The document describes a game called the Neo Salem Witch Trials. Players take on roles such as suspects, jurors, or the judge as they try to uncover who the witch is before innocent townspeople are wrongly imprisoned. Players can search locations for clues, present evidence in court, and vote to imprison suspects. The goal is for the witch to avoid imprisonment and curse the town, or for the others to identify the witch before the fifth imprisonment.
The document provides an analysis of the 1950 Japanese film Rashomon and discusses two perspectives on truth and reality put forth by film critic Roger Ebert and filmmaker Errol Morris. Ebert believes truth is subjective and reality depends on individual perspectives, while Morris argues there is one objective truth and single reality. The document analyzes each character's testimony in Rashomon based on their potential motives and ultimately finds Morris's view better fits the film as there can only be one version of events, despite varying perceptions of truth.
Juror 8 is described as a mid-40s architect who is quiet, calm, sensitive, passionate, intelligent, and fair. After the trial, he was the sole juror voting not guilty. Through reasoned debate over many hours, he was able to persuade the other jurors of reasonable doubt in the case, leading them to also vote not guilty. He impacted the plot and changed other characters' views of him by proving his logical reasoning.
Four teams will participate in a game involving selecting strategies of A or B. The aim is to score the maximum dividends. Scoring is based on the number of As and Bs selected. The document then explains the Prisoner's Dilemma game theory concept where two prisoners can either cooperate or betray each other, and discusses why rational individuals may not cooperate even if it is in their best interest to do so.
Juror Number 4 is described as the smartest of the jurors. He uses facts rather than opinions to form his verdict and avoids conflict with others. He is initially convinced of the defendant's guilt but changes his vote to not guilty after discussion reveals the witness who identified the defendant may have had impaired vision due to wearing glasses.
Juror #9 is described as a mild, gentle old man who is waiting to die after being defeated by life. He recognizes his own weaknesses but mourns no longer being able to show courage in his youth. At first, Juror #9 quietly goes along with voting guilty but changes his vote to not guilty after evidence arises that convinces him. He then helps convince another juror of his view by discovering that marks on a witness matched marks on another juror's glasses.
This document provides an agenda and instructions for a criminal procedures class that includes a mock trial activity. The agenda covers opening remarks, a mock trial preparation session, and notes on criminal procedures such as the roles of key participants, how cases proceed through the system, and definitions of important legal concepts like murder and manslaughter. Students are assigned roles and cases for the mock trial and provided guidance on preparing opening/closing statements and questioning witnesses.
Juror 10 is described as an angry and bitter man with a conservative worldview. He seems to be in his 40s and holds prejudices against people who are different from him, like those who live in slums. He views them as "trash" and "wild animals" who are different, don't need excuses to kill, and want to destroy people like him. Though initially convinced the accused is guilty, by the end of deliberations Juror 10 changes his vote to "not guilty," possibly because he has given up or been persuaded by others in the jury room.
Twelve Angry Men depicts a jury deliberating over a murder trial. The characters are identified only by number as each juror brings their own biases and preconceptions. Through rigorous debate over the evidence, the jurors gradually reconsider their positions as their understanding of the case and themselves evolves. Prejudices are challenged, and reasonable doubt raised, as they determine whether to condemn a boy to death.
The document summarizes key events that increased tensions between the US and USSR after WWII, known as the beginning of the Cold War. It discusses conflicting postwar goals that divided Europe between capitalist Western nations allied with the US and communist Eastern nations allied with the USSR. It then outlines several pivotal events and policies that escalated the conflict, including the Potsdam Conference, Truman Doctrine, Marshall Plan, Berlin Airlift, formation of NATO and Warsaw Pact, rise of communism in China, and the Korean War.
- The document examines the Indian Wars of the 19th century between the United States and Native American tribes like the Cheyenne and Lakota.
- It describes treaties signed that forced Native Americans onto limited reservations and disputes over land, culminating in violent conflicts like the Sand Creek Massacre and Battle of Little Bighorn.
- The U.S. government pursued policies aimed at assimilation and control of Native Americans, including through forced relocation, destruction of the buffalo population, and establishment of boarding schools.
Government Spending and Revenue, 1792-2009Dan Ewert
Ìý
The document shows US government spending, revenue, and debt data from 1792 to 1843. It includes total federal spending and revenue amounts, spending as a percentage of GDP, and breakdowns of spending on items like military, pensions, welfare, and education. Federal deficits are also listed along with total public debt each year. All dollar amounts are in billions and most spending was between 1-4% of GDP during this time period according to the data presented.
Beginnings of the Cold War from the end of World War II to the end of the Korean War. Had to chop this up some due to size restrictions.
