|
Instructional Objective | Learners
& Context | Object of Game | Game
Materials |
|
Time Required | Rules | Design
Process | References |
- to
simulate the challenge of managing monthly expenses
- to
illustrate the consequences of accumulating debt and the benefits
of investing wisely
Learners
& Context of Use
The
game is targeted at young adults between the ages of sixteen and twenty-two,
who are learning to manage their own expenses. Target students have
difficulty mastering basic mathematical concepts, and may lack a positive
role model for financial planning.
Prior
knowledge must include a basic understanding of the workings of credit
cards and investments. This game is intended to supplement a unit on
personal financial management.
Game may
be used in a public or private school classroom, or used in the military
for new recruits.
Multiple games may be necessary to accommodate large groups of students
(recommend one game for every four students).
Game should
be used after the presentation of credit card and investment content,
at the end of the financial planning unit. A debriefing session should
follow the game play to emphasize consequences of financial choices.
The
object of the game is to be the first person to accumulate 50 HAPPY
points and be out of debt.
List
each of the physical objects one would find in the box. For example,
the board, each type of card, each type of prize or token, etc.)
- board
- playing
pieces
- budget
tokens
- cash
- budget
sheet
- chance
cards
- life
pieces
- HAPPY
points
- Instructions
- Interest/debt
chart
Allow
at least 10 to 15 minutes during first play to read instructions and set-up
the board. Allow 45-60 minutes of play time to complete game (more time
required for more people). Because of small pieces, carrying over game
play to second session is not recommended.
The
Rules
The
Escape from Mom's House is a game that simulates the first years when
young adults are on their own for the first time. Players make life
decisions such as going to college, buying a house, buying a car, getting
married, and having children. Players pay monthly expenses, receive
a salary, and earn HAPPY points based on their life decisions and chance
cards.
Objective: The first person to earn 50 HAPPY points and be out
of debt is the winner.
Read
all directions before beginning game.
Set
up:
- Each
player chooses a game piece (HAPPY people) and places it on the Start/Salary
square.
- One
player is the banker, one player keeps track of money tokens, and
one player keeps track of HAPPY point tokens and the assorted life
pieces.
- Place
all game cards face down on the appropriately marked space on the
game board.
- Each
player is given an empty budget sheet and $3000 starting cash.
- The
money tokens placed on the budget sheet help keep track of each player's
monthly expenses. As a player's expenses change throughout the game,
he/she places the corresponding amount of money tokens in the correct
expense category.
- Each
player begins the game single, living with Mom, with no investments,
and riding the bus. Monthly costs include $100 for transportation
and $100 for a rent payment to Mom. Therefore, each player places
$100 worth of tokens in the transportation column (to represent monthly
bus expense) and $100 in the housing column (to represent Mom's rent.)
- Each
player chooses whether or not they want to attend college. If a player
chooses to attend college he/she begins the game with $10,000 of debt.
Those players who choose to go to college place $10,000 worth of tokens
in their debt column.
- Each
player rolls two dice to determine their monthly salary based on the
following chart. Once the salary is determined, each player puts the
corresponding amount of money tokens in the salary column on his/her
budget sheet.
|
Salary
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
|
With
college
|
2500
|
2600
|
2700
|
2800
|
2900
|
3000
|
3300
|
3700
|
4100
|
4500
|
5,000
|
|
Without
college
|
1200
|
1400
|
1500
|
1600
|
1700
|
1800
|
2000
|
2200
|
2300
|
2500
|
3000
|
- Roll
one die to determine who goes first. Highest roll goes first; proceed
in a clockwise direction.
Playing
the game:
- At
the beginning of his or her turn, each player chooses to make life
decisions that will earn HAPPY points: buy a house, rent an apartment,
buy a used car, buy a new car, get married, have a child, invest in
a CD, or invest in the stock market.
- Players
advance along the board in a clockwise rotation a specific number
of squares determined by the roll of 2 dice.
- As
a player lands on a square they pick up and read the corresponding
card. Based upon their life decisions each card directs the player
to:
- collect
or pay out cash and/or HAPPY points and/or
- alter
their permanent expenses or income. The budget sheets are updated
accordingly.
Expenses/Salary:
- Players
keep track of their own cash and track their current expenses, investments,
and salary with the budget sheet. Each time a monthly expense changes
they update the tokens in their budget sheet.
- When
a player passes or lands on any of the corner squares he/she
must do the following:
Salary
square: Player is paid their monthly salary.
Credit
payment square: Player must pay 2% (based on a 24% APR) of their
current debt in interest charges to the bank. (see chart on board)
The player has the option to pay off the principal part of the debt
at the beginning of their turn by paying the bank and updating the
number of tokens in the "debt" column of his or her budget
sheet. If a player only pays interest expense, no debt is removed
from the budget sheet.
Housing: Player
pays their current housing expense.
Transportation: Player
pays $100 in transportation expense (spent on a bus or gas if own
car)
HAPPY
points/Life Pieces:
- Throughout
the game players will make life decisions that will earn them HAPPY
points. At the beginning of every turn players may choose to accumulate
life pieces. Possessing each type of life piece affects the chance
cards as the players move about the game.
