W.A.L.R.U'S. I WATER AND LAND RESOURCE/ UTILIZATION SIMULATION... Allan G. Feldt. with ~'"David Moses and., / Jam'e E kroad Environmental Simulation Laboratory ehol of N atural.Reso'Urces The University of M:ichigan April 1972.. Sea Grant Technical Report No. 28 MICHU-SG-72- 208 THE UNIVERSITY OF MICHIGAN SEA GRANT PROGRAM The University of~ Michigan Sea Grant Program is a part of the National Sea Grant Program, which is maintained by the National Oceanic and Atmospheric Administration of the U.S. Department of Commerce.

,fThis version: of WAIUS I is derived from the groundwork laid by Thomas E. Borton,f Kherine: Warner, and Richard Duke in introducing the idea of the use f operational gaming devices in Sea Grant research., At the same time, we have borrowed::heavily from a number of existing games s'f some of the componens d oerating properties of this game. Specifici,l we are indebted to ideas U!ken from PPOM and CLUG by Allan Feldt, to COG by vid Povey, to "Urbanr ynmics'i by urbandyne~, Inc., and to "Marbiesl" by ~red Goodman. Doubtgless, er games~ have alsO influenced oir thinking in ire stubtle ways but leg. 6.ng. eWsbu specific? further Iaeknoo ledelnts are not possible. To these intelletual sources we are indebted-for id si, concepts, and suggestions. To the Sea Grant st0aff at The university o eichigan and officials from Traverse City,;:/ are~ indebted for cooperatio, understanding, and' support.-.i f........,

T S Page INTRODUCTION' 1: INTRODUCTION OF ING-SIMIATION TECIQUES 4 Historical Develoment -4 Computer Sim ulations. 6 — Gaming/Simulation Techniques 7. Role Playing. 7 2. Scenario Consruction. 9. The Accounting System..... U ses and Applications of Gaming/Simulona Techniques" 10; THE BASIC G.GAME. 15 Playing: Board: and Pieces 15 Teams and:. Governments 18.Rules' of Play 21...Man-Made Laws 22 Walton 22 es:. t Township.: 25 East Township - 28 Natural: Laws 1 Lad - Use Characteristics 31 Basic. "Component Characteristics 315 Water and Sewer Characteristics 34 Financial and Econoi0 Properties 35 Influents and Votes GAME PROCEDURES -38 Mon eyVotes, Influents, and Pollutants 8 Steps of Play 39 Accounting Forms 41 Cash Flow Sheet 43 Team Property Holdings 44.APPENDIX I. LEGO COPONETS -FO R WALRUS-I PLAYING: KITS 4 APPENDIX II. WALRUS:I INITIATING CONDITIONS- 4 Pollution Record Chart"'' ~.: 51 Influents and Votes Accounting. S:heet 3 GAME PROCEDURES | | - iii

-C.TE TS (Concluded) Page Municipal Budget Sheet: Walton 54 Munitcip', Budget Sheet: fEast Township 55 Municipal Budget Sheet:.West Township 56 Team Property Holdings: Ebony 57 Cash Flow Sheet: Ebony 58 Team' Property Holding:s: White 59 Cash Flow Sheet:: White 6o Te'm'Property Holdings: Yellow 61 Cash Flow Sheet: Yellow -62 Team Property Holdings.: Blue 63 Cash Flow:Sheet: Blue 64 Team Property Holdings: Red 65 -:ash Flow:Sheet: Red.- 66 Team Property Holdings 67 Cash' Flow Sheet 68 APPENDIX III'. SUGGESTED ROOM LAYOUT 69 I v

FIGURES.:0.... -....~~~~~~~~~~~~~~~~~~~~~~.. Figure. Page.. \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~. 1.:Schemat'ic Ca, ssification of Teehniques 12 10 c. m. azi.. c n.... -............ -. -~~~~~~~~~. 2.:: WALRUS Lego Components: 16 2h'V ltr.. RUSio n.1..... 3.t The Wailton' R~egion 17... ~.... ~ ~~~ ~~~ ~~~ ~~~~~ ~~~~~~~~~~~~~~~~~~~~~.... ~...

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INTRODUCTION WALRUS I is the first in a series of three games developed for the University of Michigan Sea Grant Program to provide a basis for communication and interaction among Sea Grant personnel engaged in specialized water resources research and between such personnel'and the lay public they are seeking to serve. Successive models in the series will provide gamingsimulation models of increasing complexity and sophistication, moving towards what is hoped to be a highly sophisticated and realistic simulati6n of' human communities and their interrelationships with the environment. Development of the final stage in this series is a number of years away, but this game and a number of others are helping to prepare the way for greater use of simulation technologies and possibilities in public decision making. The second gaming-simulation model in the series, WALRUS II, is expected to be completed by the summer of 1972 and will provide a more sophisticated and detailed version of the elements and processes represented in this early, imprecise, and relatively simple gaming-simulation model. This first game in the series is necessarily quite crude. The attempt here hras been to stimulate discussion and criticism as to what the principal ingredients of an adequate simulation model dealing with water resources problems should be. To date the game has served this purpose well, and the current version contains a number of changes in content and emphasis based upon the earlier trail runs of the model with interested scientists and public officials. To personnel from the Michigan Sea Grant Program and to elected 1

officials and planning board members from Traverse City, Michigan, we are particularly indebted for their assistance, advice, and criticism of the earlier form of the model, which have helped us in defining WALRUS I in its present state. In a sense, WALRUS I is more a questionnaire than a simulation model in that it was primarily designed to ask whether or not the kinds of factors contained within its framework were the appropriate ones to be considered in dealing with local efforts at water resources planning. The answer has been a qualified'yes' from a considerable range of persons who have played the initial forms of the model. In many cases, suggestions were made which we have incorporated in this final version of our elementary game. In other cases, suggestions were made which we are seeking to incorporate in WALRUS II as it is developed. In still other cases, suggestions have been offered whose fulfillment must await completion of later, more advanced models. WALRUS I has proved satisfactory for its basic purposes, however, and has also served to introduce many persons to the use of gaming-simulation models. This final version of the game is now being published to answer the many requests for information on the game. It is hoped that the material provided in this set of descriptions will be sufficient to allow others to build and use the game in their own work and applications. One final word of caution is needed, however. A game is best understood by playing it, not by reading about it. The description which follows is a poor second to playing the game as a basis for introduction to the model. The use of gazming-simulation as a form of communication and resceareh is relatively new in the social and natural sciences. Since the technique is 2

easily misunderstood and is not widely known as yet, the following brief description by Robert Armstrong and Margaret Hobson is offered as a succinct and generally accepted introduction to the technique itself.

INTRODUCTION TO GAMING-SIMULATION TECJINIQU}S.* Historical Development Gaming/simulation techniques are of long standing; such games as chess, go, and Shogi having been developed from war games used ih the Indian subcontinent, China, and Japan some thousands of years ago. Modern war-gaming dates from the latter part of the eighteenth century, when the Prussian military establishment became conscious of the need to revise the training'of combat officers.** Whilst in the last thirty years the training element has remained important, gaming techniques have been employed in such areas as strategic planning-e.g., the Japanese attack on Pearl Harbor; tactical operations planning-e.g., "hunt and kill" patterns for submarine search; weapon use and development-e.g., analysis of air and ground combat; and the attempt to define the characteristics and implications of new weapons systems-e.g., the pattern of deployment of nuclear weapons by NATO in Europe. Although primarily a postwar development, "crisis" games designed to allow examination of aspects of international relations began to be developed during the interwar period.. These are role-playing exercises set in a scenario related to an actual or imaginary crisis situation. They owe much in terms of *Reprinted from Gaming/Simulation Techniques: An Introductory Exercise, Management by Objectives, by Robert H. Armstrong and Margaret Hobson, Institute of Local Government Studies, University of Birmingham, Birmingham, England, with the permission of the authors. **Extensions of the Prussian "method" were later developed by the Russians, British, and Americans. 4

their form to the "free-play" kriegspiel, which developed out of the Prussian war-game exercises mentioned above. It was not until 1956 that the American Management Association, in cooperation with I.B.M., began to develop "business war-games." Since then the growth of business-gaming, mainly for training purposes, has been rapid. As in the military field, there have been extensidns with gatnes being used to examine aspects of operational problems, e.g., stock-control, though such developments have not been as prolific as the military equivalents. Applications to problems of public administration and land use planning date from 1960 (Hendricks-POGE), though the two best-known examples, CLUG (Allan Feldt) and METRO (Richard Duke), are both post-1963 developments, and to date, the extent of the use of gaming techniques in this area is still limited. Thus paradoxically the use of games as training and planning devices is both ancient and novel, but in all the applications of gaming certain common elements can be found, these are (i) people playing roles-which do not necessarily correspond to those they assume in the real-life situation; (ii) a scenario-defining a problem area or a given "state of the system"; (iii) an accounting system designed to keep track of events and their consequences during play. Different games will place the emphasis on different elements. Thus some games are almost entirely role-playing exercises, whilst at the other extreme the use of elaborate computer simulations reduces the people to a secondary role and emphasizes the "accounting" system. 5