Also note that there's no real text on the slides. Pay attention to the speaker's notes for info.
The document summarizes the genocide of Native Americans that occurred in North America between the 1600s and late 1800s. It describes how disease and warfare reduced the indigenous population from 10 million to just 300,000 by 1865. It then discusses how the US government forced most tribes onto reservations in the West after the Civil War, destroying the buffalo herds that were critical to their survival and way of life. Several key battles are mentioned, including the massacres at Sand Creek and Wounded Knee, as the US Army sought to control the tribes and open up land for white settlement.
The U.S. experience in settling the West. Covers Indian wars, rail roads and up to election of 1896. My thanks to Gennie Holcomb for providing framework material for the presentation.
This document discusses several famous inventors and their inventions such as Albert Einstein and his theory of relativity, Thomas Edison and the light bulb, and the Wright brothers and the airplane. It also describes how the telephone became widespread in the late 19th century and was later replaced by cellular phones. Additionally, it introduces the concept of "Chindogu" which are silly and useless inventions from Japan like a noodle hair guard or portable zebra crossing. The document ends by quoting Plato about the importance of thinking to progress.
1. The document describes the 1986 film "Ek Ruka Hua Faisla" which depicts the deliberations of a 12-member jury deciding the fate of a man accused of killing his father.
2. It outlines the plot where most jurors initially vote for the death penalty but the 8th juror argues they should discuss the case further.
3. Through discussion of the facts and each juror's perspectives, the 8th juror manages to convince the others that the accused is innocent, showing how personal views and biases can influence legal decisions.
12 Angry Men Essay
12 Angry Men Essay
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Twelve Angry Men Essay
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12 Angry Men Essay
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12 Angry Men Essay
12 Angry Men Essay
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Analysis Of 12 Angry Men
Twelve Angry Men Essay
Summary : 12 Angry Men Essay
Essay On 12 Angry Men
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12 Angry Men Essay
Arguments In 12 Angry Men
This document discusses beliefs and superstitions in Eastern and Western cultures. It provides examples of common superstitions such as dreams about snakes meaning you will meet your soulmate, and Friday the 13th being considered an unlucky day. Black cats are seen as good or bad luck depending on culture - in Britain and Japan they are seen as good, but in parts of Europe and the US they are seen as bad. The document also discusses classroom activities for students to learn about these beliefs, including matching pictures to passages about lucky/unlucky numbers and black cats, and a speed reading game in pairs to test comprehension.
Pillow Talk Caribbean is rolling out a selection of board games focused on intimacy and sexuality. The games range in price from $35-$95 and include Twister-inspired body contact games, fill-in-the-blank dirty questions, and choose your own adventure scenarios. The descriptions provide details on gameplay and suggest the games could help initiate new intimacy or restart a slowing sex life for couples. Customer service contact info is provided at the end.
Pillow Talk Caribbean is rolling out a selection of board games focused on intimacy and sexuality. The games range in price from $35-$95 and include Twister-inspired body contact games, fill-in-the-blank dirty questions, and choose your own adventure scenarios. The descriptions provide details on gameplay and suggest the games could help initiate new intimacy or restart a slowing sex life for couples. Customer service contact info is provided at the end.
This document provides information to help children understand what to expect if they have to attend court as a witness. It explains that court is where people determine if laws have been broken. A judge or magistrate oversees proceedings to ensure they are fair. Children may be called as witnesses to share what they have seen or experienced. The summary focuses on reassuring children that their role is important but that they only need to tell the truth of what they know or remember.
The document summarizes key events that increased tensions between the US and USSR after WWII, known as the beginning of the Cold War. It discusses conflicting postwar goals that divided Europe between capitalist Western nations allied with the US and communist Eastern nations allied with the USSR. It then outlines several pivotal events and policies that escalated the conflict, including the Potsdam Conference, Truman Doctrine, Marshall Plan, Berlin Airlift, formation of NATO and Warsaw Pact, rise of communism in China, and the Korean War.
- The document examines the Indian Wars of the 19th century between the United States and Native American tribes like the Cheyenne and Lakota.
- It describes treaties signed that forced Native Americans onto limited reservations and disputes over land, culminating in violent conflicts like the Sand Creek Massacre and Battle of Little Bighorn.
- The U.S. government pursued policies aimed at assimilation and control of Native Americans, including through forced relocation, destruction of the buffalo population, and establishment of boarding schools.
