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Role Play United Nations Borkazia and Zeikistan
Role Play United Nations Borkazia and Zeikistan
A crisis is growing, between the neighbouring countries of Borkazia and Zeikistan. They have
been at war in the past, and if they are not careful, these angry feelings might develop into
war again.
1 Land: The Highlands, on the border between the two countries. No one lives there, but
last month, people found it has lots of oil.
2 Border fighting. Last week, there was a gun fight at the border. In this fight, Borkazia
captured 7 soldiers from Zeikistan.
3 Science: Zeikistan has invented a new fertilizer ("medicine water for trees" in an
intermediate class) called Hi-Grow.
4 Ramaria: There is a third country to the south, Ramaria. Much richer than B or Z, R
wants to sell weapons ("guns and bombs" for an intermediate class) to both B and Z.
The simplest way to explain all this is with a map. The Highlands are in the middle, and
Ramaria is to the south. Borkazia is on the west; Zeikistan on the east.
I just use the map to explain points 1 and 2 and 4: mark the Highlands, and write "OIL" there;
mark a point on the border (I put it just south of the Highlands) and write F for fight; then
finally, mark R for Ramaria, and put a big $$ sign next to it, because it is rich. For point 3, you
can't use the map - I just draw a picture of a tree going from small to big, as I tell them about
"medicine water for trees". I tell them, if add this water when you grow food, you get "rice x3".
I also write points 1-4 in point form beside the map.
Then I ask lots of check questions for each point, but the main one is to ask, "Who wants
what?" at each point.
Then I assemble the teams (you can have more than 2 teams, and just do multiple, separate
role plays). Then I ask each nation:
Are you angry?
Why are you angry?
What do you want?
I then just leave them to do it, in whatever order they want. I tried imposing more structure,
but they weren't interested. It seems to work this way, and there was quite a lot of English in
most of my classes where I did this. One class (college students doing an English minor) had
more mixed results.
EVENT CARDS
These are cards that each have an event that might happen (technically, some are "events"
such as a news broadcast, and others are "facts" such as the fact that Hi-Grow doesn't work).
At the start of the game, I choose a set of four cards for each group, but I only use them if the
group is going well, and especially if one group finishes too early. You can choose them at
random, or select them yourself. I choose them at random, but I only show them to the
students within a group who I feel may be getting left out of the discussion. Then they get to
lead for a bit.
Some of the cards have an extra item called "Chance of knowing", which is a bit complicated,
and you can leave it out. It works like this:
If you are running this game for the first time, the "News" cards are the simplest, and the most
interesting - just announce a news story, and remind them of the importance of this.
EVENT CARDS