Computer Simulations At this point it may be useful to distinguish a gaming/simulation exercise from a computer or machine simulation. Gaming/simulations will always employ all three elements-roles, scenario, and accounting —and at least the major roles will be represented by human players., In the computer simulation, while the three elements are present, they are represented in symbolic from within a model. Thus the relatively "free" decisions taken by role-players in a gaming/simulation exercise are replaced in the computer or machine simulation by programmed responses* to a series of alternatives. Gaming/simulations which use a computer use it as part of the accounts system. Even where a "sophisticated" model is employed, its purpose is to do no more than process information and responses generated by the human players. Hence the emphasis is not placed upon the logical or inner consistency of the model used,but upon either (or both) the relationships: (i) between the roles represented by human players, (ii) between the players and the model. This characteristic of gaming/simulation means that its main purpose cannot be "predictive" in the sense in which that term is used by the operations research scientist. The presence of human players means that there will always be opportunities for the absurd to happen and the irrational to dominate. Conditions of play will vary from exercise to exercise, not the least important variable being the personalities of the players. However, computer simulations, *This is still true where the programmed responses are deliberately designed to be "random." 6

when given variables change, can make a "prediction" of the quantitative outcome of (a.) chaihe(s). The differences in outcome from gaming/simulation and computer simulation approaches do not mean that they are "opposed" approaches. Each draws on different techniques, which in turn influence the structure and the type of result which can be expected or anticipated. Gaming/Simulation Techniques Within each of the elements of role-playing, scenario construction, and accounting system development, a number of techniques can be employed. 1. Role Playing There are three aspects to be considered in relation to roles: (i) role definition, (ii) role allocation, (iii) adjuncts to role playing, Roles may be defined to correspond with their real-life counterparts or may be an amalgam of certain interest groups which have selected characteristics in common. Either approach may be used in a gaming/simulation exercise or the two may be combined. The objective, whichever approach is adopted, is to introduce into the exercise what are seen as the "key" decision-making groups. The definition itself can be stated either in minimum terms, so as to allow for development of the role during the exercise, or in terms of stated objectives to be purused by those playing the role. This definition can be 7

accompanied by a statement of activities considered (in)appropriate to the role. Once definitions have been decided upon, the allocation of roles to players can be undertaken in a number of ways. A player may take a role that matches or is closely akin to his own real-life role. Opposite to this is the "role-reversal" approach, where a player is deliberately put in a role other than his real-life one. Where roles correspond to individual decision-makers in real-life situations some attempt may be made to match players' personality characteristics to those of the persons whose positions they will be playing (e.g., in the attempts to game/simulate the outbreak of World War I, separate runs were undertaken with "matched" and "unmatched" personalities). Other attempts to simulate more recent crises by one of the great powers have suffered from the lack of well-informed Chinese communist leaders. At certain stages during play it may be necessary to introduce some additional elements into the exercise in order to evoke or record the response of roles to precise circumstances. Those may be fairly elementary, egg., to record voting patterns, or at the other end of the spectrum be more sophisticated, e.g., in order to establish and record changing "weight" of influence accorded to roles of "equal standing" by the players taking these roles. Whatzver the specific purpose of these adjuncts, the general aim is to provide linkages between roles, and between roles and the scenario or accounting system within the "abstract" environment of a gaming/simulation exercise. Without such linkages there is always the danger of role-playing becoming introspective, lacking force and hence not providing any dynamic elements within the exercise. 8

2. Scenario Construction The scenario in a gaming/simulation exercise defines the situation presented to the roles at the start of play. The scenario is normally given in two parts-one being provided as a framework for the exercise as a whole, and the other providing, often in greater detail, points of reference for the individual roles. The scenario provides information. This may be in the form of written reports, diagrams, maps, physical models, statistical information, and financial statements. Normally several of these methods are used in combination, and the information may be provided in manual form, displayed in the area where the exercise is to be held, or made available to roles on specific request. The scenario may relate to a past, present, or future situation, thus the attempt to simulate the outbreak of World War I is situated in the past, the N.E. Corridor Transportation study in the present, and many weapons systems simulations some twenty years in the future. In addition, a "scenario" set in the present can contain some information relating to the past, and also forecasts of the future. Given the scenario at the start of the play, the dynamic l1ement introduced by role-playing (whatever the interpretation put on this by;he players) leads to changes in the definition or type of situation confronted )y players. It is the function of the "accounting system" to monitor and process the activities of the roles and update the scenario. The "new" information which is generated by the models may be available to all roles, to select roles, or on specific request. 9

3. The Accounting System The accounting system may present (i) a series of cumulative totals for the exercise as a whole, (ii) a series of cumulative totals for the individual items, (iii) an autonomous model which processes the individual items of information or cumulative totals. This is the only "model"*> using the term in its strictest sense-which is employed in the exercise, in that it contains in-built assumptions relating to behavior and response. In both manually operated accounting systems and computer-based accounting systems, the assumptions are open to challenge and discussion. Any changes proposed by the players (and normally a degree of consensus is required) can be relatively easily substituted in the manually operated system. In the computerbased system, the proposed changes normally require a rewriting of parts of the program. In practice, the three elements of role-playing, scenario, and accounting can be more closely interrelated than is suggested in the above account. It is, in fact, possible to cdmbine certain or even all aspects in one "presentation." The greater the degree of combination, the more abstract the exercise becomes. Thus in many recreational games, representation becomes symbolic: in "gaming/simulations" an attempt is made to move away from abstraction whilst still employing fundamentally similar techniques. Uses and Applications of Gaming/Simulation Techniques Validation of the effectiveness of gaming/simulation can be discussed only in relation to the purposes for which it is used. Suffice it to say here that *The term "controlling model(s)" is often used to cover all three aspects of the accounting system. Here the word "model" is being used loosely. 10

the subject is a controversial one, though no more so than that of validating the effectiveness of many other educational and decision-making aids. There are four main areas in which gaming/simulation is commonly used: ( i) education and training, (ii) decision-making and policy formulation, (iii) research, (iv) operational investigations. The considerations determining its use in the first of these four areas are different from those applying to the other three. In an educational setting the object is to create an environment within which students may learn about the "total" situation through the medium of their own activities. With young, inexperienced students a substitute for "experience" is being provided, and as the aim may be to teach particular lessons, the exercises used may be highly structured. By contrast, where "experienced" professionals are taking part the aim is not so much to teach specific lessons as to provide an opportunity for exploration of and experimentation with situations with which they are familiar. In these cases the exercises are less structured, players having.iore freedom to direct the course of an exercise, In considering the remaining three applications, it is necessary to assess,he relevance of this approach in relation to other approaches and techniques. Figure 1 provides a schematic classification of techniques, related to the two dimensions of calibration (ability to measure) and rationality (consistency of behavior in relation to stated or implicit objectives). Given this classification, gaming/simulation techniques are seen as making their contribution in 11

few variables Model Building o Systems Analysis Mathematically Sensitivity Analysis based Techniques Fact Finding Computer Simulation CAL I BRATED UNCALIBRATED Behavioura I | Gaming /Simulation Studies Techniques.J I- many variables Figure 1. Schematic Classification of Techniques 12

the sector bounded by calibration and rationality. Exploration of an area by the use of gaming/simulation techniques may lead to the clearer definition of the key elements in a given situation, and ultimately the employment of the quantitative techniques. Such clearer definition may stem from "results" obtained in one or more of the following areas: (i) Identification and understanding of the interactions between two or more roles, e.g., initiation of contacts, their timing and purpose, leading to an evaluation of the resulting opportunities for cooperation or likelihood of conflict. (ii) Identification of information requirements and the use of information by the roles. (iii) Identification of the problem/opportunity areas created by complexes of decisions which may not always be the direct concern of the roles represented in the exercise. (iv) Exposure of the assumptions underlying the decision-making behavior of key groups in a situation. These types of results may be obtained from "insights" gained collectively or individually during the course of an exercise or they may arise as the consequence of postexercise evaluations, not necessarily immediately following play. (In some cases the results may be obtained by using an exercise on a number of occasions.) It should be emphasized that results may not always have the same significance for all players. Different players may take part in successive runs of the exercise or the same players may participate in the same or different roles. There may be occasions on which there appear to be few positive outcomes, either during or immediately following play. However, individuals often "recognize" in real life, similarities with the game situation over a large period of time. In this connection it is important that the circumstances arising

during play are treated as a yardstick and the attempt to transpose game experience directly into real-life situations is resisted. In this introduction the emphasis has been upon the construction and use of gaming/simulation exercises. There are many situations in which the techniques employed can be abstracted from an exercise and used for such purposes as structuring a discussion, displaying information and presenting new concepts. Their application in these latter areas is an even newer, but rapidly growing extension of ancient war-gaming. 14

