Posted on 02/25/2002 3:23:14 AM PST by kattracks
(CNSNews.com ) - Family night just got racier, literally. A new board game, called "Life As A Blackman," bills itself as the "first and only board game to depict life from the perspective of a minority."
Players, regardless of their race, must assume the persona of an 18-year-old black male who just graduated from high school and now faces choices about obeying the rules or living a life of crime. "Every facet of everyday life is incorporated in this board game," the website says.
Chuck Sawyer, creator of "Life As A Blackman," called his brainchild "the party game for the next millennium." Race plays a prominent role in the game, although Sawyer said it's not intended to point fingers at specific races and cultures. He considers the game an exercise in "sensitivity training."
Sawyer told CNSNews.com he thought about naming his game "Black Life." But he said he chose the term "Blackman" because of the "negative connotation" it carries.
"When you say 'Blackman', you're thinking drugs; you're thinking prison; you're thinking crime - you're only thinking bad things," Sawyer said. "In society," he said, "the black man is the "lowest on the social totem pole - even below the black woman."
Sawyer, who once worked in the advertising industry, said he came up with the idea for the board game after experiencing "covert" racism in the corporate America. "I dealt with racism and the glass ceiling and it was kind of a shocking thing," he said.
His game puts players in the role of the "underdog" facing everyday struggles. A player's "life" unfolds according to which spaces he or she lands on. Individual choices made along the way influence each player's outcome.
The first player to reach the space marked "Freedom" wins the game, although Sawyer said his game does not define freedom.
'Race Card'
The threat of encountering racism is present throughout the game. Sawyer said a player could be moving along on the board and "doing pretty good," but then "you land on 'Racism.'"
Landing on the 'Racism' square requires the player to draw a 'Racism' card, which is similar to the 'Chance' card in Monopoly. Sawyer said it could mean collecting $10,000 from a discrimination lawsuit or moving back two spaces because "your co-worker repeatedly tells you racist jokes."
According to Sawyer, "the only other point that's pretty relevant and very important" in the game is when a player lands on a square marked 'Crime.'
Crime is an option
"Whenever you land on that 'Crime' space, you as a player have the option to pull a 'Crime' card," Sawyer said. A player who chooses to draw a "Crime" card has made the decision to commit a crime.
Committing a crime carries the risk of getting caught. But, on the other hand, Sawyer said a player might also get away with the crime and earn big money from a drug deal or from robbing a bank.
"More than likely, we're going to get you caught up in the court system," Sawyer said. "You may have to do time in prison." However, doing time in the prison can be avoided if you have the right attorney and even the church on your side.
Sawyer said a player with $10,000 can purchase a 'Dream Team' attorney. There's a pretty good chance you'll get off the hook with a Johnny Cochran-type attorney, he said.
Players without any money get public defenders to represent them, but, said Sawyer, "He doesn't do anything for you." That's where the church enters into it: "Your pastor might talk to the judge on your behalf if you're in trouble, you know, to help you get out of prison or whatever," Sawyer said.
Players who do spend time in "Prison" may end up on a "Ghetto" space when they are paroled. "Just like it is in life," Sawyer said. "If you go to prison, you have to start all over and life is going to be a lot harder for you."
The game does offer several avenues out of the "Ghetto," including the professional athlete route or a menial job.
Other traps in the game include the "Police" square. "You're dealing with the police, but as a black man," Sawyer explalined. "Nothing could happen. They could tell you to move along; or drugs could be planted in your car. Or you could deal with racist cops," he said.
"I tried to make it where the police are not all bad," Sawyer said, "but I wanted to make it realistic where the police [are] an inconvenience."
Sensitivity Training
Sawyer said his game is not intended to disparage, but rather to teach.
He said students already are playing it in some classrooms in Alabama and Santa Monica and Oakland, Calif. "We have probably about five schools that use it in the classroom," he said.
Sawyer would also like to see his game used by corporations for "sensitivity training."
Sawyer said he recently signed an option with a Hollywood production company that is developing his board game as a game show on cable.
However, he doesn't expect it to ever reach network television, "Because networks, you know, they're not going to air 'Life As A Blackman.'"
The game is available online, and according to Sawyer, "The chances are very, very great that you will see it on Toys R Us shelves and Wal-Mart and Kay-Bee and all of those stores" very soon.
