Every action counts — hver handling har konsekvenser.
This game starts with a tiny, emotional choice (friendship + social pressure) and scales up to real democratic trade‑offs: rules, budgets, negotiation, compromise (kompromiss), and public trust (tillit).
Tip: Use Teacher Mode for projector + timers. Students can play solo, or in groups sharing devices (pass‑and‑play).
Make choices under pressure and see consequences. In Level 3 (PRO), you compete to finish with the best civic outcome and the strongest chance to win an election (Valg‑sjanse) — without crashing trust (Tillit) or inclusion (Inkludering).
Level 1 (Beginner): 3 choices. Each choice changes three meters: ❤️ Amistad, ⭐ Popularitet, 🧠 Integritet.
Level 2 (Intermediate): You vote on a school policy. After the vote, you see who benefits and what risks appear.
Level 3 (PRO): Two rounds. Each round has:
Goal: Keep Økonomi stable and Tillit high. Win by competence.
Style: “We can afford this if it works.”
Weakness: Can be seen as cold if Psykisk helse drops.
Goal: Raise Klima + Inkludering. Win with values.
Style: “If it’s not fair or sustainable, it’s not good.”
Weakness: Budget pressure can hurt Økonomi short‑term.
Goal: Improve Psykisk helse and reduce Skolepress. Win with care.
Style: “People first. Then performance.”
Weakness: Opponents call it “too expensive”.
Goal: Increase Valg‑sjanse via popular ideas; keep Skolepress manageable.
Style: “Let students choose — less rules, more freedom.”
Weakness: Less regulation can reduce Tillit if chaos rises.
Power: After each event, publish a headline and apply +3 / −3 to Tillit or Skolepress.
Rule: Must justify the headline in 1 sentence.
Power: Tie‑breaker in votes. Can propose 1 “youth demand” policy per round.
Rule: Must explain how it improves inclusion or mental health.
Optional: paste the summary into your LMS as an exit ticket.