THE BASIC GA&ME Playing Board and Pieces WALRUS I is played on a 50-knob by 50-knob Lego board marked off into 4-knob by 4-knob cells, which in turn are separated by single-knob divider strips. Each knob represents approximately 10 acres of land area, the distance between five knobs approximates one kilometer, the distance between four knobs approximates one-half mile, and each cell approximates one-quarter square mile. Divider strips are used to represent public rights of way between cells and are the location of any roads, sewer lines, or water lines provided during the game. Playing pieces in WALRUS I either represent one of the basic types of land uses allowed in the model or are used to designate presence of water lines, sewer lines, highways, land ownership, or employment. Major land uses in the game and the combinations of Lego blocks used to represent them are given in Figures 2 and 3. The color of the piece indicates the team which owns that particular land use, with clear colored pieces used for municipal ownership. Cylindrical pieces are used to indicate ownership of a cell or an individual knob when the ownership is not already clearly indicated by the color of buildings occupying the site. Single-knob square pieces are used to designate employment place of residential units, the residence taking a block with the same color and letter as the employer. 15

LAND USES (by team in yellow, red, white, blue, ebony) Heavy Light Private Employer-Employee Industry Industry Recreation Affiliation (in white & clear) Agriculture I Agriculture II Retail Ownership of Vacant land Residential I Residential II Residential III Residential IV M.fNiCIPAL PROPERTIES (in clear color only) Water Facility Sewage Facility School M.lnicipal Service additional additional blocks indicate blocks indicate type (treatment) type (treatment) Figure 2. WALRUS I Lego Components 16

A 8 C O.1 E 3A L A 0 T 5''3; A T o w w w A B C D E F G H I J -IEGESD Residential ( 4 = lRensidential te) #Public Rights of Way [densiJ~ty Itype) ||tW T~Il ~0II (for placement of utility & trans- s/ Agriculture )' - portation lines) Public Political Boundaries Private Recreation Public Park B Rivers ~~ Light Industry ~ Major Highway El]oo* r ie Heavy Industry Figure 3. The Walton Region 17

Teams and Governments Players are assigned to private business teams in groups of two or three per team. Each of the five teams represent a particular set of business and geographic interests and players will probably play in a manner representing those interests. Such "role-playing" activity is not required, however, and players may make decisions and play the game in any number in any manner they wish within the constraints imposed by the game rules and steps of play. Red and yellow teams are primarily agricultural in orientation and are each in political control of one of the suburban townships, East Township and West Township, respectively. They have a limited amount of direct political power and influence within the city itself although their monolithic status in the townships often makes them important to city players. The interests and goals of these teams might be similar, although they can readily diverge into two antithetical directions. Limiting growth in the township and seeking to maximize return from agricultural investments is one direction and requires care in matters of zoning and land sales within each jurisdiction. Conversely, re-zoning agricultural land to residential, commerical, or industrial will encourage growth and development by other teams, escalation of land value, and a rise in property taxes. A significant increase in residential development by other teams might, of course, result in loss of the political power enjoyed by the original teams in each township. Provision of adequate water and sewer services for these developments is a continuous problem and usually gets the developing township into issues of annexation to the city, purchase 18

of services from the city, or independent provision of services by either the township or private investors. Major alternatives involve either requiring a region-wide water and sewer authority or requiring no services at all for development, thus letting each investor solve his own problems and protect his own interests. At the beginning of the game, both townships have a very low level of taxation and virtually no capital or operating expenses. The ebony team is primarily involved in industrial holdings within the city. It also represents one of the major voting blocks within the city. As the major employer, the ebony team receives a substantial number o'f influents and is generally regarded as being crucial supporter for most city programs. Depending upon the levels of taxation imposed and the cooperation received from the city in terms of zoning requests, water and sewer services for new developments, etc., the ebony team may follow a policy of industrial expansion either within the city or in the townships or may begin to develop new investments in areas such as recreational industries or retailing. The team's stand on pollution issues and policies may be either conservative or liberal, depending upon the perceived and actual impacts such policies would have on the economic future within the community and the industries' own ideological..onceptions of how they ought to behave. The blue team is engaged primarily in recreational industries such as hotels, campgrounds, ski resorts, marinas, etc. The poltical strength of the blue team within the city is equal to that of the ebony team and, like the ebony team, also provides a fairly important segment of the employment base of both the city and the townships. The game is designed in such a manner that 19

the blue team would be one of the first to feel an impact from high levels of environmental degradation, although this impact would be fairly quickly passed along to other players in terms of reduced employment, loss of shopping, increased welfare, and slower rates of growth. Diversification of the type of commercial holdings owned by the blue team is one form of protection against environmental impacts, but care and consideration on environmental policy issues is even more important. The white team holds a virtual monopoly of retail services in the cities and towns and has a fairly important share of political power in the city. As the only retailer in the city, the white team may, in the short run, reap exorbitant profits from all other players by raising prices to the upper limit allowed. Such an action is almost certain to result in other teams entering retailing as quickly as possible, resulting in substantial losses in both customers and trust to the white team. General growth and expansion of the city is basically in the interests of the white team because of its position in the retailing structure. Some diversification of holdings is also a potentially desirable strategy to avoid overdependence upon the goodwill and tolerance of customers from all other teams. The white team is politically in a swing position in terms of city politics, offering enough votes to make cooperation with any other team very attractive, but not enough to give any other single team a majority position. Tax rates in the city plus a rapid rate of development are immediate concerns, with only secondary and longer term interests in the problems of environmental degradation which worry other teams more directly. 20

Rules of Play The game is controlled by two sets of rules, one set called "man-made laws" and one set called "natural laws." The man-made laws exist in three sets, one for each of the three political jurisdictions. Yet a fourth set is used which is not written down but which reflects the general constitutional and legal restraints imposed on all activities by county, state, and federal legislation and precedent. Man-made laws may be changed by majority vote of -the governing body of each jurisdiction and more may be added within reasonable limits of existing state and national legislation. Natural laws are representations of what are seen to'be the major environmental and economic constraints affecting behavior and development. The laws are stated in rather crude terms appropriate to the level of complexity and detail appropriate for the game-simulation model. Natural laws may be changed by any player presenting a reasonable argument and/or documentation of another natural law which is more valid with respect to the real world and which is reducible to the simplistic format required for operation of this game. Man-made laws for each of the three jurisdictions and natural laws for the entire game are given on the following pages. 21

Man-Made Laws: Walton 1. Appointments: The mayor has the power to appoint employees in municipally owned services and to negotiate wage rates for these employees. The mayor has the power to appoint city officials such as tax collector and public health officer, subject to approval of Common Council. 2. Votes: One vote in Common Council is received for each residential cell in which a team has a majority of the residential units. 3. Zoning: The existing zoning map for the city shall be enforced by the mayor or his appointee. Changes in zoning may be enacted by majority vote of Common Council acting upon a petition presented to Council and subject to one round delay in order to allow dissenting interests to present their arguments in opposition. All changes in zoning must be announced and posted on the zoning map. All zoning categories are mutually exclusive. 4. Welfare: Any residential unit without employment may apply to the tax collector for welfare payments in lieu of income. The current level of payment is $3,000 per round per residential unit, 5. Water and Sewer Services: No construction is allowed within the city in any cell which is not serviced with an adequate level of water and sewer services. Provision of these services from existing capacity is the responsibility of Common Council but may be delegated to some other city official. No septic beds are allowed within the city limits. Only publicly treated water supplies may be used within the city limits, i.e., no direct river or groundwater sources may be used. 6. Extension of City Services: Municipally owned city and water services 22

may not be extended to users outside the city limits without annexation. If this provision is rescinded, Council must publicly post a schedule of costs for installation of services and per-round rates for use by users outside the city limits. 7. Annexation: Annexation of all or any part.of a surrounding jurisdiction requires majority approval of both governing bodies as well as approval of the teams owning the land to be annexed. All annexed land must be adjacent to land already within the city limits. 8. Condemnation: Condemnation of privately owned land for the public good may be enacted by a two-thirds majority of Common Council with appropriate compensation for private owners directly affected. Compensation is to be between 75% and 125% of the initial construction cost of any building and at the rate of at least $20,000 per cell of land. 9. Taxation: Taxes are based on land use and are currently at the following rates: Full Industry, $20,000 per round; Light Industry, $10,000 per round; Recreation Industry, $7,000 per round; Retail Stores, $7,000 per round; Residential Units, $1,500 per unit per round. Changes in tax rates or in the system of taxation are made by simple majority vote of Council. Any changes in the system of taxation must make provision for necessary accounting procedures by the city tax collector. All changes in level or type of taxation must be announced one round prior to taking effect. 10. Federal/State Aid: Decisions to apply for federal or state aid must receive majority approval of Common Council andapplication fees must be paid for from public funds. Approval of an application constitutes anagreement to

encumber the city for the necessary proportional payment of the project immediately upon winning the grant. 11. Rights of Way: Sale or lease of a public right of way to a private team or permission to build upon such right of way requires approval of the Common Council. Rights of way bordering two jurisdictions require approval of both governing bodies.