He said his company, Underground Games Inc., has been certified as a minority-owned business through the Minority Business Development Council, and he expects that designation to help him distribute the game.
E-mail a news tip to Michael Betsch.
Send a Letter to the Editor about this article.
Life as a Terrorist
Life as a Whiney Liberal
Life as a Politician
Life as an African Dictator
The possibilities are endless.
(sarcasm 0ff)
NeverGore
So why not call it RACIAL DESCRIMINATION....or something....BLACKMAN isn't targeting a specific race?
"Life as a Freeper"?????
Nevermind, no-one would ever leave the keyboard long enough to play it.....hehehehe
NeverGore
..Nor does Sharpton. Nor Jackson. Nor the NAACP. How do you know you've attained it if you don't know what it is???

Welcome to Life As A BlackMan the Game, the first and only board game to depict life from the perspective of a minority.
Beginning the game as a 18 year old black male entering society you must travail the treacherous Districts of Glamourwood, Black University, Military, Ghetto, Corporate America and Prison while trying to be the first player to reach FREEDOM.
But beware the Police lurk everywhere, Crime runs rampant and Life throws many unexpected curves.
Racism is prevalent, but you must try to use your talents to find a good Career and hit the big Payday! Don't fret, Church is always available to strengthen you.
The Game consists of a 24"x24" quad-fold gameboard, a 9"x12" printed platform, 1 4-sided die, 1 6-sided die, 360 action cards, and a pack of BlackMan Money.
littleafrica.com and Underground Games, Inc are proud to offer this unique product to the community.
Order Today !
Only $29.95!
Does this mean he is developing this racist trash with a minority grant from my tax dollars?
Silly you. If you had concrete, definable goals, you'd be running the risk that you wouldn't be able to play this game forever....
Either that, or you can become Jesse Jackson and shakedown Fortune 500 companies.
So right away we know this is a fantasy game...
Groups whose members adopted African-sounding names, perhaps wore dashikis and other African garb and spouted words by the likes of Huey Newton and Eldridge Cleaver were blacker than those who majored in business and talked of Wall Street.
If you could quote from Frantz Fanon's book The Wretched of the Earth: The Handbook for the Black Revolution That Is Changing the Shape of the World, you were one black brother or sister.
And if you had an African name, wore a dashiki, sported a huge Afro, followed the Socialist Workers Party, talked like a Trotskyite, peppered your speech with Marxist aphorisms, majored in black studies and planned a trip to Africa, you were the essence of blackness. [End Excerpt]
We have no leaders to save our black men [Excerpt] "I was astonished recently when I read a study about a city's school system where out of nearly 6,000 African-American males in its high school, only 135 earned a B average or higher. Yet, we black people seem paralyzed to act, to mobilize -- to be outraged! We have failed miserably in addressing, for lack of a better description, "self-destruction of the black man.' Today . . . women head 70 percent of black households! Now you tell me, how are young black boys going to learn how to be men? Folks, what we have . . . is a national crisis -- demanding the highest attention of civic, business and government leaders. I am proposing that communities across the country initiate and start a "Save the Black Man Project.' [End Excerpt]
"When you say 'Blackman', you're thinking drugs; you're thinking prison; you're thinking crime - you're only thinking bad things," (Chuck) Sawyer said. "In society," he said, "the black man is the "lowest on the social totem pole - even below the black woman."
Committing a crime carries the risk of getting caught. But, on the other hand, Sawyer said a player might also get away with the crime and earn big money from a drug deal or from robbing a bank.
RULES OF THE GAME
Welcome to Life As A BlackMan the Game. You are an 18-year-old Black male entering society. You must travail the treacherous Districts of GlamourWood (The Entertainment Industry), Black University, Military, Ghetto, Corporate America, and PRISON as a BLACKMAN and reach FREEDOM first! But beware the Police lurk everywhere, Crime runs rampant, and Life throws many unexpected curves. RACISM is prevalent, but yet you must try to use your talents to find a good Career and hit the big Payday! Don't fret CHURCH is always available to strengthen you.
OBJECT...
The object of the game is to be the first player to reach the Space FREEDOM.