Government Spending and Revenue, 1792-2009Dan Ewert
Ìý
The document shows US government spending, revenue, and debt data from 1792 to 1843. It includes total federal spending and revenue amounts, spending as a percentage of GDP, and breakdowns of spending on items like military, pensions, welfare, and education. Federal deficits are also listed along with total public debt each year. All dollar amounts are in billions and most spending was between 1-4% of GDP during this time period according to the data presented.
Beginnings of the Cold War from the end of World War II to the end of the Korean War. Had to chop this up some due to size restrictions.
Also note that there's no real text on the slides. Pay attention to the speaker's notes for info.
The document summarizes the genocide of Native Americans that occurred in North America between the 1600s and late 1800s. It describes how disease and warfare reduced the indigenous population from 10 million to just 300,000 by 1865. It then discusses how the US government forced most tribes onto reservations in the West after the Civil War, destroying the buffalo herds that were critical to their survival and way of life. Several key battles are mentioned, including the massacres at Sand Creek and Wounded Knee, as the US Army sought to control the tribes and open up land for white settlement.
The U.S. experience in settling the West. Covers Indian wars, rail roads and up to election of 1896. My thanks to Gennie Holcomb for providing framework material for the presentation.
This document discusses several famous inventors and their inventions such as Albert Einstein and his theory of relativity, Thomas Edison and the light bulb, and the Wright brothers and the airplane. It also describes how the telephone became widespread in the late 19th century and was later replaced by cellular phones. Additionally, it introduces the concept of "Chindogu" which are silly and useless inventions from Japan like a noodle hair guard or portable zebra crossing. The document ends by quoting Plato about the importance of thinking to progress.
1. The document describes the 1986 film "Ek Ruka Hua Faisla" which depicts the deliberations of a 12-member jury deciding the fate of a man accused of killing his father.
2. It outlines the plot where most jurors initially vote for the death penalty but the 8th juror argues they should discuss the case further.
3. Through discussion of the facts and each juror's perspectives, the 8th juror manages to convince the others that the accused is innocent, showing how personal views and biases can influence legal decisions.
12 Angry Men Essay
12 Angry Men Essay
12 Angry Men Essay
12 Angry Men: Leadership Essay
12 Angry Men
Essay On 12 Angry Men
Analysis Of 12 Angry Men
Twelve Angry Men Essay
Summary : 12 Angry Men Essay
Essay On 12 Angry Men
12 Angry Men Essay
12 Angry Men Essay
Arguments In 12 Angry Men
12 Angry Men Essay
12 Angry Men Essay
12 Angry Men Essay
12 Angry Men: Leadership Essay
12 Angry Men
Essay On 12 Angry Men
Analysis Of 12 Angry Men
Twelve Angry Men Essay
Summary : 12 Angry Men Essay
Essay On 12 Angry Men
12 Angry Men Essay
12 Angry Men Essay
Arguments In 12 Angry Men
This document discusses beliefs and superstitions in Eastern and Western cultures. It provides examples of common superstitions such as dreams about snakes meaning you will meet your soulmate, and Friday the 13th being considered an unlucky day. Black cats are seen as good or bad luck depending on culture - in Britain and Japan they are seen as good, but in parts of Europe and the US they are seen as bad. The document also discusses classroom activities for students to learn about these beliefs, including matching pictures to passages about lucky/unlucky numbers and black cats, and a speed reading game in pairs to test comprehension.
Pillow Talk Caribbean is rolling out a selection of board games focused on intimacy and sexuality. The games range in price from $35-$95 and include Twister-inspired body contact games, fill-in-the-blank dirty questions, and choose your own adventure scenarios. The descriptions provide details on gameplay and suggest the games could help initiate new intimacy or restart a slowing sex life for couples. Customer service contact info is provided at the end.
Pillow Talk Caribbean is rolling out a selection of board games focused on intimacy and sexuality. The games range in price from $35-$95 and include Twister-inspired body contact games, fill-in-the-blank dirty questions, and choose your own adventure scenarios. The descriptions provide details on gameplay and suggest the games could help initiate new intimacy or restart a slowing sex life for couples. Customer service contact info is provided at the end.
This document provides information to help children understand what to expect if they have to attend court as a witness. It explains that court is where people determine if laws have been broken. A judge or magistrate oversees proceedings to ensure they are fair. Children may be called as witnesses to share what they have seen or experienced. The summary focuses on reassuring children that their role is important but that they only need to tell the truth of what they know or remember.
1. Revival of the Salem Witch Trials
This game takes place during the Neo Salem Witch Trials. There has been a series of
poisonings that have occurred in the past couple of days, and now members of the town have
been put on trial. It is your job, as a criminal suspect, to prove your innocence before you are
sentenced to lifelong imprisonment. You must catch the witch before you are unjustly
imprisoned instead.