Man-Mbde Laws: West Township 1. Appointments: The chairman has power to appoint employees in townshipowned services and to negotiate wage rates for these employees. The chairman has the power to appoint township officials such as tax collector and public health officer, subject to approval of the Town Board. 2. Vote s: One vote on the Town Board is received for each residential cell in which a team has a majority of the residential units. 3. Zoning: The existing zoning map for the town shall be enforced by the chairman or his appointee. Changes in zoning may be enacted by majority vote of the Town Board acting upon a petition presented to the Board and subject to one round delay in order to allow dissenting interests to present their arguments in opposition. All changes in zoning must be announced and posted on the zoning map. All zoning categories are mutually exclusive. 4. Welfare: Any residential unit without employment may apply to the tax collector for welfare payments in lieu of income. The current level of payment is $3,000 per round per residential unit. 5. Water and Sewer Services: No residential unit, retail store, or recreation industry may use river or bay water which is at a pollution level greater than 4K.* This limit is enforced by the chairman or his appointed official. No septic beds are required for construction and use of groundwater or nonpolluted surface water is permissible. Sewage may be dumped directly into the appropriate stream connecting the cell in question to the river or bay system. *K is an index of the quantity and quality of both water and sewage. 25

6. Provision of Services: Either water or sewage treatment plants may be built at public or private expense without any legal constraint. Services thus provided may be extended to any user desiring them upon agreement on some,mutually satisfactory rate and method of compensation. Creation of specialpurpose districts, user charges, normal taxation, or other methods may be employed as desired by a majority of the Town Board. Services may not be extended within the jurisdiction of another public body without the consent of that body. 7. Annexation: Annexation of all or any part of a surrounding Jurisdiction requires majority approval of both governing bodies as well as approval of the teams owning the land to be annexed. All annexed land must be adjacent to land already within the township limits. 8. Condemnation: Condemnation of privately owned land for the public good may be enacted by a two-thirds majority of the Town Board with appropriate compensation for private owners directly affected. Compensation is to be between'50jo and 125j% of the initial construction cost of any buildings and at the rate of at least $5,000 per cell of land. 9. Taxation: Taxes are based on land use and are currently at the following rates: Recreation Industry, $7,000 per round; Retail Stores, $3,000 per round; Residential Units, $500 per unit per round; Agriculture I, $1,000 per round; Agriculture II, $2,000 per round. Changes in tax rates or in system of taxation are made by simple majority vote of Town Board. Any changes in the system of taxation must make provision for necessary accounting procedures by 26

thr town tax collector. All changes in level or type of taxation must be announced one round prior to taking effect. 10. Federal/State Aid: Decisions to apply for federal or state aid must receive majority approval of the Town Board and application fees must be paid from public funds. Approval of an application constitutes an agreement to encumber the town for the necessary proportional payment'of the project immediately upon winning the grant. 11. Rights of Way: Sale or lease of a public right of way to a private team or permission to build upon such right of way requires approv-al of the Town Board. Rights of way bordering two jurisdictions require approval of both governing bodies. 27

Man-Made Laws: East Township 1. Appointments: The chairman has power to appoint employees in townshipowned services and to negotiate wage rates for these employees. The chairman has the power to appoint township officials such as tax collector and public health officer, subject to approval of the Town Board. 2. Votes: One vote on the Town Board is received for each residential cell in which a team has a majority of the residential units. 3. Zoning: The existing zoning map for the town shall be enforced by the chairman or his appointee. Changes in zoning may be enacted b.y majority vote of the Town Board acting upon a petition presented to the Board and subject to one round delay in order to allow dissenting interests to present their arguments in opposition. All changes in zoning must be announced and posted on the zoning map. All zoning categories are mutually exclusive. 4. Welfare: Any residential unit without employment may apply to the tax collector for welfare payments in lieu of income. The current level of payment is $3,000 per round per residential unit. 5. Water and Sewer Services: No residential unit, retail store, or recreation industry may use river or bay water which is at a pollution level greater than 4K. This limit is enforced by the chairman or his appointed official. No septic beds are required for construction and use of groundwater or nonpolluted surface water is permissible. Sewage may be dumped directly into the appropriate stream connecting the cell in question to the river or bay system, 6. Provision of Services: Either water or sewage treatment plants may 28

be built at public or private expense without any legal constraint. Services thus provided may be extended to any user desiring them upon agreement on some mutually satisfactory rate and method of compensation. Creation of specialpurpose districts, user charges, normal taxation, or other methods may be employed as desired by a majority of the Town Board. Services may not be extended within the jurisdiction of another public body without the consent of that body. 7. Annexation: Annexation of all or any part of a surrounding jurisdiction requires majority approval of both governing bodies as well as approval of the teams owning the land to be annexed. All annexed land must be adjacent to land already within the township limits. 8. Condemnation: Condemnation of privately owned land for the public good may be enacted by a two-thirds majority of the Town Board with appropriate compensation for private owners directly affected. Compensation is to be between 75% and 125% of the initial construction cost of any buildings and at the rate of at least $5,000 per cell of land. 9. Taxation: Taxes are based on land use and are currently at the following rates: Residential Units, $500 per unit per round; Agriculture I, $1,000 per round; Agriculture II, $2,000 per round. Changes in tax rates or in system of taxation are made by simple majority vote of Town Board. Any changes in the system of taxation must make provision for necessary accounting procedures by the town tax collector. All changes in level or type of taxation must be announced one round prior to taking effect. 10. Federal/State Aid: Decisions to apply for federal or state aid must 29

receive majority approval of the Town Board and application fees must be paid from public funds. Approval of an application constitutes an agreement to encumber the town for the necessary proportional payment of the project immediately upon winning the grant. 11. Rights of Way: Sale or lease of a public right of way to a private team or permission to build upon such right of way requires approval of the Town Board. Rights of way bordering two jurisdictions require approval of both governing bodies. 30

Naturr, 1 _,.,; (Can be changed by successfully challenging the basic model or submodel.) Land Use Characteristics Land uses in WALRUS are restricted to those listed in the basic components section which follows. The basic components section also, provides the initial construction cost for each type of use, the number of employees required for operation, the water and sewer requirements, and appropriate information on gross income. For public land uses, capacity and operating costs are also reported. The following additional characteristics for particular land uses also apply: 1. Heavy and light industry and retail stores may only locate in a cell adjacent to a major highway. 2. Residences, retail1 stores, and municipalities receive their incomes from other players in the form of wages, welfare, food payments, or taxes. All other incomes come from outside world and are paid by the operator each round. 3. Recreation industries may only locate on cells adjacent to a major river or the bay. As pollution levels in the adjacent body of water rise, its income is decreased according to the following schedule: Pollution Reading of Decrease River or Bay Cell in Basic Income 10K 25% 20K 5n% 30K 10oo% 4. Each residential unit must "consume" one food unit each round by submitting it to the operator at the end of the round. The food unit must be purchased from a retail store at the price currently being asked. 31

5. Each retail store may purchase up to twenty food units from the operator each round at a wholesale price determined by the operator. He may sell these to his customers at a price not exceeding 2000% of the wholesale price. Unused food units may be carried as inventory from round to round. 6. A municipal service unit services its own cell plus the eight immediately adjacent surrounding cells. Any cell containing more than two residential units must be within the service area of a municipal service unit. 7. A school has a maximum capacity of serving 25 residential units. If the total capacity of all schools on the board is exceeded by the total number of residences on the board, a 10%o reduction in all external incomes to all land uses will be charged for each 10 excess residential units. 32