- When
a player chooses to accumulate a life piece, he/she must pay the bank
the amount of cash as designated below, receive the appropriate number
of HAPPY points, and place the corresponding life piece at the top
of the budget sheet. If a player does not have enough cash he/she
may choose to add the amount to their debt column instead of paying
cash.
Stock:
- Stock
prices will change throughout the game as determined by investment
chance cards.
- When
a player draws an investment chance card that dictates a stock price
change, the player will update the current stock price on the game
board by placing the investment card face up on the stock price square.
- When
this happens, all players have an opportunity to buy or sell stock
at this time, even if it is not their turn. 100 shares of stock must
be purchased at a time at the current stock price. For example, if
the stock price is $10 per share, then 100 shares will cost $1000
(100 shares X $10 per share.)
- When
a player buys 100 shares of stock he/she will place one orange stock
token on his/her stock budget sheet column to keep track of how many
shares he/she owns.
- Players
may sell off stock only in increments of 100 shares.
|
Life
Pieces
|
Cost
|
One-time
only HAPPY points
|
Recurring
HAPPY points paid each time you pay monthly expenses.
|
|
Spouse
|
Roll
for cost of wedding
|
5
|
|
|
Child
|
$1000
in diapers and formula
|
5
|
|
|
Used
Car
|
$3000
|
|
2
|
|
New
Car
|
Roll
for cost
|
|
3
|
|
Apartment
|
Roll
for rent
|
|
2
|
|
House
|
Roll
for mortgage
|
|
5
|
|
Low
risk investment
|
$1000
invested in CD
|
2
|
|
|
Stock
market investment
|
100
shares X current share price
|
2
|
|
Life
pieces dice roll charts
|
Housing
|
Roll
1
|
Roll
2
|
Roll
3
|
Roll
4
|
Roll
5
|
Roll
6
|
Expense
Type
|
|
Live
with Mom
|
$100
|
$100
|
$100
|
$100
|
$100
|
$100
|
Monthly
|
|
Rent
|
$400
|
$500
|
$600
|
$800
|
$900
|
$1000
|
Monthly
|
|
Mortgage
|
$800
|
$900
|
$1000
|
$1200
|
$1300
|
$1400
|
Monthly
|
|
Transportation
|
Roll
1
|
Roll
2
|
Roll
3
|
Roll
4
|
Roll
5
|
Roll
6
|
Expense
Type
|
|
Public
Trans
|
$100
|
$100
|
$100
|
$100
|
$100
|
$100
|
Monthly
|
|
Used
Car
|
$3000
$100
|
$3000
$100
|
$3000
$100
|
$3000
$100
|
$3000
$100
|
$3000
$100
|
Initial
Monthly
|
|
New
Car
|
$8000
$100
|
$10000
$100
|
$12000
$100
|
$14000
$100
|
$17000
$100
|
$20000
$100
|
Initial
Monthly
|
|
Family
|
Roll
1
|
Roll
2
|
Roll
3
|
Roll
4
|
Roll
5
|
Roll
6
|
Expense
Type
|
|
Spouse
(for wedding)
|
$500
|
$1000
|
$2000
|
$3000
|
$4000
|
$5000
|
Initial
|
|
Child
(for diapers)
|
$2000
|
$2000
|
$2000
|
$2000
|
$2000
|
$2000
|
Initial
|
Alternative
Play:
Simple Rules:
- If
you intend to use this game in a classroom setting and want to simplify
the rules you may choose this option. Notice with simple rules the
game becomes more of a demonstration of how different aspects of your
life affect your personal finances by chance, rather than a simulation
of how your choices impact your personal finances.
- Option
1: Follow the rules and roll charts above, but instead of giving
players the option to obtain life pieces, start the game with $10,000
for each person and require them to earn the married, with a child,
living in an apartment, and driving a used car life pieces before
the game begins.
- Option
2: Follow
the rules and roll charts above, but instead of giving players the
option to obtain life pieces, give each player a specific profile
at the beginning of the game. Some example profiles are 1) married
with 3 kids living in a house with a new car and no college, 2) single
living in an apartment with college and a used car, 3) single with
3 kids living with Mom riding the bus. This becomes a demonstration
of how different lifestyles affect us financially. This type of play
should be followed by a discussion of each profile and how the game
progressed depending on the player's circumstances.
Alternative
Play:
Difficult Rules:
- If
you have played the game once and you are now ready for a greater
challenge, these options are for you.
- Option
1: Follow the rules and roll charts above. Before starting the
game, each player gets to add or subtract two HAPPY points from the
published value on the life pieces chart. For example, a player may
choose to change having a child from five HAPPY points to seven HAPPY
points because they contend that having a child should be worth more
HAPPY points than buying a house. This change affects all players
for the entire game.
- Option
2: Follow
the rules and roll charts above. Before starting the game, each player
adds two chance cards to the game in the categories of their choice.
