Learn to Play, Play to Learn

Climbing Mount Oppression

In Woken, players embark on a strategic ascent up Mount Oppression, navigating through its nine levels, each symbolizing different societal groups facing varying degrees of oppression. The journey begins at the base, where players start as straight white cisgender men, and progresses upwards through levels representing straight white cisgender women, people of color, disabled individuals, people with disabilities, people with obesity, and transgender people, culminating at Peak Woken. Movement is governed by the roll of dice, with one die dictating forward progression and the other potentially sending opponents backward, adding a layer of tactical decision-making. To advance to the next level, players must land on specific spaces marked with steps, allowing them to climb higher. However, the choice to ascend is strategic, as collecting Character Cards from each level before moving on can grant significant bonuses. This mechanic not only simulates the complexities of navigating societal hierarchies but also encourages players to consider the importance of understanding and acknowledging different forms of oppression.

Opening the Game, Opening Your Eyes

Woken commences with players gathered at the base of Mount Oppression, starting on the multicolored circle on the bottom level, the level that symbolizes straight white cisgender men. This starting point serves as a metaphorical and literal foundation from which players explore and understand the layered complexities of intersectionality and societal hierarchy. The game initiates a journey not just through the physical ascent but through the introspective and educational pathways it represents.

As the game unfolds, players are faced with a pivotal choice at each turn: you roll both dice but you must choose whether to take the white die roll or the black die roll. The white die propels a player's own piece forward, a representation of advancing one's position within the game. Conversely, the black die allows a player to move an opponent's piece backward, a strategic move that can be seen as an effort to oppress others by challenging their path to victory. This choice underscores the game's pedagogic aim, encouraging players to reflect on their actions within the game's microcosm and, by extension, in the broader context of societal dynamics.

Pay to Play

Woken Tokens act as the game's currency, intricately woven into the gameplay. Players start with a diverse allocation of these tokens, which they strategically deploy to navigate through Mount Oppression. These tokens are utilized to form alliances, acquire Character Cards, and interact with various game elements, such as paying penalties or purchasing advantages. The act of exchanging Woken Tokens for Character Cards or to mitigate adverse effects from landing on an opponent's space highlights the strategic use of resources to advance or protect one's position within the game's hierarchy.

This serves as a metaphor for the real-world dynamics of social mobility and the barriers faced by marginalized communities. This aspect of Woken Tokens illustrates the economic dimensions of social structures, where access to resources often dictates the pace and possibility of progress. It prompts players to consider the value of their decisions, not just in terms of immediate game advancement but also reflecting on broader societal implications. Through this, Woken engages players in a deeper understanding of privilege, resource distribution, and the cost of advancement within structured systems of power.

Step It Up!

In Woken, advancing up the various levels of Mount Oppression is a critical aspect of gameplay, symbolizing the journey through different layers of societal hierarchy. This progression is achieved by landing on spaces marked with "steps" (the dotted lines you see in the photo). These steps represent opportunities for players to ascend to the next level, each embodying a more oppressed group within the game's structure. Choosing when and how to advance is strategic; players must balance the desire to climb higher against the need to collect valuable Character Cards from their current level. This encourages players to thoughtfully navigate their ascent, mirroring the complexities of social mobility and the challenges faced by individuals as they seek to overcome societal barriers. The steps are not just physical moves but metaphorical leaps, challenging players to understand and empathize with the intricate dynamics of oppression and privilege.

A Character Driven Plot

At the heart of the game is the strategic exchange of Woken Tokens for Character Cards. The transaction is more than a just gameplay; it's a symbolic act of forming alliances and understanding the diverse layers of intersectionality. Each Character Card represents a unique story within the tapestry of Mount Oppression, offering players insights into the complexities of oppression and privilege.

When another player lands on a space that ties to a Character Card you own, they must pay you twice the value of the card. If you own both the Oppressor and Oppressed versions of that character, they must pay you four times the value of both cards combined.

Oppressed or Oppressor…or Both?

In Woken, the "Oppressor" and "Oppressed" cards introduce a nuanced layer of gameplay that delves into the dynamics of power and privilege. These cards embody the complex realities of societal roles, offering players insight into how individuals can simultaneously experience oppression and exert oppression upon others. Landing on specific spaces (with black or white dots) triggers the reading of the cards, compelling players to engage with scenarios that reflect real-world issues of inequality and discrimination. Through these cards, the game facilitates a deeper understanding and discussion among players about the multifaceted nature of oppression. This feature enriches the game's educational goal, encouraging players to reflect on their positions within societal hierarchies and the impact of their actions on others.

Magnetic Attraction

Woken incorporates an innovative design feature with its magnetized player pieces and the magnetized board, enhancing the gameplay experience while ensuring practicality and ease of play. The magnets embedded at the bottom of each player piece interact seamlessly with the magnetic rings of Mount Oppression, securing the pieces firmly in place as Mount Oppression is rotated by players. This magnetic mechanism not only prevents the pieces from slipping off during the dynamic movement of the game but also adds a tactile element to the player's interaction with the game. It's a clever solution that underscores the game's commitment to fluid gameplay, allowing players to focus on strategy and learning without interruption.

Rules to Live (and Let Live) By

1. The player rolls both the black and the white dice.

2. The player chooses whether to send a player of their choice backwards the number of spaces showing on the black die OR to advance themselves the number of spaces showing on the white die.

If the player chooses to advance by whatever number is showing on the white die:

— If they land on a space occupied by another player, they advance to the next open space.

— If they land on a space whose Character Card is not owned by another player, they have the option to buy the version of the Character Card (Oppressed or Oppressor) that occupies that space.

— If they land on a space where the version of the Character Card (Oppressed or Oppressor) is owned by another player, they must pay the owner double the value of the owned card. If the owner of the space owns both Oppressor and an Oppressed versions of that Character Card, the player pays the owner four times the value of both owned cards.

 — If the player lands on an Oppression or Oppressed symbol (on the side of the ring), they must take the respective card and follow the instructions on the card. If they land on a space that allows buying a Character Card, they can buy the card but must also take an Oppression or Oppressed card and follow the instructions on that card.

— If they land on a "Step", then on their next turn, they advance up one level.

If the player chooses to send another player backwards by whatever number is showing on the black die:

— If the player they choose lands on an open spot, they do nothing. If the player they choose lands on a space owned by another player they continue backwards to the next open spot.

— If the owner of the space owns only an Oppressor or an Oppressed version of the Character Card for that space, the player sent back pays the owner double the value of the owned card. If the owner of the space owns both an Oppressor and an Oppressed version of the Character Card for that space, the player sent back pays the owner four times the value of both owned cards.

— If the player they choose lands on "Step", that player moves down one level.