AGES 12 2-5 PLAYERS www.irrationalgame.com Game Development: Dan Ariely and Omer Matityahu Research: Catherine J. Berman Art: Miki Mottes © 2016 Pressman Toy Corporation 3701 West Plano Parkway Suite 100, Plano, TX 75075, USA www.pressmantoy.com © 2016 Irrational Ventures, Inc., Dan Ariely’s Irrational Game is a trademark of Irrational Ventures Inc. Made under license from Irrational Ventures, Inc. Keep this information for future reference. Colors and contents may vary from those illustrated. Distributed under license in Australia by Crown & Andrews Pty Ltd, 19-21 Euston Street, Rydalmere NSW 2116 Australia. www.crownandandrews.com Made in Shenzhen, China t edic an you pr c ll e w w Ho ture? human na AND UP ™ OBJECTIVE The first player to collect 5 Question Cards, one from each category, or 7 cards from any category, wins the game. PREPARATION 1. Place the Question Cards in one pile (face-up) and the Power Cards in another pile (face-down) 2. Leave room for a discard pile (used Power Cards). IF YOU PREDICT THE CORRECT ANSWER WHEN IT’S YOUR TURN Draw a Question Card from the pile, read the question and try to predict the correct answer from the 4 multiple-choice options. • Before keeping the card, read the experiment’s takeaway on the back of the card. • If your Question Card has a Bonus/Best Practice question, you can try to answer the question. Answering the Bonus/Best Practice question correctly earns the player a Power Card. Social Norm s and Up Kids , Gneez y re for a while about eight ving a dayca ge week, After obser on an avera placed a sign kids. They found that incur g up their Rustichini parent would late pickin g that a late parents were daycare statin outside the a small fine. Late to Pick Answer 1. It increased lateness by Bonu s Answ er 3. It increased 100% lateness even ence the the fine influ How did nts? late pare by 100% number of ss sed latene by 100% 1. It increa lateness 2. It decreased lateness by 50% sed by 50% 3. It increa lateness It decreased 4. the fine. How re removed , the dayca 12 weeks ss? nce latene per week. did this influe eight times in effect. ed back to the fine was 1. It dropp same as when 2. It was the lateness even more. sed 3. It increa Journal of is a price. (2000). Fine chini, A. y, U., & Rusti READY 1-17. 23. Gneez es, 29(1), Legal Studi Pick Up Kids to s Title: Late Socia l Norm y Category: ology of Mone Theme: Psych ence: 21 Refer Research Bonus: After Resea rch Refer 21 more. ence Takea way Before the fine was introdu ced, the social meant that parents norms felt bad when the teachers they kept waiting. Once the fine was introdu ced, market in and the parents norms kicked no longer felt were paying bad -- after for the teacher all, they s’ time. IF YOU MISS THE CORRECT ANSWER Read the correct answer and the takeaway from the experiment on the back of the card. Then, award the missed Question Card to the player with the fewest number of cards. It is now the next player’s turn. An swe r 1. It increase Bon us An d lateness by 100% swe r 3. It increase d lateness Ref Research even mor e. POWER CARDS If your Question Card had a Power Card icon, you may draw a Power Card at the end of your turn. • You can use any of your Power Cards at the end of your turn. • You can use a Power Card on the same turn you received it. ere nce 21 norms ay the soci al introduced, they kept the fine was bad when Before the parents felt mea nt that s kicked wait ing. market norm teac hers they introduced, bad -- after all, was fine felt Once the no longer parents ’ time. in and the teac hers ing for the were pay Takeaw Answer 3. When the feeding schedule was random, the pigeons flapped their wings, believing that this would make the food come. They kept on acting in the same way when the feeding schedule was predictable. After you read the question (but before you answer it) you can use: The Free Lunch Block a Card You can use the Free Lunch Card to keep the card you drew, regardless of whether you answered the question. This card allows the player holding it to block the Power Card of another player (if it is played against him/her). Trade a Card Steal a Card Force another player to give you a card from a category you need in exchange for a card from a category you already have. Force another player to give you a card from a category you need without giving anything in return. The other player will show you his/her cards so that you can choose which one you want. The other player will show you his/her cards so that you can choose which one you want. Skip a Question If you don’t want to answer the question on the card you pulled, you can use this card to pass and move onto the next one. Your unanswered question will go back into the Question Cards pile. HOW TO GET A POWER CARD Draw a Question Card with a Power Card icon on it — OR— Draw a Question Card with a bonus question, and answer the bonus question correctly. RESEARCH REFERENCE On the back of each card, we placed a reference to the original paper or research article on which the card is based. If you would like to lookup the full title of the paper or research, please visit Answer the research reference repository on our website: www.irrationalgame.com/research-reference Use the number on the back of the card to look up the corresponding research. 4. They felt closer to attaining their goal and were less likely to follow through. Research Reference 10 Takeaway Associating goal intentions with a person’s sense of identity can be a powerful motivator. But once the goal is announced and declared as being a part of our identity, it can decrease motivation. Once we declare a goal, we can feel a false sense of
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