How to Play:
Players will take the roles of either a suspect, the jury, or the judge. Each player must attempt to
uncover the secrets of the witch before they are wrongly charged by the court.
Judge:
Can either choose to imprison the suspect on trial, or attempt to avoid it once per game. If the
judge avoids more than once, the judge is now considered a suspect, and the role of judge is
randomly given to one of the suspects.
Jury:
Can either work with or against the Judge’s decisions. By having a majority vote, the jury can
call for an appeal. The appeal is decided by the drawing of a random marble from a bag. If the
marble is black, the jury wins the appeal; if it is grey, they lose the appeal, and one of the jury
members switches roles with a suspect.
Witch:
The witch’s role is to stay alive as long as possible. There will be a total of 5 imprisonments
that occur throughout the game (for 14 players). If the witch is not jailed by the time of the 5th
sentence, then the witch puts a curse on the town and destroys all the vegetation. If the witch
has been caught, then the town is freed from the curse and returns to peace.
Suspects:
Must talk amongst themselves to figure out which place they want to search for clues. They can
only search one place per day, and can gather the evidence cards from that location. When they
are done searching, the suspects must present their evidence to the court and name someone to
be put on trial depending on the total evidence found (things from the previous days still count,
so it becomes easier to name someone). Suspects may also have 1 chance to imprison a person
whose evidence has been collected. This does not count toward the total number of court
sentences. The imprisonment must occur before the court trial occurs for that day.
Side Rules:
1) Role switches will be random. Players may determine how to make the switch. The
game continues like normal once the switch occurs. When someone is put in jail, that
person reveals the motive they have been assigned. If the person was not the witch, then
the game continues and a jail counter is added to the board. When the jail counter board
is full, the witch must reveal themselves to the other players. It is always important not
to reveal your motive to the others.
2) This game can be played with any number of players, as long as there are at least 3
people participating. The number of jury members and suspects should be kept at a
2. 1+1:1 ratio for optimal play (for example: 2 jury members for 1 suspect, 3 jury members
for 2 suspects, etc.). There will always have to be just 1 judge. If there is an odd number
of players, then the number of people in the jury should be equal to the number of
suspects.
3) Players may speak and interact with each other from different roles. However, the
suspects may only consult with the jury or judge once per court meeting, and only
during the court meeting.
4) When accusing someone of being the witch, the evidence must be presented to the court
and collected there. Multiple pieces of evidence for the same person may be presented at
the same time for a more convincing argument. If the accused person is not put in jail,
the evidence from that court case will be saved in a special trunk. Therefore, if the
suspects want to put the blame on the same person, they must present more evidence
that the person could be a witch. However, if all 3 pieces of evidence have been
collected by the court for that person, there will be a court hearing for that person each
day as well as whoever else is being accused. There will be a separate trial held each
day for this person until the game ends, or they are put in prison.
5) If there is no cumulative evidence for a player that was collected, and the location
exploration does not give a valid set of evidence, then there will be no court case for the
day, and play continues as normal.
6) There will be no interrogations in this game. No players may demand to know the
motive assigned to any other player. Any mention of it, or breaking of this rule will
result in immediate removal of that player from the game, and the jail counter will be
moved up by one.
7) Each location will have a random amount of evidence that can be found. These amounts
will be predetermined at the beginning of the game, and once a location is explored,
there will not be any more evidence available after.
8) When someone is wrongly accused and thrown in prison, they exchange their motive
card for an angry family card. People with the angry family card may search through the
evidence at a location the suspects plan to visit, and can switch any one piece of
evidence from that location with any other location.
9) The total number of imprisonments that occurs is equal to half the number of players,
minus 2. If the number is not a whole number, round down to the nearest whole number.
For example, If there are 12 players, the number of imprisonments should be 4. If there
are 13 players, the number of imprisonments is still 4. There are, then, a maximum of 28
players that can participate in this game at any given time.