The equipment consists of 1 24" x 24" game board, 1 9" x 12" Prison Platform, 1 4-sided die, 1 6-sided die, 6 game pawns, 12 decks of Action Cards, (25 GlamourWood cards, 25 Black University cards, 25 Military cards, 30 Ghetto cards, 25 Corporate America cards, 20 Church cards, 25 Prison cards, 25 Life cards, 50 Career cards, 25 Racism cards, 25 Crime cards, and 25 Police cards). 18 Character Type Cards (6 Creative, 6 Intellectual, and 6 Athletic), 14 Transportation Cards (5 "No Car" cards, 3 "Bucket" cards, 2 "Used Mid-Size" cards, 2 "New Sub-Compact" cards, and 2 "New SUV" cards), 3 Debt cards and a pack of BlackMan money. 360 Cards Total!
PREPARATION...
Unfold the board and place on a flat surface; place the Action Cards face down around the board. The Prison District Platform will also be used in the game.
BEGINNING THE GAME
THE GOVERNMENT
One player must be the Government. The Government pays all salaries, handles all automobile and legal transactions, and reads the cards for Prison. Begin by placing your game pawn on the Life As A BlackMan the Game logo on the game board.
Players must roll the 6-sided die to first determine what their Character Type will be. Your Character Type simply defines what your special talent will be during the game.
Character Type: There are 3 different Character Types: Creative, Intellectual, and Athletic.
Players must roll the 6-sided die to determine their Character Type as follows:
If you roll a 1 or 2 you are Creative
If you roll a 3 or 4 you are Intellectual
If you roll a 5 or 6 you are Athletic
The Government will hand players a card with their Character Type on it.
DISTRICTS::
Now roll the 6-sided die to determine which District you will start the game (GlamourWood, Black University, Military, or Ghetto). Corporate America, Church, Prison are also Districts in the game.
If you roll a 1 or 2 you will start on the word Ghetto
If you roll a 3 you will start on the word the Military
If you roll a 4 or 5 you will start on the word Black University
If you roll a 6 you will start on the word GlamourWood
THE PLAY...
Roll the 4-sided die and move your game pawn the number of spaces forward indicated on the top of the 4-sided die, at this time you must chose a column. A player cannot move side to side when in any Districts (i.e., GlamourWood, Black University, Military, Ghetto, Corporate America, Prison or Church). A player may only move from side to side Downtown. No player can enter into any District from the side, only from the bottom. After you have completed your play, the turn passes to the left. Two or more game pawns may rest on the same space at the same time. According to the space your game pawn reaches, you will be required to pull an Action Card, Crime cards are the only optional pull anytime a game pawn rests on the Crime space. Follow the instructions on the Action Card and return it to the bottom of the deck face up, unless otherwise instructed on the card. Hold all cards requiring missed turns until all turns have been missed. Each missed turn must be called out loud or it will not be counted. Only reshuffle the deck after the entire deck has been used. A Transportation Card is required to move once the game pawn has exited a District.
Downtown is considered all areas outside the District. Players may move their game pawns up and side to side Downtown, players may never move their game pawn down or backwards on the game board unless instructed to do so by an Action Card.
TRANSPORTATION CARDS:
The Government must issue each player a No Car card once their game pawn enters Downtown.
NO CAR Card
A player can only move ¼ their 4-sided die roll. Therefore the player must roll a 4 to move 1 space. Players must count aloud each roll in which they are not able to move. The count must be restarted each time after a 4 is rolled, allowing them to move. On the 4th roll they are allowed to move the full value of the die.
Cars may be purchased from, or traded to the Government at any time during the game, however, they can only be used Downtown. Example: Players cannot move double their 4-sided die roll because they have a SUV in Black University.
The following describes all car types, cost, use, and value:
Car Type - The type of the car
Price - The cost of the car
Roll Element -
The effect the car has on players 4-sided die rolls while Downtown. i.e. an SUV will allow players to move 2 times(2x) the value of their die roll. A roll of 3 will allow players to move 6 spaces Downtown. Trade-in Value - The Trade-in value of the car if you decide to trade the car in to the Government. The Government will provide the players with the appropriate Car Cards when a player purchases a car. A player may only own one car at a time.
