BEGIN:VCALENDAR
VERSION:2.0
PRODID:icalendar-ruby
CALSCALE:GREGORIAN
X-WR-CALNAME:Games Against Oppression
X-WR-TIMEZONE:Eastern Time (US & Canada)
BEGIN:VEVENT
DTSTAMP:20261014T193722Z
UID:tag:localist.com\,2008:EventInstance_46296420784940
DTSTART:20240528T160000Z
DTEND:20240528T220000Z
DESCRIPTION:MIT Game Lab\, with support from MIT MindHandHeart\, hosts "Gam
 es Against Oppression" a series of game playing sessions for MIT Faculty a
 nd Staff focusing on board\, card\, and role-playing games that center the
  fight against oppression by designers representing historically oppressed
  groups including women\, people of color\, and members of the LGBTQIA+ co
 mmunity.\n\nWe invite MIT Faculty and Staff across the Institute to play w
 ith us and our invited designers!\n\nNo prior experience with these or oth
 er board games is assumed or required. In this unique experience\, the des
 igner has been shipped with the box to teach our participants how to play 
 in an engaging way.\n\nWe will also have drop-in sessions for participants
  to play related games within our game library\, with teaching support by 
 MIT Game Lab staff and students.\n\nWe have limited spots available for lu
 nch panel discussions each day\, to informally discuss the games and topic
 s at hand.\n\nOur Designers and their Games:\n\nTory Brown\n\n\n\nTory Bro
 wn is the designer of Votes for Women\, an award-winning card-driven board
  game about the American Woman Suffrage Movement and the ratification of t
 he 19th Amendment. Inspired by the 70 year effort to build one of the most
  effective political movements in American history\, in her day job Tory i
 s an experienced activist working on campaigns across the progressive move
 ment for the last 20 years. She hopes anyone who plays Votes for Women wil
 l be inspired to become part of a cause that is greater than themselves an
 d dedicated to the rights and dignity of all people. \n\n\n\nVotes for Wom
 en captures and celebrates the democratic struggle by inviting players to 
 join the suffrage movement\, organize support\, and campaign for victory a
 cross the 48 states that were called to ratify the 19th Amendment in 1919-
 1920. The card-driven game can be played cooperatively\, competitively\, o
 r in solitaire mode\, and in each version players must navigate the histor
 ic events\, movement schisms\, and political challenges of the era to win.
  \n\nThe deck of over 100 stunning cards feature period art\, portraiture\
 , and historic documents and include event instructions that can either be
  played or discarded to campaign or organize their side of the issue. Camp
 aigners move across the map to build political power with a roll of the in
 cluded dice that will determine whether each state votes to ratify the ame
 ndment or opposes the Vote after three eras of play. Dig deeper into the h
 istory and maneuver through the critical choices that suffragists faced fo
 r a chance to guarantee equal franchise for all and win Votes For Women!\n
 \nCole Wehrle\n\n\n\nCole Wehrle is an ex-academic who decided to abandon 
 the lucrative field of Victorian studies in favor of game publishing. He w
 orks as the creative director at Leder Games in Saint Paul and is best kno
 wn for the award-winning game Root\, which uses a children's book aestheti
 c to explore the politics of police states and insurgency. Root and its ex
 pansions have sold hundreds of thousands of copies and have been translate
 d into nearly twenty languages. He is also the cofounder of Wehrlegig Game
 s with his brother Drew Wehrle\, which handles the publication of his hist
 orical games which cover subjects related to his academic work including s
 tate formation in 19th century Afghanistan (Pax Pamir)\, the rise and coll
 apse of the British East India Company (John Company)\, and queer communit
 ies in the early 18th century (Molly House\, designed with Jo Kelly).\n\n\
 n\nIn John Company\, 2nd Edition\, players assume the roles of ambitious f
 amilies attempting to use the British East India Company for personal gain
 . The game begins in the early eighteenth-century\, when the Company has a
  weak foothold on the subcontinent. Over the course of the game\, the Comp
 any might grow into the most powerful and insidious corporation in the wor
 ld or collapse under the weight of its own ambition. Unlike most economic 
 games players often do not control their own firms and will collectively g
 uide the Company in ways that benefit their own interests. However\, the C
 ompany is an unwieldy thing. It is difficult to do anything alone\, and pl
 ayers will often need to negotiate with one another as they work to secure
  their power abroad and their place in fashionable society at home. \n\n\n
 \nIn Molly House\, players take the roles of the gender-defying mollies of
  early eighteenth century London. Throw grand masquerades and cruise back 
 alleys while evading moralistic constables who seek to destroy your commun