Basic Component Characteristics Capacity/ Operating Land Use Type Cost Employees Water Needs Effluent Gross Income/ Cost/Round __1. _ _ _ _ es Service Area (excl. wages) Heavy Industry $100,000* 4 R Units 4K 8K $50,000 0 Light Industry 50,000 2 2 2 25,000 0 Recreation Ind. 25,000 2 3 3 25,000 max. 0 Retail Store 25,000 1 2 2 (Price x Cust.) O Agriculture I 25,000 1 (self) 1 2 10,000/9 cells O (plus land) (+ 10% for X 9) Agriculture II 50,000* 2 (self + 1) 3 5 25,000/9 cells O (plus land) (+ 10% for ~ 9) R1 Residence 10,000 -— 1 1 4-8,000 o R2 Residence 25,000* --- 2 2 Twice R1 0 k~ R3 Residence 40,000* --- 3 x R1 3 x R1 3 x R1 O R4 Residence 60,000* --- 4 x R1 4 x R1 4 x R1 0 Rn Residence n x 15,000* --- n x R1 n x R1 n x R1 o Public Park 10,000/cell 1 1 - 1 --- $ 2,000 Public School 40,000 2 2 2 25 R Units 8,000 Municipal Services 25,000 1 1 1 9 Adjo. Cells 4,000 Water Plant I 10,000 1 0 0 5K 1,000 Water Plant II 25,000 1 0 0 20K 5,000 Water Plant III 50,000 1 0 0 50K 15,000 Septic Bed I 5,000 0 0 0 1K 0 Sewage Plant II 20,000 1 0 0 15K 5,000 Sewage Plant III 40,000 1 0 0 40K 10,000 Sewage Plant IV 75,000 1 0 0 100K 20,000 *Cost given is for new construction only. If the land use is upgraded from a lower intensity use, only the difference in construction cost need be paid.

Water and Sewer Characteristics The quantity and quality of both water and sewage are measured by an index called K. This index is used to describe the capacity of water and sewer plants, the pollution level of a river or bay cell, the amount of water required by a particular land use or a given cell, and the amount of sewage generated by a particular land use or cell. The capacity of water or sewer plant and the lines available for extension along public rights of way is further indicated, respectively, by a clear or ebony 1 x 1 x 1/2 Lego block which is placed on the right of way to indicate a water or sewer extension. 1. Groundwater is available to each cell at the rate of 1K per cell. Such water is available for use in its own cell or in any adjacent cell at the rate of 1K per round and is not subject to pollution. Land in agricultural use is assumed to use the groundwater of the cell occupied. Such water may be used only once each round and may not be used for industrial purposes. 2. Water from a bay or river cell may be used directly without appreciable treatment cost as long as the pollution level is below 5K per cell in the cell from which the water is drawn. Water at greater than 5K level of pollution may not be used without passing through a treatment plant. 3. The installed capacity of water and sewer services to any cell is measured by the number of knobs of clear or ebony Lego placed on any adjacent public right of way, not counting corners. The same installed capacity may be counted towards cells on either side of the right of way subject to any restraints on use imposed by the municipality owning the lines and connected treatment plants. 4I. The efficiency of a sewage treatment pLant is normally 80(o, e.g., for lOOK of sewage treated, 20K of pollutants are discharged into the bay or a river. Efficiency may be raised once by an aLdditi onasl ic4o by increasing the operating (co;,ts of' t;,e plant by 25%~. 34

5. The capacity of a water or sewer plant may be increased up to four times by the payment of an additional 10o of the initial construction cost for each 5% increase in capacity. Financial and Economic Properties Financial payments are made between players according to agreements between themselves and between players and the operator according to the costs and incomes indicated for particular land uses and other requirements. It is the responsibility of each municipality to levy and collect its taxes from the appropriate players. 1. Transportation costs for journey to work and to shop are charged each residential unit each round and are paid to the operator. The charge is $500 for each cell traversed along the public right of way and is counted from nearest corner of origin to nearest corner of destination. Travel between any two points connected by a major highway is counted as zero cost. 2. Federal or state aid for any specified public use may be applied for by any municipality. The cost for an application is $10,000 per application. Such aid will cover 75% of the total cost of any approved public project, exclusive of land acquisition costs. The probability of receiving approval is normally 25% but may be increased by the payment of influents to the operator. Ten influents will increase the probability by 5%. When an application is submitted in one round, the dice are rolled in the next round and the funds become available in the following round. 35

Prol),abilit.es of' Obtaininn Federal Grants Probability Winning | Probability Winning of Winning Dice Numbers of Winning Dice Numbers 25% 2,7,11 65s 5,6,7,8,9 30%0 2,7,9 70% 2,5,6,P7,8,9 35% 3,7,8 75% 4,5,6,7,8,9 40(o 4,7,8 80o% 35,4,5,6,78,9 45% 6,7,8 85% 5,4,5,6, 7,8,9,11 50%o 3,6,7,8 90%o 3,,5,6, 7,8,9,10 55% 5,6,7,8 95% 35,4,5,6,7,8,9,10,11 60%o 4,6,7,8,10 100 2,3,4,5,6,7,8,9,10,11,12 3. Loans from the operator may be obtained at 10lo interest per round. The maximum available to any team is 25% of the value of its total assets. The rate of repayment is at 10%o of the principal plus any accrued interest each round. Loans to municipalities are automatically granted upon the appearance of a deficit in the budget. The rate of interest on municipal loans is 5% and the maximum indebtedness available in any round is equal to the size of the operating budget in the preceding round. Influents and Votes Voting power of each team in any jurisdiction is based upon the distribution of its residential units in that jurisdiction according to the representation formula established by appropriate man-made laws. Voting power may be increased for any given vote by paying the appropriate number of influents to the operator. 1. Influents are earned by a team as follows: a. One influent for each employee from another team, b. One influent for each residential unit living in a cell bordering on a major river or bay at a pollution level below 5K. c. One influent for each public office held in any municipality. No more than three such offices may be established in any municipality. 36

2. Influents may be expended as follows: a, Five influents may purchase one additional vote on any issue through payment to the operator. b. Five influents may purchase one line of "newspaper space." c. Ten influents may be paid to the operator to purchase a 5% increase in the probability of receiving federal or state aid. 37

GAME PROCEDURES Money, Votes, Influents, and Pollutants During play of the game, players attempt to control, and possibly optimize, their own position and the status of the region with respect to any one or more of four basic elements: economic strength, political strength, personal status and prestige, and overall environmental quality of the water resources. Each of these dimensions is represented by an element in the game, Play money is exchanged according to relatively straightforward rules analogous to the major elements of a local economy. Political strength is based upon the number of residential units controlled or owned within each appropriate political jurisdiction. Personal status or prestige is measured by poker chips representing influents, which are awarded on the basis of public office, position as an economic dominant in the economy, or owning residential units in prestige locations in the area. No single goal is provided for all players to attempt to optimize and any given player may choose as his own criteria for winning the game any one or more of these factors in any personally meaningful combillation. Other aspects of the game, aside from those discussed here, may also be selected as goals. Nothing in the nature of the game or the manner in which it is played requires consensus on the goals chosen. Indeed, the lack of consensus among possible goals is probably one of the more realistic aspects of this simple form of simulation model. 38

Pollutants in the game are measured according to the number of units of effluents which accumulate in the bay and river system according to the land uses in existence and the type of treatment provided for effluents under varying conditions. When operated on a manual basis, the operator simply keeps a record of how many effluents are emitted from each land use on the board and notes where it enters a river or thfe bay. The effluents, measured in units of K, decay slightly over each round but gradually build up in the bay at a rate faster than the rate of "natural" decay. The greater the amount of development, the greater the rate of deposition of such effluents into the aquatic system. The rate and amount of deposition may be decreased by providing sewer lines and sewage treatment facilities of varying capacities and efficiencies in various locations in the region. The number and effectiveness of such facilities matched against their cost and the political responsibility for providing them constitutes the basic attempt at control over environmental degradation possible on WALRUS. Such control requires money, understanding of the problem, and carefully developed political cooperation in order to be successfully accomplished. Steps of Play Play of WALRUS occurs in a series of four stages within a round. At the completion of the fourth stage, the next round begins with another repetition of the same four stages based now upon the new status derived from the previous round. The four principal stages and the kinds of activities carried out in each are as follows: 39