Car Type Price Roll Element Trade/Sell Value
"Bucket" $2,000 moves ½ 4-sided die roll Downtown $500
"Used Mid-size" $5,000 moves 4-sided die roll Downtown $1,200
New Sub-Compact $8,000 moves 4-sided die roll Downtown $4,000
New SUV $18,000 moves 2x 4-sided die roll Downtown $9,000
*These cars are older and will break down if an applicable Action Card is pulled. The New cars will not break down!
ACTION CARDS
The following is a list of the Action Cards and a brief description;
GlamourWood - These spaces relate to the Entertainment Industry. They are located in GlamourWood District.
Black University - These spaces relate to Black University. They are located in the Black University District.
Military - These spaces relate to life in the Military. They are located in the Military District.
Ghetto - These spaces relate to living life in the Ghetto. They are located in the Ghetto District.
Corporate America - These spaces relate to working as a Minority in the Corporate Arena. They are located in the Corporate America District.
Career - These spaces represent job opportunities, to those that qualify. They are located throughout the entire game board. A player may only hold one Career card at a time. Players may exchange their Career's anytime they land on the Career space. Some Career cards may require a specific Character Type. Some Career cards may require players to be in specific Districts.
Prison - These spaces relate to living life as an inmate in a correctional facility. They are located in the Prison District.
Life - These spaces relate to events that may happen in everyday life. They are located throughout the entire game board.
Church - These spaces relate to events associated with Church. They are located in the Church District.
Racism - These spaces relate to the discrimination that minorities endure in everyday life. They are located throughout the entire game board.
Crime - These spaces relate to crimes that are committed. They are located everywhere on the board except for the Church District. Pulling a Crime card is Optional.
Police - These spaces relate to events involving the Police. They are located throughout the game board.
PAYDAY
When a players game pawn reaches a PAYDAY space they will receive their salary as designated by their Career. If the player does not have a Career they will not receive any money, but they may have to pay rent or child expenses.
Paying Rent on PAYDAY
All players are required to pay rent, even if they have no income or career. The rents are as follows;
GlamourWoood ----------------$2,000 each PAYDAY
Black University ----------------NO RENT
Military -------------------------NO RENT
The Ghetto ---------------------$500 each PAYDAY
Corporate America-------------$1,300 each PAYDAY
Downtown ---------------------$1,000 each PAYDAY
Baby Cards
A player has a baby once they pull a Baby Card. Each player is required to pay the Government $1,000 per child every payday, even if the result of the child expenses takes a player into a negative income (Debt). If a player pulls a Baby Card with two babies, they are required to pay $2,000 each Payday.
Marriage Cards
Players are considered married once they have pulled a Marriage Card. The player must pull a Career card for their wife. A player's wife enters the game with Some College. If a player pulls an Action Card stating their wife graduates from college, their wife is eligible for all College Degree required Careers. A player can only hold one marriage card at a time. On Payday a married player will collect the salary from their Career as well as their wife's salary.
Debt
Players are considered to be in Debt if they have less than $0 at the end of their turn, at which time the Government gives them a Debt Card. The players then have 5 rolls to pay their Debt. After the 5th roll the player's game pawn is moved to the Word Ghetto, where they will restart. A missed turn is not considered a roll, a player in Debt must call out the number of each roll they are in Debt. For example, a player making their 3rd roll in Debt must call out 3 prior to rolling the die, letting other players know how many rolls they have been in Debt. This of course does not apply if the player is already in Ghetto, however the player again will only have 5 rolls to get out of Debt upon exiting the Ghetto District.
Church
A player can go to Church at any time during the game. They must clearly state they are going to church and move their game pawn to the space titled "To Church Start Here" on the game board. The only time you may not go to Church is after you rolled for your Probation/Sentence in the Court System. Once you begin on the column to Church you may not turn around. The player must follow the column all the way up to Church and make only one rotation around Church before returning down the column. Once you have returned from Church, either move to where instructed in Church or return to your previous space. There are many benefits from going to Church. If you are in Debt the Church may take up an offering for you, or if you are going to The Court System, your Pastor may be able to have your Probation/Sentence reduced, or if you are out of work the Church may offer you a Career. Player's must report to the Court System at once after returning from Church if they were required to do so prior to going to the Church District, at which time any reduced roll cards can be used.
LAWYERS
Lawyers may be able to reduce your Probation or Prison Sentence based on their skill level. A player may retain a Lawyer at any time prior to rolling for Probation/Sentence in the Court System. The Lawyer breakdown is also located in Prison, under the Court System.
