Version 0.4 learning release
Instructor Guide
This guide is for a first classroom pilot, discussion section, office-hour exercise, or formative review. The goal is to make student choices visible and debatable, then use the round evidence to tune the game and the lesson.
Before class
- Open the game in the classroom browser and choose a curriculum track and class length.
- Keep the recommended replay seed unless you intentionally want a different deal. Record any custom seed in your lesson notes.
- Select Apply pack and start. Confirm that the active pack title, schedule, objectives, budgets, and planned round count appear.
- Choose whether to use timed play, Study mode, Exam mode, or hidden explanations. For a first pilot, Study mode is safest during the briefing and normal timed mode is useful for the second round.
- Select Print cards if teams will use physical cards. Printing uses only the active pack's case, attack, motion, and discovery subsets and includes the lesson seed and objectives.
- Print or share the student quickstart.
- Divide students into plaintiff and defense teams. Assign one student as docket reader and one as rule explainer if groups are larger than four.
Recommended room setup
| Group size | Suggested roles | Display |
|---|---|---|
| 2 students | One plaintiff, one defense | Shared laptop |
| 3 to 4 students | Plaintiff pair and defense pair | Shared laptop or projected table |
| 5 to 8 students | Lead advocate, rule explainer, fact checker, and docket reader on each side | Projected game with one operator |
| Whole class | Room votes on moves; instructor or student volunteer operates the game | Projector |
How to facilitate a round
- Claim and defendant: Ask the plaintiff to identify the forum, citizenship facts, and why the selected defendant belongs in the case.
- Threshold window: Before the defense clicks, require a rule, supporting fact, and predicted procedural effect.
- Response: Ask whether the plaintiff's card defeats the attack, cures a defect, or merely redirects the case.
- Discovery: Require students to identify the proof item before selecting a tool. When an objection appears, separate compulsion, narrowing, and privilege-log choices.
- Rule 56: In at least one pilot round, close discovery before the checklist is complete. This makes the record consequence visible.
- Assessment: Stop after the outcome. Read doctrines triggered, wrong motions, missing proof, and governing authority IDs before rotating roles.
Classroom controls
| Control | Use | Important behavior |
|---|---|---|
| Scenario pack | Constrains cases, cards, budgets, timers, and rounds to a validated lesson. | Applying a pack starts a fresh session. |
| Replay seed | Determines deck order. | The same pack and seed reproduce the same deals and instance sequence. |
| Study mode | Pauses timers for discussion. | Does not change doctrine or card outcomes. |
| Exam mode | Hides analysis until revealed. | Useful for retrieval practice or cold calls. |
| Save / Load | Stores one exact session in the current browser. | Loading pauses any pending timer. |
| Export / Import replay | Creates or restores a portable JSON replay. | The file contains the exact state, seed, docket event log, and completed assessments. |
| Print cards | Prints a physical deck subset. | The active scenario pack controls every included card. |
Assessment evidence
The post-round panel is formative evidence, not a grade by itself. It reports:
- Doctrines triggered: Procedural issues actually activated by cards and outcomes.
- Wrong motions or tools: Nonresponsive threshold motions and mismatched discovery choices.
- Outcome: Dismissed or trial ready, with the controlling reason.
- Missing proof: Checklist items absent when the round ended.
- Source hooks: Rule or statute references tied to the played sequence.
- Budget failures: Attempts that could not proceed because the role lacked game budget.
A useful debrief asks students to correct one wrong move, defend one correct move with a fact, and identify one result that reflects game abstraction rather than full doctrine.
Replay a confusing round
- At the confusing point or immediately after the outcome, select Export replay.
- Keep the JSON file with your pilot notes. The filename identifies the pack, seed, and round.
- Use Import replay to restore the exact phase, hands, budgets, case mutations, docket, and assessment.
- Read the structured event log in the replay file if you need the order of actions. Re-run the pack with the same seed to repeat the deal from the beginning.
- If the result remains surprising, record whether the problem is doctrine logic, unclear card language, balance, or facilitation.
Local-only playtest data
Completed-round statistics are stored only in the current browser. They are not submitted to a server, included in source imports, or published with the site. The panel keeps at most 200 rounds and can be cleared at any time.
| Signal | Definition | Possible tuning question |
|---|---|---|
| Average round length | Wall-clock play time from the deal to the recorded outcome, excluding time after a save is loaded. | Does the pack fit its scheduled play block? |
| Attack success rate | Meritorious defense attacks that produce a defense-favorable ruling divided by attacks played. | Are threshold attacks too strong or too weak? |
| Budget failures | Card attempts blocked by insufficient plaintiff or defense budget. | Is a role routinely unable to make a pedagogically useful move? |
| Cases never trial ready | Played cases with no trial-ready outcome in stored rounds. | Is a case unfair, unclear, or intentionally difficult? |
| Drawn but never played | Cards drawn at least once but never played across stored rounds. | Is the card dead weight, too expensive, or poorly signposted? |
Suggested pilot feedback
After class, record these five items alongside any exported replay:
- Pack, duration, seed, section size, and actual minutes used.
- One procedural choice students explained well.
- One card, instruction, or ruling students misunderstood.
- Whether the post-round assessment matched the discussion you wanted.
- One concrete change for the next pilot: wording, budget, timer, case, card subset, or facilitation prompt.
Contingencies
- If the network is unavailable after the page loads, the game, save/load, stats, and printing continue locally. External source links will not open.
- If time is short, close discovery early and use Rule 56 as the final decision point.
- If students are stuck, enable explanations or Study mode rather than supplying the correct card immediately.
- If a timer expires during discussion, load the saved state or import a replay and continue with timers paused.
- If a replay import is rejected, confirm it is an unmodified Version 0.4 replay under 2 MB with the current content version.
Use your browser's Print command for a paper or PDF copy.