 ity. Be careful\, there may even be informers in your midst! Over the cour
 se of a couple hours\, players will draft hands of vice cards representing
  the different gestures\, desires\, and encounters that were frowned upon 
 by the Society for the Reformation of Manners\, a citizen group that sough
 t to stamp out any behavior it deemed deviant in late 17th and early 18th 
 century London. These cards allow players to host festivities with the hel
 p of their fellow mollies and create joy. But\, those same cards can also 
 lead players to be arrested and to the ultimate ruin of the molly house. A
 s players encounter the Society’s enforcers\, they will often have to pa
 y bribes or may be coerced into becoming informers for the Society. Inform
 ers must try desperately to undermine the community around Mother Clap’s
  Molly House without being discovered by their fellow mollies.\n\nNon-Brea
 king Space\n\nNon-Breaking Space builds game models with an emphasis on ac
 tor agency. The games put players into positions where the decision space 
 closely resembles that of the actors represented. This allows them to plac
 e the impacts of their choices into a context relative to the topic being 
 modeled.  Their games provide players with the opportunity to understand t
 he underlying dynamics at play in complex historic and contemporary situat
 ions\, at a fidelity that compliments modern scholarship.\n\n\n\nCross-Bro
 nx Expressway from GMT Games looks at the history of the South Bronx New Y
 ork during the second half of the twentieth century to investigate the imp
 act the first roadway project to cut through an urban center had on life i
 n the area. Three factions - Public\, Private and Community - attempt to n
 avigate the area through the most tumultuous period\, hoping to avoid bank
 ruptcy and prevent the disenfranchisement of the population.\n\nEverfair\,
  based on the book of the same name by Nisi Shawl\, is an alternate steamp
 unk history of Leopold's Congo Free State. It posits the possibility of an
  international group working with the indigenous peoples of the Cong. They
  must work together to first resist Leopold and colonial rule\, with the h
 ope of building a free and independent African nation before the Great War
 . Everfair is a cooperative game for four players.\n\nWorker Placement: Un
 der the Table is the first volume of the Worker Placement series which loo
 ks at the life of individual workers. Players in Under the Table lack the 
 appropriate documents for legal work\, but still must survive their everyd
 ay challenges and achieve their individual goals. If they can save enough 
 they may be able to get the documents they need to get a job legally. Work
 er Placement: Under the Table is a solo game with multiplayer modes.\n\nPo
 pcicleta\n\nPopcicleta is a game design collective that makes culturally e
 ngaging games about issues affecting Puerto Rico to be played by families\
 , activists\, and the broader public. In the Summer of 2018\, Mikael Jakob
 sson\, Rik Eberhardt and Aziria Rodrigez led an ideation and concept devel
 opment workshop at Universidad del Sagrado Corazón in San Juan\, Puerto R
 ico and a design workshop at MIT. At these events\, Puerto Ricans\, game d
 esigners\, students\, and others interested in counter-colonial game desig
 n shared their ideas and experiences\, and created game concepts. After th
 e workshops\, Mikael and Rik continued developing and playtesting one of t
 he concepts and in 2020\, Graphic Novel artist Rosa Colón joined the team
  to work on illustrations and graphic design for the game Promesa. \n\n\n\
 nPromesa  is a cooperative board game for all ages about the debt crisis i
 n Puerto Rico. One to six players take on the role of the local government
  in Puerto Rico with the task of getting rid of the debt before the archip
 elago succumbs to natural catastrophes. Players make strategic and tactica
 l choices about investments in infrastructure\, education\, and social ser
 vices while trying to keep the debt from spiraling out of control.\n\nSche
 dule\n\nSign-ups are required to guarantee a spot at the table when playin
 g with designers\, but drop-ins will have opportunity to see the games in 
 action or play games from our library!\n\nTuesday\, May 28\n\n12-1pm Lunch
  (limited to 20)\n\n1-3:30pm Session 1\n  Votes for Women\n  John Company\
 n  Cross-Bronx Expressway\n  Promesa\n\n3:30-6pm Session 2\n  Votes for Wo
 men\n  Molly House\n  Everfair\n  Promesa\n\nWednesday\, May 29\n\n10am-12
 :00pm Session 3\n  Votes for Women\n  John Company\n  Cross-Bronx Expressw
 ay\n  Promesa\n\n12:00pm-1:00pm Lunch (limited to 20)\n\n1:00-3:30pm Sessi
 on 4\n  Votes for Women\n  Molly House\n  Everfair\n  Promesa\n\n3:45-6:00
 pm Session 5\n  Votes for Women\n  Molly House\n  Worker Placement\n  Prom
 esa
GEO:42.360807;-71.087685
LOCATION:Building E15\, Outside E15-320
SUMMARY:Games Against Oppression
URL;VALUE=URI:https://calendar.mit.edu/event/games-against-oppression