Use the blank chance cards provided and write appropriate the chance
that includes paying or owing cash money and earning or loosing HAPPY
points.
Design
Process
On a
white board in one of the dungeon conference rooms of the library
with an assortment of SME texts for spurring ideas, our team threw
out about two dozen financial terms. There seemed to be a slight disconnect
between this initial brainstorm and our attempts to then classify
the terms into game parts (chunking) The chunking process actually
generated almost twice as many terms which formed much of the "meat"
of the game. Perhaps we can attribute the bounty of new ideas to the
subconscious "incubating" period.
First
thoughts centered on narrowing our audience. Erica and Christie envisioned
a distinct audience- older teens and young twenty-somethings in a
home economics or military life-skills training class. Focusing on
their immediate concerns ruled out excessive discussions of retirement
and stock portfolios. This group has more pressing concerns like how
to use a credit card responsibly. Additionally, the team unanimously
envisioned a simulation where players can observe the consequences
of their financial choices.
At this
early stage the ideas considered and rejected tended to consist of
fundamental shifts. After rejecting the possibility that the protagonist
would be a financial planner, there was little doubt that our players
would move through the "path" of financial time. We weren't
sure whether the time would be a function of a week, a year, a month
what? Would the characters move in a hub and spoke configuration where
each terminal end of the spoke represented some desirable asset? What
about moving around a ring in a series of concentric circles where
progression to the next ring represented moving to a different stage
in life (age or wealth?) where the choices and chance cards shifted
accordingly? No, that was slipping back into a longer life scheme
than we wanted to throw at our players. Would an 18-year-old really
be interested to evaluate decisions of a 65-year and her portfolio?
No, probably not.
We found
great value in disbanding and coming back together after we visited
Game Empire, solicited input from a credit counselor and people who
work with this age group and played some old board games with friends.
Regrouping we shared, reflected, picked, and chose from ideas we had
independently developed. Convention seems to be the point of convergence.
For example, Erica had something kind of funky with her spiral layout
but in the end we went with Christie's Monopoly-istic board.
This
dynamic, we believe, worked pretty well in helping us to enhance our
ideas. Each time we came back together, we reassessed whether the
game's content was developing accurately and consistently with the
learning objectives and, with Bernie's feedback <ahem>, whether
this was going to be fun.
Ah yes
fun. Elusive fun. Our challenge was to try to be faithful to the content
(some of which is described in a following paragraph) and learning
objectives but also be fun. How do you help young adults appreciate
the implications of their financial decisions without grinding the
game to a trickle while players crunch numbers? If number crunching
was important, why not throw the game onto a computer? Oh, no computer?
Well, what to do?
Additionally,
Erica rousted A.G. from his stupor for number charts and equity and
liability charts in favor of TANGIBLE play-money, chips and counters.
"But," A.G. countered, "who deals with several thousand
dollars in hard cash to pay their rent?" Paper money is a LOT
more fun he was assured and the players will still get the point.
Paper money and other tangible tokens, it was.
Tokens
such as happy points. We could have, for example, the game be about
accumulating money but that wouldn't be consistent with an accurate
simulation. On the other hand, we can't be entirely sure that our
'happy point' currency is a very accurate way to represent life. Who
decides worth? Well, let the players argue that- they'll learn something
in reflecting the comparative worth of the possessions and decisions
the simulation suggests!
After
we demoed the game for 5 hours, A.G. conceded it was a lot more with
the tangible tokens. Playing the game revealed a number of additional
insights. For example, for a game whose learning objective was to
teach the implications of financial choices, were there really that
many choices in the game-especially in the Chance cards that would
continue to allow the player to make choices aside from the initial
BIG life decisions. Additionally, could the Chance cards seek to involve
the players in more direct collaboration or competition? For example
offering players the opportunity to go in on purchases together for
mutual benefit could keep players interested in the game while their
opponents played and made considerations.
The
final refinement came after feedback from classmates showed the need
for more flexibility within the rules. We added a simple and difficult
rules option. Simple, so that teachers could use the game without
a long learning curve for students. And difficult, for second-time
players who want to add a new challenge.
Reflecting
on lessons learned, we have affirmed
-
the
importance of making sure that the learning objectives remain clear
-
that
we must try to simplify the game as much as possible by seeing if
principles can be taught without immersion in "grinding"
details
-
that
tangible items (with this group and possibly others) are a useful
tool for keeping things light and fun.
Books
& Journals
- Biatore,
B. (2000). The complete idiot's guide to online personal finance.
New York: Que.
- Fisher,
Y., S., & Shelly, S. (1999). The complete idiot's guide to
personal finance in your 20s and 30s. New York: Que.
- Orman,
S. (2001). The Road to Wealth. New York: Penguin Putnam,
Inc.
- Rouse
III, R. (2001). Game Design Theory & Practice. Plano,
Texas: Wordware Publishing.
- Fisher,
Y., S., & Shelly, S. (1999). The complete idiot's guide to
personal finance in your 20s and 30s. New York: Que.
Electronic
|