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Where's the
Line?

Instructions – Where's the Line?

It’s the holidays and you’re at the dinner table with your family. After a few minutes of eating, laughing, and friendly dinner chatter, the conversation shifts into an area that many of us have grown to know all too well – one that is uncomfortable. How many of you know what I’m talking about? Of course – all of you! Don’t you wish you could have these conversations in a manner that allowed for vulnerability and transparency but, you know, in a more controlled way? Well look no further! Try your hand at Where’s the Line?!

 

Where’s the Line? is a one-of-a-kind game designed to be played competitively as players work through over 150 debate and scenario cards as the need for a respectful intellectual exchange of ideas has never been greater!

 

So take a deep breath, grab some buddies and get comfortable with getting uncomfortable!

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How to Play

  • Where’s the Line? Is a game that is designed to host one large game of up to 7 players, or two smaller games of 4 players each. It can also be played as a team game in two teams of 2!

    • 6 Respondents and 1 Arbiter

    • 3 Respondents and 1 Arbiter & 3 Respondents & 1 Arbiter

  • Where’s the Line players include the roles of Resolver, Challenger, and Arbiter

  • In order to play the game, there must be an Arbiter at all times.

  • Playthrough can be either:

    • Time-based: 90 mins (Use your phone or another device to set the timer!)

    • Series-based: 5 Series’ (2 rounds per match)

    • Point-based: First to 24 points

  • Order of play should be determined before the game begins and is up to the players (by age, birth month/day, seniority, left to right, etc…).

  • Each Category card should be shuffled thoroughly within their own pile and carefully put back with their pile, with the back of the card facing towards the players (marked by Debate logo or Scenario logo).

  • When it is their turn, each player takes a turn rolling the die. Either side of the die corresponds with one of the 2 category cards (Scenario or Debate). Two sides read “Scenario” and Two sides read “Debate.” Additionally, One side reads “User Choice.” This means the person who rolls and lands on this side of the die gets to choose either category card they wish to respond to (Debate or Scenario).

  • Whatever side/category the coin lands on, that player must pull a card from the corresponding card pile (Scenario or Debate).

  • Scenario & Debate cards will be comprised of various hypotheticals and resolve statements that speak to some of the difficult topics surrounding Social Justice.

  • e.g., Debate: “White Privilege is Class Privilege.”

 

Round One

  1. The player will select a card from the pile, read it aloud, and respond to the scenario or debate by sharing how they would address, resolve, or settle to the situation or statement.

  2. All responses must be thought out and well-articulated to the best of the player’s ability. One word, one sentence, rhetorical, answering a question with a question, or “let’s get this over with” type responses are unacceptable and therefore, invalid. In the event of such responses, the player will vacate that turn and the next player will respond to that card. Responses should be no more than 2 minutes in length (this can be adjusted depending on the number of players participating).

  3. After the player has responded to the scenario or debate, the other players have a chance to challenge the player’s response (only available in Free for All). Only one argument can occur at a time, so the first player to be recognized as issuing the challenge will be the rightful challenger. Challenges are issued when a player, both, places their challenge card on the playing area and says, “Challenge!” aloud.

    • ” (See “Challenge Rules”)

  4. After a challenge has been issued, the other players can offer to support the Challenger or offer to support the Resolver (the initial player who responded to the scenario or debate). Support cards can only be played after a challenge has been made.

    • (See “Support Cards” for rules)

  5. Although Support cards will strengthen your chance at a successful argument, the Resolver and the Challenger, independent of one another, can choose to either accept the support or decline it.

    • Note that if the Challenger declines the support from a player, the Resolver can still accept the support that was offered to them, if offered, and vice-versa).

  6. The player who is offering the support cannot state their case without the Resolver or Challenger first accepting their offer. Therefore, the Resolver or Challenger has to accept or decline the offer for support up front and before hearing the Supporter’s argument.

  7. If no Support cards are played, the Resolver and the Challenger each have an additional 90 seconds to rebut the other.

  8. After all parties have argued their positions, both the Challenger and the Resolver have one final opportunity to leave the argument and avoid a potential loss by using their Concession card.

    • (See “Concession Cards” for rules)

  9. The Arbiter will offer investigative, yet, rhetorical questions and/or provide feedback on each party’s statements as a way to prepare them for the second round of arguments.

  10. Both parties will deliberate for up to 2 minutes (or until both parties are done, whichever comes first) over the feedback provided by the arbiter. After 2 minutes, the first round ends and the second round begins

 

Round Two

  1. After deliberating, the Resolver will begin round two with their closing argument (2.5 mins)

  2. After the Resolver shares their argument, the Challenger will respond with their closing argument (2.5 mins)

    • Each party may only make one argument in round two. There are no supporter arguments in round 2. Instead, supporters deliberate the arbiter’s Round 1 feedback alongside the Resolver/Challenger at the end of Round 1 in order to prepare for round 2 arguments.

  3. After both arguments have been made, the Arbiter closes the floor and consults with their consultant (if one is present) for up to 2 mins. At which point, the Arbiter returns and, after providing their reasoning, declares a winner

  4. The points then go to the victor and the next player takes their turn.

 

**Where’s the Line? can also be played in teams (of 2)! The formatting remains the same with slight alterations (such as no support and no optional challenges). Please see “Quick Rules!” for guidelines around team play.**

 

 

Language

Respondent – Respondents is the name given to all of the card holding players of Where’s the Line?

Resolver – The Resolver is the player or team rolling the die and responding to the scenario or debate card.

 Challenger – The Challenger is the player or team challenging the Resolver’s response to the scenario or debate card.

 Arbiter – The Arbiter is the player or duo who serves as the officiant/judicial body of Where’s the Line? Their job is to hear the arguments and determine the winner objectively. Arbiters are non-card holding players.

 

Series, Match, Round

Series: A series is the entirety of the rotation between the first player to take a turn rolling the die to the final person. After the final person rolls the die, that series ends and the second series begins. Within each series are where the matches and rounds take place.

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Match – A match is the 1v1 or 2v2 contest that takes place within a series as a result of a challenge or concurrence (2v2) that was made by an opposing player or team. After the match ends (or if no match takes place), the series continues by having the next player or team roll the die to take their turn.

 

Round – A round refers to one of the two arguments that are made within a match during a series. Each match contains 2 rounds, Round 1 and Round 2. After Round 2, the Arbiter will decide the winner which will end that match and continue the series where then the next player or team will roll the die to take their turn.

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**Although there may be contentious moments, Where’s the Line? is designed to be a fun game that encourages rigorous debate and dialogue as a way to start and continue the difficult conversations. We do not expect players to fully or partially believe in their arguments or rhetoric, and neither should you!**

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