Stage I. Results of Previous Round Decisions 1 Receive income 2 Pay employees 3 Pay shopping costs and receive goods 4 Pay operating and transportation costs Pay taxes 6 Receive influents 7 Confirm current voting strength Stage II. Current Private Sector Decisions 1 Buy or sell land 2 Construction of new buildings 3 Make or change shopping and employment commitments 4 File requests for public action 5) Elect new representatives Stage III. Current Public Sector Decisions 1 Petitions and hearings before Council or Board 2 Financial and other status reports 3 Elect mayor or chairman 4 Appoint new public officials 5 Vote on changes in man-made laws 6 New construction or developnent 7 Process applications for federal grants 8 Set taxes'for next round 9 Old business 10 New business Stage IV. Challenges and Status Evaluation 1 Announcement and discussion of public actions and programs 2 Operator commentary 3 Questions and discussion on game components and models 4 Proposed changes in natural laws. Begin next round.... Insofar as possible, the sequence of play will follow approximately this order. Governing bodies may meet continuously if necessary, but when Stage III is announced, they must set aside time for public hearings as requested, with time limits being determined by the governing officer. The operator has final 40

discretion on announcing the completion of any one of the stages, and at that time any further decisions or actions to be taken must-be deferred until the appropriate stage in the next round. Accounting Forms Each team is provided with a set of two accounting forms, examples of which follow. Each of these forms provide the same basic information in two different formats. The team-property-holdings account lists all of the property holdings of each team giving its location, its employment coding letter, and appropriate information on its operating income and costs. These are coded so as to indicate gross income payments for wages and salaries to employees, taxes to one or another jurisdiction, transportation costs, other payments such as for retail goods, and the net profit or loss on the property in question. At the beginning of the game, players should look over the listing provided for their team and familiarize themselves with their holdings and their commitments to other teams and governments. Keeping these accounts up to date during successive rounds is the responsibility of each team and care should be taken to enter all new construction and any changes in commitments which occur during each round. The second account is called the cash flow sheet and provides a listing of the same properties and commitments order by the team or jurisdiction with whom each team has a current agreement. Inspection of this account should 41

reveal that the amounts and commitments are identical to those entered on the property holding account, except for income from the outside world. Similar updating of this account as changes are made in successive rounds is also the responsibility of each team. Another accounting form is provided to each of the three municipalities, givinlg a list of its holdings and operatingocosts, its tax payments due from each team, and its overall cash position in the first round. The operator will provide these records to the tax collector appointed in each jurisdiction during the first round. It is then the responsibility of the tax collector to keep these records posted with current changes in each successive round. Finally, a set of pollution records are maintained by the operator or his assistant. These are open to inspection by any interested player at any time. 42

Peam SAMPLE Date CASH FLOW SHEET ro/From Purpose DescriDtion Amount Cvcle 2 Cycle 3 Cycle 4.... _.... e-. ycle c:e CITY wagI e s R.... r,12 000 _ taxes........2,000. W t.,p_. taxes.... 2.o I RED w ages E.12,000....... _goods A,BB,C +12,000 BLUE wage s H - 6,000 oods. CqD.-+ 6,o00. EBONY i wage s 0 + 6 000 goods FFG + 9,000 i 000 WItITE goods HIM0 9- M9., ooCL I, J, K +12,000 BRANK soods $2,/000/unit -3o.ooo __ trans. Ao.(I3)-store - 1,500. SELF wageS M 6,000 1 oOO_ go. | ods +RR + 6,000 | | |. | _ ~~~~~~~~~ IUI~~~~~~~~~~~~~~~~~~~~....

WALRUS I Date Team pL TEAM PROPERTY HOLDINGS Loca- Gross Total To or Other To or Net Land Use Type or Othe'w' T' Net Land Use Type Size ion Lette Income Wa es From Taxes To Trn Paments From PProfit = =i; 1 OIndustw.-v Re +000 itv. OOQ2 Iet Ind.ELt ____ __r_ ____ A, x;culre 11i 111..g _LZ?.. 11...jT.61000_._ W1 -1.0000 J White 20,000 Recreat ion Recreation Residence 1 I R. t I ~_I __ - 16 1-I Self' I. - Whie 0 Residence_ I _ _ I __ ___ -O.... 00 I s ia 6.000 1 Ebony ~ ~C~ityD R 130 -6-000 Whe Residence V ant ______ _ oo __, -_ _ooo V (: an t;_~KtE. _| —! n o

APPENDIX I. LEGO COMPONENTS FOR WALRUS I PLAYING KITS The following two pages indicate the kinds and quantities of Lego blocks generally used in a WALRUS game as we have designed it and discussed it here. Appropriate substitutes may be made if ready access to enough kinds of blocks. is not possible locally. Using materials othe' than Lego. is, of course, possible although we have generally found these children's blocks to be very convenient to employ. All the above description of the game is based on using Lego components. Lego blocks may be purchased in most toy stores, although in this country specific pieces may not be purchased individually, only prepackaged kits of defined contents being available. An arrangement to buy particular pieces may be possible through a local dealer. At this writing a private consulting firm has undertaken to purchase Lego at wholesale and to package the components needed for several academic games in kits which may be purchased directly from them. They have agreed to provide kits for WALRUS I as well and a set of Lego components may be purchased directly from this company: Urbex Affiliates, Inc., 474 Thurston Road, Rochester, N.Y. 14619. Similar Lego kits for WALRUS I may also become available from Learning A &M, Environmental Simulation Laboratory, The University of Michigan, Ann Arbor, Michigan 48104. Other components needed are paper clips for food units, a pair of dice, and a supply of play money. 45

WALRUS I: LEGO REQUIREMENTS FOR KIT One 50x50 knob playing board plus the following pieces. Piece Description Colors Purpose Quantity clear Water lines 1/2 high lxl ebony Sewer lines 250 each red Major highways regular lxl whiteloyeremp75 each clear identification red white. round lxl bl Ownership/knob 30 each yellow clear yellow white regular 1x2 red Agriculture —farm type 6 each blue ebony yellow white regular 2x2 red Residences 25 each blue ebony clear Municipal services 12 yellow white regular 2x3 red Recreation industries 5 each blue ebony clear Water plants, schools 42 yellow regular 2xi4 white Industries, farms 12 each red blue ebony Industries 30 clear Sewage plants 34 46

WALRUS I: KIT RE(~UIREMENTfS BY TIEAM AND LAND USE Team Land Use Red White Ebony Yellow Blue Clear Heavy industries 2 2 5 2 2 Light industries 2 2 5 2 2 Recreation industries 4 4 4 4 5 Agriculture I 1 1 1 1 1 Agriculture II 1 1 1 1 1 Retail 2 4 2 2. 2 Residential I 10 10 10 10' 10 Residential II 2 2 2 2 2 Residential III 2 2 2 2 2 Residential IV 1 1 1 1 1 Municipal services -. 6 Schools 3 Water plants I... 10 II - - - - 7 III.....a4 Sewage plants I.. - - - 10 II. 2 - - 5 III - - - - - 2 IV, - - - - - 2 47

APPENDIX II. WALRUS I INITIATING CONDITIONS The following forms give the basic parameters for initiating a WALRUS I game at the conditions described in the preceding rules and instructions. MaIly other initiating conditions and community configurations, of course, may. be employed. These are provided primarily to allow the new user to gain initial experience with the model in a mode similar to that generally employed by the authors and reflecting the descriptions of the game encompassed previously. These records involve a pollution record chart completed to round zero prior to the beginning of play and a blank record pollution chart suitable for copying and use in computing pollution in each successive round. Completion of this form for each round is quite simple and becomes self-explanatory upon inspection of the chart. The effluent from each cell is determined by the land use in existence in that cell with all effluent from agricultural uses assumed to flow from the cell containing the agricultural building. Each cell is connected to one of the rivers or the bay by the water courses indicated on the land use map. The effluents are added to the three rivers as appropriate with one K of pollution subtracted for each cell the river traverses. The total effluents into the bay from the three rivers is determined and additional effluents flowing directly into the bay from particular cells are also noted. The count of pollutants into the bay is taken systematically around the edg;e ofz t he bay from -the northwest corner to the nortthwest corner, as indicated. The f'l Cow f'romr the sewage treatment plant In: 7 6K, basedf upon ther tot'] number ofi ceills connrected to the sewage lines at thce begeinnnt ofX thie gtae.rn 148

Treatment at 80% efficiency reduces this flow to only 15K entering the bay at G5, adjacent to ttie sewage plant. The total load in tile bay is 10K at thle beginning. The new pollutant inputs are added to this number and the new total pollution of the bay is reduced by 10% for outflow of pollutants and by 12K for its own self-cleansing processes. The final total is the new total pollution load on the bay for the next round aend the homogeneous distribution of pollution in each bay cell is this figure divided by.12, the number of bay cells. Finally, the average pollution per bay cell is used as the origin pollution of each of the three rivers, two rounds in the future. The intake level of pollution to the bay can be increased by the game operator if this seems desirable for pedantic purposes. Initial layout of water and sewer lines within the city can be handled in arly reasonable fashion which will ensure that each cell is provided with the necessary water and sewer capacity for initial operation. No water or sewer lines are provided initially beyond the city boundaries. Generally, surplus capacity of 20-30K in both water and sewer is available at the beginning of the game and such surplus capacity is stored by stacking the extra units of,ater and sewage capacity (indicated by clear and ebony lxlxl/2 Lego units, espectively) on top of the water and sewer plants. The next item in this appendix is a form for recording the number of in(LLuents and votes awarded to each team in each round with the first round entries plus prior status already recorded. Changes of status in successive rounds may be recorded on-the same form. 49