3. Items Owned
Who Item 1 Item 2 Item 3
Mr. Brandon Broom Hair Dryer Scissors
Mr. Dalton Exams Red Pen Ruler
Mr. Garthrow Hammer Nails Wood
Mr. Klutz Gun Handcuffs Nightstick
Mr. Landry Boots Pipes Plunger
Mr. Parshel Pruners Roses Vase
Mr. Smith Piano Speakers Tuning Fork
Ms.Bell Hay Pitchfork Tractor Keys
Ms. Newton Curly Wig Funny Nose Large Shoes
Ms. Pewett Camera Makeup Script
Ms. Priori Car Keys Pizza Box Uniform
Mrs. Dalton Medicine Handbook Pills Stir Bar
Mrs. Klutz Bread Dough Pie Tin Rolling Pin
Mrs. Landry Coffee Mug Computer Work ID
4. Additional Items Owned
Who Item 1 Item 2 Item 3
Mr. Darwin Water Spray Mask Hand Drill
Mr. Galloway Metal Ore Liquid Iron Tongs
Mr. Hall Baseball Bat Cap Cleated Shoes
Mr. Kain Dictionary Laptop computer Notepad
Mr. Krevitz Frying Pan Olive Oil Butcher Knife
Mr. Samson Liquid Nitrogen Test Tube Distillator
Mr. Watson World Almanac Book Order Forms Library Keys
Ms.Pell Paintbrush Canvas Palette
Ms. Plackard Fireproof Coat Hose Gas Mask
Ms. Plan Copper Wire Wire Cutters Blueprints
Ms. Yellow Yoga Mat Radio Wristbands
Mrs. Darwin Bible Religious Gown Candles
Mrs. Galloway Cleaning Cloth Tall Mug Wine Bottle
Mrs. Watson Law Documents Court Orders Nametag
5. Motive Pieces
Innocent Innocent Innocent Innocent Innocent Innocent Innocent
Innocent Innocent Innocent Innocent Innocent Innocent Witch
Roles
Judge Jury Jury Jury Jury Jury Jury
Jury Suspect Suspect Suspect Suspect Suspect Suspect
Characters
Mr.
Brandon
Mr.
Garthrow
Mr. Klutz
Mr.
Parshel
Mr.
Dalton
Mr. Smith
Mr.
Landry
Ms. Piori
Mrs.
Klutz
Mrs.
Landry
Ms.
Pewett
Ms.
Newton
Mrs.
Dalton
Ms. Bell
6. Motive Pieces
Motive Motive Motive Motive Motive Motive Motive
Motive Motive Motive Motive Motive Motive Motive
Roles
Role Role Role Role Role Role Role
Role Role Role Role Role Role Role
Characters
Characters Characters Characters Characters Characters Characters Characters
Characters Characters Characters Characters Characters Characters Characters
7. Items
Scissors
Hair
Dryer
Broom Ruler Red Pen Exams Hammer
Nails Wood Gun Handcuffs Nightstick Plunger Pipes
Boots Roses Vase Pruners Piano
Tuning
Fork
Speakers
Pitchfork
Tractor
Keys
Hay
Funny
Nose
Curly Wig
Large
Shoes
Makeup
Script Camera Pizza Box Car Keys Uniform Pills Stir Bar
Medicine
Handbook
Pie Tin
Bread
Dough
Rolling
Pin
Computer Work ID
Coffee
Mug
12. Marbles
Marbles Marbles Marbles Marbles Marbles Marbles Marbles
Marbles Marbles Marbles Marbles Marbles Marbles Marbles
Locations
Place Place Place Place Place Place Place
Place Place Place Place Place Place Place
Locations
Place Place Place Place Place Place Place
Place Place Place Place Place Place Place
13. Jail Counter
1 2 3 4 5 6 7
8 9 10 11 12 13
Game
Over
Angry Family
Mother Father
Older
Brother
Older
Sister
Younger
Brother
Younger
Sister
Aunt
Uncle Cousin Cousin Grandma Grandpa Niece Nephew
Number of Items per Location
7 4 1 1 2 5 1
3 3 2 6 1 2 4
14. Jail Counter
Jail Jail Jail Jail Jail Jail Jail
Jail Jail Jail Jail Jail Jail Jail
Angry Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Angry
Family
Number of Items per Location
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
Number of
Items
15. Additional Motive Pieces
Innocent Innocent Innocent Innocent Innocent Innocent Innocent
Innocent Innocent Innocent Innocent Innocent Innocent Witch
Additional Roles
Jury Jury Jury Jury Jury Jury Jury
Suspect Suspect Suspect Suspect Suspect Suspect Suspect
Additional Characters
Mr.
Samson
Mr.
Galloway
Mr.
Krevitz
Mr.
Darwin
Mr.
Watson
Mr. Kain Mr. Hall
Ms.
Yellow
Mrs.
Darwin
Mrs.
Galloway
Ms.
Plackard
Ms. Plan
Mrs.
Watson
Ms. Pell
16. Additional Motive Pieces
Motive Motive Motive Motive Motive Motive Motive
Motive Motive Motive Motive Motive Motive Motive
Additional Roles
Role Role Role Role Role Role Role
Role Role Role Role Role Role Role
Additional Characters
Characters Characters Characters Characters Characters Characters Characters
Characters Characters Characters Characters Characters Characters Characters