like the social norm. Use media cards to control what appears on the board.
- Moral High Ground: Position your ideology as the moral choice, especially in crises. This can be done through narrative or by playing cards that showcase moral stands or humanitarian efforts.
Pro Tips for Game Dominance:
- Event Exploitation: Always have a narrative ready to exploit any event card drawn. Crises are opportunities for narrative reinforcement or creation.
- Media Control: Understand that media cards are not just about blocking opponents but about shaping the environment. Control the narrative flow by deciding when and how to reveal or play these cards.
- Doomsday Clock Strategy: Use the clock not just as a countdown but as a tool. Sometimes, advancing it can panic opponents into making mistakes or adopting your narrative for stability.
- Long Game vs. Short Game: Know when to play for immediate gains versus setting up long-term control. Sometimes, losing a region temporarily can set the stage for a grander narrative takeover.
- Psychology of the Player: Remember, you’re not just influencing the game’s populace but also the players. Predict their actions based on their previous plays and adjust your propaganda accordingly.
By mastering these advanced techniques and strategies, you’ll not only dominate in “Propaganda!” but also gain insights into the complex, often subtle, ways real-world propaganda operates. Remember, the most effective propaganda is not just seen; it’s felt and internalized.
Historical propaganda examples
Psychological manipulation tactics
More strategic depth