Following this are three sets of municipal budget sheets for each of the three jurisdictions, giving their initial land holdings, employment affiliations, operating costs, and other payments plus the total taxes due. Taxes due from each team may be computed from their particular land holdings in each jurisdiction, but these figures are already given on the individual teams' property holdings forms. The forms are simple enough and should be selfexplanatory upon examination. Finally, the property holdings form and cash flow form for each of the five teams are provided, giving their initial holdings and the cash transfers required between various teams at the beginning of the game. These were explained in the body of the text and should be relatively clear upon inspection. Players generally require some explanation of the interpretation of the employment coding system used. This can be explained as simply a match-coding system, where the employee always takes the same letter as his employer, giving up the letter when he is fired or when he quits his job. Any new employment by a residential unit would then be indicated by assuming the letter code of his new employer. Subsequent changes in team holdings and status should be recorded by each team on the same form. An extra blank copy of each of these forms is provided so that additional copies can be made in the event some team may wish to completely rewrite their holdings record. A zoning map is not included in this manual but one may be constructed which approximates the initial existing land uses and reflects the players' wishes. 50

WALRUS I Round No. 0 Date of Play POLLUTION RECORD CHIART Net Cum. Location K In K Out C omments — _~~~~~ _~~~~Change Total West River Origin 2 0 Bay at R-2 Al 0 -1K 1 1 B2 2,2,2,2 -1K 7 8 C3 0 -1K -1 7 D3 2,3 -1K 4 11 To bay in R South River Origin 2 0 Bay at R-2 G10 35,2 -1K 6 6 G9 1,1 -1K 1 7 G8 0 -1K -1 6 G7 -1K 4 10 G6 1 -1K 0 10 F6 0 -1K -1 9 F5 0 -1K -1 8 To bay in R East River Origin 2 0 Bay at R-2 J2 0 -1K 1 1 I2 59,1 -1K 5 6 H2 1 -1K 0 6 6 To bay in R Bay Prior --- 10 Bay at R-1 Intake 2 External forces DL 0 76 D3 11 West River 61 F5 8 South River 15 at 80o =60 G5 15 City sewage H4 0 H3 0 H2 6 42 East River H1 0 52 Sum pollutants -12K 40 Self-cleansing Outflow - 4K 36 At lO% of bay Final Sum Pollution/Cell 3 Sum/12 Input pollution per cell to river origin at R + 2= 3, Input final sum to bay prior cum. total at R + 1 = 36, 51

WALRUS I Round No. Date of Play_ POLLUTION RECORD CHART Location K In K Out Comments Chane Total West River Origin 0 Bay at R-2 Al -1K B2 -1K c5 -1K D3 -1K To bay in R South River Origin 0 Bay at R-2 G1O -1K G9 -1K G8 -1K G7 -1K G6 -1K F6 -1K F5 -1K To bay in R East River Origin 0 Bay at R-2 J2 -1K I2 -1K H2 -1K To bay in R Bay Prior --- --- --- Bay at R-1 Intake External forces DL D3 West River F5 South River G5 City sewage H4 H3 H2 East River Hi1 Sum pollutants -12K Self-cleansing Outflow - K At 100 of bay Final Sum Pollution/Cell Sum/12 Input pollution per cell to river origin at R + 2 = Input final sum to bay prior cumr. total at R + 1 = 52

INFLUENTS AND VOTES ACCOUNTING SHEET INFLUi..T.. VOTES TEAM Source Prior* E hployment Aesthetic Officer Total Walton E. Twp. W. Twp. Round 1 red 2 0 2 --- 4 2 4 0 yellow 4 1 7 -- 12 1 0 3 blue 6 7 6 --- 19 4 0 white 4 2 --- 9 4 1 1 ebony 4 6 0 -. 10 3 O Total 14 5 6 Round 2 red yellow..... blue white ebony Total Round 3 red yellow........... blue white _. -. _ ebon Total Round 4 red yellow -, I -1 " blue _ white ebony Total |.. Round 5 red yellow blue white ebon Total....... Round 6 red yellow blue.... _._j - r _ r_ _ white _ __ _ _ __ ebony I......... —______._'_....__ I......-.... - - Total.....__ *Note: accumulated from previous rounds-not awarded each round. 53

WAIRJUS I Name of Municipality Walton Date of Play MUNICIPAL BUDGET SHEET Operatinig Costs Per Cycle Land Use Type Location Letter 1_- 2 4 Mun. Serv,. G5 0 1O 4,00_ _..|H20 Plt. III_ G8_ X 15,000 _ _ NIun. Serv. D5 P 4,000 |. |.. Mun. Serv. D8 Q 4, 000 Mun. Serv. G8 R 4. ~ Schoo D6 SS sS. j 8,000 Park. F7 V 12,000 |...... Sewage Plt. IrT G5 _ Y 1 20,000 H20 Plt. III G7 Z 15,000 TOTAL OPERATING COSTS,000...INTEREST PAYMENTS _ ___ WELFARE PAYMENTS.,00.... OTHER PAYMENTS (WAGES) 6 _-_.000 _ TOTAL EXPENDITURE.E.S 39..... TAX__S RECEIVED 16o, _ _ __ LJC1\NS REC EIJ VED TOTAL INCOME 10,00.....ALANC. -2j__ _ _..... PiY RAJIOUS BALANCE NOT W BALER ANCE 215 00_. _.,. _ o _ _..._ ~~~~~~~~~~~~~~~~~~~~~~~~ _~ j -

WALRUS I Name of Municipality E. Twp. Date of Play MUNICIPAL BUDGET SHEET Orerating Costs Per Cycle Land Use Type Location Letter 1 2 3 4 7..... TOTAL OPERATING COSTS INTEREST PAYMENTS WELFARE PAYMENTS OTHER PAYMENTS TOTAL EXPENDITURES TAXES RECEIVED I4,Ioo LOANS RECEIVED OTHER TRANSFERS TOTAL INCOME 00 NET BALANCE,2oo PREVIOUS BALANCE.,5oo NEW I BA ANCE I4 00

WALRUS I Name of Municipality W. Twp. Date of Play MUNICIPAL BUDGET SHEET Op erating Cost's Per Cycle Land Use Type Location _Letter6 2 4 T 6 Schoo B5 W__W 8. 000 TOTAL OPERATING COSTS _____ _ INTEREST PAYME NTS...... WELFARE PAYMENTS OTHER PAYMENTS (WAGES) 1_2 000 TOT.... AL EXPE __ITURES.........000 -TAX':S i,_v -_IVD_ OO__.......... OTiiT -I TRANSFERtS.-. -- TOTAL ZIN COMNt,: oo000 NET BALANCE ___ PREVIOUS BALANCEIl / NIJE _ BALANCE ~.. PRVIU B

WA LIRU8 I Date Tea mO_ TEAM PROPERTY HOLDINGS Land Use Type Size Loca- Lrose Total To Tr Other To or Net NU e.zy Lrlza iars wo | >8. A -)C. - 52|l Caf _ t -A tion Income Wages From Payments From Profit L~;fight LwiUaLry 1 ______ 25.000 4 --- _000_.ih't;ndsusr. | - |. 1. 25.000. 2,0OOO. Seltf!. 10,00~Cix -..... 5.000 Lif-ht Industrv. F5. 2..... 12,000 lue. 10..000 BC tv. — 1 —-. IO - 0;oool Blue Li:!.:ht IndustryZ _F |, f j 0n, Blue On)Q (', Aft;riculture I A,,riculture II _ _ [. Letail y.... elf...00 C.... --- -'t'000 White 1. I..11. 1 1 Ir,, I II nI I. I I.Rewcratr on - _... i. 12, 000 White ~esidenae...o0ty Se0. 9.oo0 White40 Residence.L...... fl..., Yellfw 3,5QQ500.000 ty, - ResidenceX ~ ~_: 6.000,elow,0Ct 500 |,000 Residence....... Resid ence. -...... -.| -.....

