Tie break suggestions:
Addition: the troubler reveals a new card from the deck and councillors must add this card to their solution.
Attack: councillors must explain in 10 words why the opponents suggestion cannot work.Â
Defeat: councillors abandon their solutions and propose solutions based on one new card from the deck.
Surprise: Each councillor has a card placed in front of them which no one has seen. This is the last part of their solution and is only revealed when added to their solution
Gift: Councillors must accept and use a card given to them by other councillors
Game suggestions:
Humble beginnings: Start with a small deck, the game (especially if the group is talkative) will take much longer than you think!
Limited seating: Limit the proposals to the first 5! Think weird! Think fast! Think loud!
Chaos reigns: Did you think there were turns? There are no turns. Everyone just speaks!