CATEGORIES:Community Event
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20261014T193722Z
UID:tag:localist.com\,2008:EventInstance_46296420786989
DTSTART:20240529T140000Z
DTEND:20240529T220000Z
DESCRIPTION:MIT Game Lab\, with support from MIT MindHandHeart\, hosts "Gam
 es Against Oppression" a series of game playing sessions for MIT Faculty a
 nd Staff focusing on board\, card\, and role-playing games that center the
  fight against oppression by designers representing historically oppressed
  groups including women\, people of color\, and members of the LGBTQIA+ co
 mmunity.\n\nWe invite MIT Faculty and Staff across the Institute to play w
 ith us and our invited designers!\n\nNo prior experience with these or oth
 er board games is assumed or required. In this unique experience\, the des
 igner has been shipped with the box to teach our participants how to play 
 in an engaging way.\n\nWe will also have drop-in sessions for participants
  to play related games within our game library\, with teaching support by 
 MIT Game Lab staff and students.\n\nWe have limited spots available for lu
 nch panel discussions each day\, to informally discuss the games and topic
 s at hand.\n\nOur Designers and their Games:\n\nTory Brown\n\n\n\nTory Bro
 wn is the designer of Votes for Women\, an award-winning card-driven board
  game about the American Woman Suffrage Movement and the ratification of t
 he 19th Amendment. Inspired by the 70 year effort to build one of the most
  effective political movements in American history\, in her day job Tory i
 s an experienced activist working on campaigns across the progressive move
 ment for the last 20 years. She hopes anyone who plays Votes for Women wil
 l be inspired to become part of a cause that is greater than themselves an
 d dedicated to the rights and dignity of all people. \n\n\n\nVotes for Wom
 en captures and celebrates the democratic struggle by inviting players to 
 join the suffrage movement\, organize support\, and campaign for victory a
 cross the 48 states that were called to ratify the 19th Amendment in 1919-
 1920. The card-driven game can be played cooperatively\, competitively\, o
 r in solitaire mode\, and in each version players must navigate the histor
 ic events\, movement schisms\, and political challenges of the era to win.
  \n\nThe deck of over 100 stunning cards feature period art\, portraiture\
 , and historic documents and include event instructions that can either be
  played or discarded to campaign or organize their side of the issue. Camp
 aigners move across the map to build political power with a roll of the in
 cluded dice that will determine whether each state votes to ratify the ame
 ndment or opposes the Vote after three eras of play. Dig deeper into the h
 istory and maneuver through the critical choices that suffragists faced fo
 r a chance to guarantee equal franchise for all and win Votes For Women!\n
 \nCole Wehrle\n\n\n\nCole Wehrle is an ex-academic who decided to abandon 
 the lucrative field of Victorian studies in favor of game publishing. He w
 orks as the creative director at Leder Games in Saint Paul and is best kno
 wn for the award-winning game Root\, which uses a children's book aestheti
 c to explore the politics of police states and insurgency. Root and its ex
 pansions have sold hundreds of thousands of copies and have been translate
 d into nearly twenty languages. He is also the cofounder of Wehrlegig Game
 s with his brother Drew Wehrle\, which handles the publication of his hist
 orical games which cover subjects related to his academic work including s
 tate formation in 19th century Afghanistan (Pax Pamir)\, the rise and coll
 apse of the British East India Company (John Company)\, and queer communit
 ies in the early 18th century (Molly House\, designed with Jo Kelly).\n\n\
 n\nIn John Company\, 2nd Edition\, players assume the roles of ambitious f
 amilies attempting to use the British East India Company for personal gain
 . The game begins in the early eighteenth-century\, when the Company has a
  weak foothold on the subcontinent. Over the course of the game\, the Comp
 any might grow into the most powerful and insidious corporation in the wor
 ld or collapse under the weight of its own ambition. Unlike most economic 
 games players often do not control their own firms and will collectively g
 uide the Company in ways that benefit their own interests. However\, the C
 ompany is an unwieldy thing. It is difficult to do anything alone\, and pl
 ayers will often need to negotiate with one another as they work to secure
  their power abroad and their place in fashionable society at home. \n\n\n
 \nIn Molly House\, players take the roles of the gender-defying mollies of
  early eighteenth century London. Throw grand masquerades and cruise back 
 alleys while evading moralistic constables who seek to destroy your commun
 ity. Be careful\, there may even be informers in your midst! Over the cour
