Forty Two Fish Board Game

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http://transcript.thought.garden/assets/forty-two-fish-board-game/forty-two-fish-board-game.wav Forty Two Fish Board Game

# Summary

The text details an innovative board game designed to ignite conversation around various topics. The game takes inspiration from knowledge cafés or world cafés and can be played at any location worldwide, either synchronously online or asynchronously. The integration of mobile phones and their recording capabilities create an interactive experience for the players. This game, which can be branded as 42 Fish or Strange Fish, comes with a game board featuring seven hexagonal tiles. The central tile represents the discussion topic and acts as the game's purpose. The game is designed for six or seven players, including a game master, and each player chooses a lens or character to play as, represented by the other six tiles. The game's process involves each player speaking into a mobile phone, which acts as a talking stick, and the AI on the phone processes and responds to the audio, stimulating further discussion. The game's unique aspect is the integration of artificial intelligence, which processes and responds to the audio recording, offering recommendations and prompting further questions. This involves going around the group, with each player responding to the question from their chosen character's perspective. The AI response is in the form of a character from the Hitchhiker's Guide, adding a playful touch to the game. The game also incorporates a pledge system, where players can pledge tokens they have purchased or earned through subscription to take on challenges proposed by the AI or other players. This pledge system is part of the mobile app for the game, which handles payments and subscriptions.

# Tidied Transcript

This text provides a description of a board game, designed as a fun and engaging way to facilitate conversation on any topic. Modeled after a knowledge café or world café concept, this game is meant to be played in various locations worldwide, either synchronously online or asynchronously. It is designed to utilize the camera and audio recording capabilities of mobile phones. The framework underlying this game could be termed an action-oriented unconference. The board game serves as an interactive interface for this discursive architecture. There are a couple of brand names, one being 42 Fish, which is heavily influenced by the Hitchhiker's theme and involves assembling 42 people. The other brand is Strange Fish and the Strange Fish Academy. Both are interrelated. The game comes with a game board that can be purchased and used by a facilitator or moderator. The game board contains seven hexagonal, two-sided tiles which are assembled like a puzzle, creating a flower-like shape on the table. The central tile represents the topic or subject of the game, and can be a provocation or question to debate. The central tile is then answered by one of the six players, making the game suitable for six or seven players. The seventh player could be the game master. Each of the six tiles corresponds to different lenses or roles that players can take on, such as the keeper of purpose, the knowledge navigator, the facilitator, the jester hacker, the shaman healer, and the architect engineer. There are also machine tiles, but these won't be elaborated on here. The game also includes a deck of cards. Players take turns speaking into the mobile phone, which acts as a "talking stick", in character. The audio recording is then processed by the phone's AI, which transcribes and responds in the style of the Hitchhiker's Guide, offering various recommendations. The game can also be played with pledges. In order to participate, players pay in tokens, equivalent to about 42 pounds or a yearly subscription, which can be paid in cash or time. These tokens are used to engage the AI in the game. Players can pledge to do something related to the topic being discussed, and the group can critique or refine the pledge. The game is thus a governance game and an action-oriented unconference. The mobile app for the game involves payment and subscription, allowing players to pledge money or time to the project.

# Graph

digraph { layout=fdp; "Board game" -> "Conversation"; "Board game" -> "Knowledge café"; "Board game" -> "42 Fish"; "Board game" -> "Strange Fish"; "42 Fish" -> "Game board"; "Strange Fish" -> "Game board"; "Game board" -> "Tiles"; "Game board" -> "Characters"; "Game board" -> "Mobile phones"; "Tiles" -> "Characters"; "Characters" -> "Artificial Intelligence"; "Mobile phones" -> "Artificial Intelligence"; "Artificial Intelligence" -> "Pledge system"; "Pledge system" -> "Subscription"; "Subscription" -> "Board game"; }

# Assets

forty-two-fish-board-game

# See also - Hitchhiker Plan

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