A COLLECTION OF PLAYABLE IDEAS
Think twice
Set the rules, test a hunch or train a learner. Small games about the choices we make and the systems around us.
Each game stands on its own, with the instructions and the idea together. Pick one that catches your eye, or begin with The Rulemaker.
The Rulemaker
Set how three couriers are paid, run the same afternoon under different rewards, and compare who gets served and who waits.
One More Clue
Spend limited points on tests and reports. Cross off explanations and choose an answer when you think the evidence is enough.
The Watchmakers
Choose how many watch parts to secure at a time. Compare progress saved from interruptions with time spent securing it. The phone will ring.
Matchbox Apprentice
Reward a courier’s routes with coloured beads. Open its memory, then move the destination and see whether its old habits still help.
The Last Seat
Guess how busy a tiny music venue will be, then go or stay home. Share your forecast and see how the other regulars change their plans.
The Quiet Machine
Nudge four connected needles and try to keep them steady. Change their responses and compare a self-tuning machine with one that keeps its settings.
The Appeal
Set the entry rules for a four-seat workshop and read the appeals. Revise a rule or make an exception, then see who gets a seat and what qualifying costs them.
The Night Post
Send a postcard in four envelopes. Add numbers, receipts and retries, then see what gets home and how much extra post it takes.