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.

SET THE REWARDSStart here

The Rulemaker

Set how three couriers are paid, run the same afternoon under different rewards, and compare who gets served and who waits.

Make the rules
CHOOSE YOUR EVIDENCEThree cases + a warm-up

One More Clue

Spend limited points on tests and reports. Cross off explanations and choose an answer when you think the evidence is enough.

Start investigating
PROTECT YOUR PROGRESSTwo workbenches, one afternoon

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.

Enter the workshop
TRAIN A TINY LEARNERColoured beads for memory

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.

Meet the apprentice
PREDICT THE CROWDTwelve nights, twenty regulars

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.

Choose your evening
STEADY THE NEEDLESFour connected needles

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.

Wake the machine
HEAR AN APPEALSix applicants, four seats

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.

Open the admissions desk
DELIVER A POSTCARDOne unreliable night route

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.

Open the post desk