 se of a couple hours\, players will draft hands of vice cards representing
  the different gestures\, desires\, and encounters that were frowned upon 
 by the Society for the Reformation of Manners\, a citizen group that sough
 t to stamp out any behavior it deemed deviant in late 17th and early 18th 
 century London. These cards allow players to host festivities with the hel
 p of their fellow mollies and create joy. But\, those same cards can also 
 lead players to be arrested and to the ultimate ruin of the molly house. A
 s players encounter the Society’s enforcers\, they will often have to pa
 y bribes or may be coerced into becoming informers for the Society. Inform
 ers must try desperately to undermine the community around Mother Clap’s
  Molly House without being discovered by their fellow mollies.\n\nNon-Brea
 king Space\n\nNon-Breaking Space builds game models with an emphasis on ac
 tor agency. The games put players into positions where the decision space 
 closely resembles that of the actors represented. This allows them to plac
 e the impacts of their choices into a context relative to the topic being 
 modeled.  Their games provide players with the opportunity to understand t
 he underlying dynamics at play in complex historic and contemporary situat
 ions\, at a fidelity that compliments modern scholarship.\n\n\n\nCross-Bro
 nx Expressway from GMT Games looks at the history of the South Bronx New Y
 ork during the second half of the twentieth century to investigate the imp
 act the first roadway project to cut through an urban center had on life i
 n the area. Three factions - Public\, Private and Community - attempt to n
 avigate the area through the most tumultuous period\, hoping to avoid bank
 ruptcy and prevent the disenfranchisement of the population.\n\nEverfair\,
  based on the book of the same name by Nisi Shawl\, is an alternate steamp
 unk history of Leopold's Congo Free State. It posits the possibility of an
  international group working with the indigenous peoples of the Cong. They
  must work together to first resist Leopold and colonial rule\, with the h
 ope of building a free and independent African nation before the Great War
 . Everfair is a cooperative game for four players.\n\nWorker Placement: Un
 der the Table is the first volume of the Worker Placement series which loo
 ks at the life of individual workers. Players in Under the Table lack the 
 appropriate documents for legal work\, but still must survive their everyd
 ay challenges and achieve their individual goals. If they can save enough 
 they may be able to get the documents they need to get a job legally. Work
 er Placement: Under the Table is a solo game with multiplayer modes.\n\nPo
 pcicleta\n\nPopcicleta is a game design collective that makes culturally e
 ngaging games about issues affecting Puerto Rico to be played by families\
 , activists\, and the broader public. In the Summer of 2018\, Mikael Jakob
 sson\, Rik Eberhardt and Aziria Rodrigez led an ideation and concept devel
 opment workshop at Universidad del Sagrado Corazón in San Juan\, Puerto R
 ico and a design workshop at MIT. At these events\, Puerto Ricans\, game d
 esigners\, students\, and others interested in counter-colonial game desig
 n shared their ideas and experiences\, and created game concepts. After th
 e workshops\, Mikael and Rik continued developing and playtesting one of t
 he concepts and in 2020\, Graphic Novel artist Rosa Colón joined the team
  to work on illustrations and graphic design for the game Promesa. \n\n\n\
 nPromesa  is a cooperative board game for all ages about the debt crisis i
 n Puerto Rico. One to six players take on the role of the local government
  in Puerto Rico with the task of getting rid of the debt before the archip
 elago succumbs to natural catastrophes. Players make strategic and tactica
 l choices about investments in infrastructure\, education\, and social ser
 vices while trying to keep the debt from spiraling out of control.\n\nSche
 dule\n\nSign-ups are required to guarantee a spot at the table when playin
 g with designers\, but drop-ins will have opportunity to see the games in 
 action or play games from our library!\n\nTuesday\, May 28\n\n12-1pm Lunch
  (limited to 20)\n\n1-3:30pm Session 1\n  Votes for Women\n  John Company\
 n  Cross-Bronx Expressway\n  Promesa\n\n3:30-6pm Session 2\n  Votes for Wo
 men\n  Molly House\n  Everfair\n  Promesa\n\nWednesday\, May 29\n\n10am-12
 :00pm Session 3\n  Votes for Women\n  John Company\n  Cross-Bronx Expressw
 ay\n  Promesa\n\n12:00pm-1:00pm Lunch (limited to 20)\n\n1:00-3:30pm Sessi
 on 4\n  Votes for Women\n  Molly House\n  Everfair\n  Promesa\n\n3:45-6:00
 pm Session 5\n  Votes for Women\n  Molly House\n  Worker Placement\n  Prom
 esa
GEO:42.360807;-71.087685
LOCATION:Building E15\, Outside E15-320
SUMMARY:Games Against Oppression
URL;VALUE=URI:https://calendar.mit.edu/event/games-against-oppression
CATEGORIES:Community Event
END:VEVENT
END:VCALENDAR