There are 4 different types of Lawyers:
Public Defender
Small Firm Lawyer
Large Firm Attorney
Dream Team Attorney.
All lawyers must be paid prior to the player rolling for Probation/Sentence.
Lawyer Types:
Public Defender - Free of Charge: There is no charge for the "PD", however they cannot reduce your Probation/Sentence. Player's are automatically assigned a "PD"
Small Firm Lawyer - $2,500 fee: Reduce Probation/Sentence by 2 rolls.
Large Firm Attorney - $5,000 fee: Reduce Probation/Sentence by 5 rolls.
Dream Team Attorney - $10,000 fee: Reduce Probation/Sentence by 10 rolls.
If your Probation/Sentence was reduced lower than the amount of rolls you received consider the charges dropped, and you remain on the same space on the game board. It will count as one offense though. An Offense is counted each time a player goes to court, even if the player was sent to different courts. Lawyers must be retained EACH time a player is sent to court.
PRISON
If a player is sent to Municipal, District, Superior, or Federal Court they must go to the Prison District for Trial. There are three different types of verdicts: Dismissal, Probation, or Sentence.
Rolling for verdict - Look at your applicable court and read the verdict for your offense number, 1st, 2nd, or 3rd. (Use the 3rd offense for more than 3 offenses.) Roll the 4-sided die to determine the length of Probation/Sentence. (Ex: If you were sent to Superior Court on your 1st offense, you see it says on the board: Superior Court 1st offense (3-6) roll sentence, this means roll the 4-sided die to determine the length of the sentence. If you were to roll a 3, your sentence would be 5 rolls.) You factor your Lawyers benefits after you have determined the length of sentence.
Dismissal - The charges were dropped against you, and you may return to your previous space on the board, however a dismissal does count as one offense.
Probation - You may return to your previous space on the board, but you must miss the amount of turns that the verdict ordered.
Sentence - You must move your game pawn to the Start space in Prison. You must roll the 4 -sided die to move in Prison. The Government must move your game pawn while you are in the Prison District. You must roll the number of times ordered by your sentence before you may exit the Prison District. You must also pull a Prison card whenever your game pawn lands on a Prison space, the Government will read the card and you must follow the directions on the card. (Ex: You receive a 7 roll Sentence in Superior Court. You must now roll 7 times in Prison, however if you land on a prison space on your 1st roll which instructs you that you must miss 3 turns, you must miss the 3 turns, and then roll 6 more times.) A missed turn in Prison does not constitute a roll, it must be a physical roll in which your game pawn moved in the Prison District. Once you have fulfilled your Prison requirement you must go directly to the word Ghetto, unless you have been instructed to do otherwise (i.e. by a Church or Prison Card).
FREEDOM
This is by far the most important part of the game, for it is the GOAL of the game. Player's must roll the exact number of spaces to get into Freedom. (Ex. A player rolls a 3 and they are 2 spaces from Freedom, they must move either right or left 3 spaces). Players can never move backward on the board at any time unless specifically instructed to do so by Action Card. The first player to reach Freedom first win's the game. A player may not enter into Freedom if they are in Debt. Other players may elect to finish the game out to determine order of finish, but it is not necessary, or you can just "Run it Back".
What was that whiny-a$$ bullsh!t I saw on Dateline a year or so ago, some hard-a$$ of a (white) woman running around with some sensitivity training dogwaste, something about blue eyes and brown eyes.
Just get me into one a them sensitizing classes. I'll show you blue eyes and brown eyes. Some folks are weak and easily strongarmed around, dude. Bring it on LOOOOSAHS!
As I've said before, I'd like to make a game called SHAKEDOWN...it's where you can play your choice of different race warlords, such as the "Reverend" Jesse HiJackson or Al Sharpton ...the cards will say stuff like "Counsel President on Extra-marital affairs, advance 2 spaces", and "Have love-child out of wedlock, go back 3 places"...
Instead of the makers of this game trying to keep the racial divide going, why didn't they create the game in amanner where the choices emphasized following in the footsteps of black people that succeeded through hard work and making 'good' choices, instead of taking the illegal fast track?
I can't help but wonder what sort of noises would have been made had someone created a game geared only towards white people.
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