Seize the Power Project Pack

Before jumping into these resources, be sure to read the general outline of these game design projects found on this page.


About the Game

Seize the Power is a strategy game of resource management. I've played it with middle school and high school students who have enjoyed it. It is a fun game with a lot of room for interesting modifications, but students need to be aware it requires more strategy and has more rules and cards than the other games at this site.


Template for Printed Components

This template for the cards and screens will be used in the Play and Make stages below.  See this page for information on making cards for these games. Ideally the screens should be printed on cardstock. Cut and fold them so they sit this way on the table:


The Play Stage

The full rules to Seize the Power are at this link. This video gives a good overview in under five minutes. Be sure to have the full rules handy the first time you play.


In order to play, students will need these components for each group. The game works for 2 - 4 players, but it's best for 3.
  • The printed cards and screens, as described above in the Template section
  • About 20 chips per player to represent Gold
  • About 10 chips per player to represent Power

The Make Stage

The Planning Sheet for Seize the Power has some specific questions and suggestions for redesigning the game. Be sure the students get a copy of that and the template above.

More information specific to this game:

  • Seize the Power is based on a strategy game I created several years ago called Bedlam: The Countdown. That game involves a lot of negotiation and temporary alliances between players. As such, it can get heated when players back out of those alliances. I simplified that game and took out some of the more aggressive elements.
  • My original vision for this game was a game with simple rules, but many card effects that make it unique and interesting each time you play. If you have questions about the effects in this game, please contact me. I will make a clarification sheet if necessary.
Suggestions for possible rule changes:
  • If you run out of ideas for unique card effects, think about how another type of action could be introduced to the game. For example, one version we played of this game was about wolves. We added some cards and rules that let players improve their chances of getting deer and rabbits during hunts.
  • Also consider event cards. Each round a random event card could be revealed that affects the rules of the current turn. Some could be good and some bad. For example, one might prohibit players from taking Gold at the start of that round or possibly one would allow everyone to use one of their cards twice.
  • The close-fist bidding in this game is often called "blind bidding". It's one of my favorite types of auctions, but it can feel very random. You might want to experiment with other types of auctions such as an open auction (everyone just calls out bids until no one will go higher) or a once-around auction (where players get one turn to raise the current bid). 

The Test Stage

Here's the Playtest Sheet you can use for groups that play Seize the Power.

The Reflect Stage

And this is the Reflection Sheet.

Permissions

See the permissions page for general information about modifying or sharing these resources. If students create a game based on Seize the Power and share or sell it, please include a statement in any files, webpages or the rule booklet that states, "This game is based on an original game created by Mike Petty called Seize the Power. You can find out more about that game at classroomgamedesign.blogspot.com."