T'eam EBONY CASH FL,~ SHEET To /From Purose Descriti on Amount Cycle 2 l.e vcle Ie CYcle e 1eae' BLUE _ ____ w_ FIFI _ WHITE goods AjA,B,B,B,.G.GM, T waITY ges A RD Wa _ __.. ______ _____ _____ ____ _____ _ JQJ ts _________________ __ _ EBON wage AB,1 Bsg5 __ I e/ --- -- - | —----—._ _

.IrJUS I Date eem WjTTy TEAM PROPERTY HOLDINGS Loca- Gross Total To or Txs o TOther To or -Net Lan d Use Type size tion Letter Income Wage From. Taxes To T. Payments From Profit _ _.. - -_ _.. -.. _ --- - n - I~cavv Indu1lar'3- ==: _.. ____ __1 —_ _______ 1 - F I_ _ _ __I__lll l l'Afh-;.- Tndusrunt-.. _ _=. _. _.. H. - _.. _ i6i eQ Qj3,,,,,Q. _ 4LQ,T.1 sn..j.. 4 —o aic-.t Ion -_,, _,. - - Li_;b'Ta _ -m........ _ _..,............................:........ ecretio__:E bony -nn D r qecreationi zil........... A~ T 8OOO_6I nn! Ebony I~ n ~,_?0.... +.3,. In ~ { Li:den: e L........,'[...K... - 001.0= Ebon... 7500_ Citt —. _ |.000...... Se1.... 3.0C esuiry' 1 _ Blue 1.00 Citv. LQQ o0.00o |,n.' M O esidence.. I S.. Cit_ 6,000. E.. 1500 | --.000 Selt' 1,0C tesidence L C......-.. C,-.O Ilu 1O.City1,05 O ef':esjdence I C7 |.9.00.:O....i';!0 1City-' —0 1 bOn o -ill-, T T I. T,/4 I. (M City' _ann II. +. o a- nn S e f 1.': esidence I | D Y 11~; 00 X |tY H —-..000 Self ~9Q eside | r I CKX | W/W Y |6. ooo I ~ y - 5{IhD|,0 n;I200 0 11T'50 00| 1l 1nQ West tiumber o1"utm; I - L o umllber of cucst~omers.

Team _l Date CASH FL(YW SHEET To F'rom I'ur~Dose D~escri ~l~tion A"rmount Cycle 2J Cycle 5- -ye-cle2 lel CITY taxes__ __ -2_ wames W W x 8 w tae _es I__ ___ _ -._4 wa~.es Y W +18 OOC E. ITp. taxes __ I0T5 BLUE! ood! _.,D....I. 200,S tAiaes C, I +12,t _ _L'ie a- K At_ YELLOW aoods CTIJ,JPZ,Ag.(B9 B2) 0oot A,A C.(, C, F,P'1t I, IT, J, I __i __T_ goo.;, L__... _ _..._ YELIOW |goods _ W _L. -. _~iane 9 L ~ G

WALRUS I Date Team YELmT_ TEAM PROPERTY HOLDINGS Loca- Gross Total To or Other To or Net Land Use Type Size Letter Income Ws r Taxes To Transp. Pment From Profit tion Income Wages Hieavyv Indus tr. tla.r!' Dld. l.rv......ll - -I......... l r Arricullt:ure I |1000 - ~ Whit Retail Retail Recreation R!eSidenc I I D: - %0,_.o 0... _....... l..Q...k. Re~~Ade ~.. _..._ _ 1l,e..Q...... Wt.._ R-ence.u...,..'-.h _L -.,._Retadeeil....,__ -................... Residence I Z 6 0, G W o oo _ _ o Residence Residence _ _ - - | -er~e~ion -. -. -. -. -. -. -. -.-.....

Team YELLOW Date CASH FLJOW SHEET /From Purnose Descrit ion Amount C Cycle 3 ye 4 I CITY taxes..... 3_o.. waiges P Z. 913 000 W.Twp. taxes._____ 000,. - BANK ra. r. s, ZAg.139, ) 3, ___ - ---- - --'E...

WALRJS I Date_ Tea mr,__j TEAM PROPERTY HOLDING8 IrOC~ = roa TOl T Other To or Net Land Use Type Size Letter Taxes To Transp Paments From Profit on L r ome Wages IFrom............ Li h-/t Industr. ~'.-'" ~... --- 1- -: - Af'ri culture I.,,..A.'c ulWure II Re.. il_ - __.!ReI ai_-. _,, _,, _......._ —... Yellow RecreatEion | | D3 _J.| 25.000 20.00| Yeow000 T. Recrea1;ion | | D4 111 || 2S,000,O | iRed 70 | Recreation | | _.- 25:000 I000 Seld. Q00 Citve | - t=D_ G10 29,...,. 000......... __. O1tO[ 7,000 White Reaidence I.7.D S 2S.000. City White l, R________________ 6rion:,GO.000. _______ 19_._000_._h.00_ _,., White Residence I 1 6 1 Whit 1500 3,000.White. 1,i00 Bessi decel I L-. IEZ. TE12. E Ebony Z, Q OCt|__6,000.. White ~.O0~ Residence. Se. I 8 I 6,oity --.0000 White 1_, 00 Rr rn T F2W _ /F. 00.....Ebony Cit —-.6.000.... RIesidence s 1110~1C ~, I I 1 * - I1!Residence. Ebon 1.Whi CH +V- -- - - - -_____~__.. t... — -Xh~ —--- -- AL ~:

Team BLJUE Date CASH PFLOW BHEET1 To/From rur se Descrigtion Amount c lei C._____ CITY l.,axe s -700 welfare.11 Residence. W.TWp taxes -14 9 E.Twp. taxes EBONY waes FFDD,E +30000 RED woZxes 11 900 YELLOW wagees CHJJ -2L4.O000 WHITE goods D.DE.F_,_jKIS' -27,000, age_. C T -2, 00 wages K + 6 00 I A NK BLUE wages ~I,o~,,uRm..mupu..mummEuL......muummimDuiinm - - 0.

LRUS I Date TEAM PROPERT'Y HOLDINGS nAca- Other To or Net Land Use Type Size o Letter s oo To rota Taxes To TranFap.r Nt ________ _ l tion L etter Weea From - -. i. __......,._.-Payments From Profit NavY Induastry _..............|. 1....... __. -.....,- -..... -...... __:- — __- _ -30_...00 ricultr..e I..1 - -- T __ IL000_.... _ 1.!0J, T, 1.o _.,000 Whl t;e I5;.r..ultLre I. I. 1.. 000N 6,ooo Self 2 000 ].] T. 1,000 3,000 Whit.l;e 13, 000 Itail.. _.. -. creation -.. -.,._... "- I., _reation gidat I H. 6.... T, E silence 1 06 11. _ 5. | |____ 11.500 |yCi — t..000 WhiL.e 1,.00 1-lence... | 6................ - 1.A.. ||.. nnn..1..,idence I | |. 6,00 I 1.0 _..i......, 1,i 00.s.idence... | ~.... II....600...... |.!'.'... 50 ||T. 120C ~jocty0 6 2.||0 sidence

Team RED Date CASH FLOW SHEET To,/F'rn lrpose Description Amount Cycle 2 Ccle ycle 3, Cyle 4: CITY taxes - 500 wages. o 00Q.. welfare WHITE goods ) -27?OOO BLUE es ___ ____ _ANK ram, ___ __ ____ I RED- I I... I. N.,._.....__ -....-__:_:.....::, -.:-=..........:...._...,:.. ~E...,,~...-{................ 6 o__....

WAJLHUS. Date Team TEAM PRtOPERTY NOLDINUS Land Use Type | Bze..~ca Letter |_no "aol | m ero || Payens |FTom Profi I 1_-h I I I I... Il I [I.......... _....... -, _ _...,..,,........ _.. ~......... _ _ _........ _. I,. S.,..,.. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~___ _ -_-. _ _. _ _,-. 1- - -.... - ~ _.. —..............-_V,,_,........ - ~~~~~~~~~~~~~~~~~~~_ _.. - -.,::.....:_..... _.......~~ ~ ~ ~~~~~~~~~~~~~~~~~~~~............ _-._... _........._I -.-........ I.............................._-....... -.-..... _ _ -..I, _~~~~~~~~~~~~~~................. I I ~ ~~~~~.... —.........." - -- — " I~_ —.. ~,~..... ~.._.. ~...... _~~~~~~~~~~~~~~~~~~~~~~~~~~~,,_ _.- I -- -.....,f.. l _. I,... _ t........ _ —........_ -,.. _.'I 1 —'....'... ~~~.. 0__ _ _~~~~~~~~~~~~~- - _ _... _._ __

Tern ll Date CASH FLOW SHEET To FromPurose Descritio n.. Amount Yc ci Ycle C cei. __- - - i - -

APPENDIX III. SUGGESTED ROOM LAYOUT The following diagram suggests appropriate seating arrangements and space needs for a run of the game with fifteen to twenty-five players. Township City Boards I Council Ebony Teame Scale in Feet o 5 69:

UNIVERSITY OF MICHIGAN 3 901 5 02826 751111 19 3 9015 02826 7519