Commons Game — Instructor Guide (Ostrom Variant)

A quick-reference guide for running the Ostrom Variant of the Commons Game. This variant is played after the Basic Variant. All Basic Variant rules remain in effect — the Ostrom Variant adds governance mechanics on top.


Transitioning from the Basic Variant

When to Transition

Stop play at the end of a round (after Blue's turn) so every player has had equal turns. The resource bank carries over exactly as it stands — do not reset card counts, and do not restore crashed resources.

Announce the New Rules

Read the following (or paraphrase) to the players:

"We are adding new rules to the game. Starting now:

  1. A Monitor will be elected. The Monitor can view the resource bank at any time, track what each player takes, and deliver sanctions or rewards.
  2. Town Meetings are now available. At the end of your turn, you may call a Town Meeting. This is the only time you are allowed to talk to each other.
  3. Sanctions and rewards are in effect. The Monitor can apply consequences from the sanctions and rewards list. You can change these rules during Town Meetings.

All other rules from before still apply — same turn order, same bank trading, same building rules."

Elect the Monitor

  1. Identify the player with the most victory points right now.
  2. If there is a tie, hold a group vote among all 4 players. Ties in the vote mean the current tied player with the earliest turn order becomes Monitor (Red → Orange → White → Blue).
  3. Announce who the Monitor is. The Monitor remains a regular player — they still take turns and try to reach more than 8 victory points — but they gain additional responsibilities.

Provide the Initial Sanctions and Rewards

Hand the Monitor (and optionally all players) a written copy of the starting sanctions and rewards list. The game must begin with at least 2 sanctions and at least 2 rewards. Players can modify these during Town Meetings, but the minimum of 2 each must always be maintained.

Here is a suggested starter list. You may adjust it to suit your classroom:

Sanctions

# Trigger Consequence
S1 A player requests the maximum number of cards from a resource that is scarce (3 or fewer cards in the bank). The Monitor may require that player to return 1 resource card to the bank.
S2 A player violates a rule agreed upon in a Town Meeting. The Monitor may require that player to skip their Trade step on their next turn.
S3 A player requests the maximum from two or more hexes on the same roll when at least one resource is scarce. The Monitor may require that player to return 2 resource cards to the bank.

Rewards

# Trigger Consequence
R1 A player voluntarily requests fewer than their maximum from a scarce resource. The Monitor may give that player 1 resource card of their choice from the bank.
R2 A player voluntarily returns 1 or more resource cards to the bank on their turn. The Monitor may give that player 1 development card.
R3 A player calls a Town Meeting that results in a new rule being adopted. The Monitor may give that player 1 resource card of their choice from the bank.

Note: The specific sanctions and rewards above are suggestions for classroom play. The original research used predetermined lists set by the researchers. Feel free to design your own as long as you start with at least 2 of each and they involve only in-game consequences (cards, turns, victory points — nothing outside the game).


Running the Game

Turn Structure (Expanded)

Each turn now has 5 steps instead of 4:

Step Required? What Happens
1. Roll Yes Same as Basic Variant. Any player with a settlement on the matching hex may request 0 to 3 cards; with a city, 0 to 6 cards. Rolling a 7 produces nothing.
2. Trade No Same as Basic Variant. Trade with the bank at 4:1 (or port ratio). No player-to-player trading.
3. Build No Same as Basic Variant. Spend resource cards per the building cost card.
4. Play a Development Card No Same as Basic Variant.
5. Call a Town Meeting No The active player may call a Town Meeting (see below). This is the only time communication is allowed.

Your Responsibilities Each Turn

Everything from the Basic Variant still applies (announce turns, manage the hidden bank, hand out resources, announce "temporarily depleted," track crashes). In addition:

  1. Observe the Monitor. The Monitor may deliver sanctions or rewards immediately when a triggering behavior occurs — even during another player's turn, before that player can call a Town Meeting. You do not need to approve these; just make sure the consequence matches something on the current sanctions/rewards list.
  2. Allow the Monitor to view the bank. The Monitor may look behind the barrier at any time to check resource levels. Other players may not look.
  3. Facilitate Town Meetings when called (see the section below), but do not participate in discussion or voting.
  4. Continue end-of-round replenishment exactly as in the Basic Variant: after all 4 players finish their turns, add 1 card per 3 remaining for each resource type (3:1 ratio). Crashed resources (at 0) do not grow and recover to 6 cards after 12 player turns.
  5. Track sanctions and rewards changes. When players modify rules in a Town Meeting, update your written list so everyone (especially the Monitor) has the current version.

Town Meetings — How to Facilitate

When a player says they want to call a Town Meeting, follow these steps:

1. Determine the Type of Meeting

  • Resource-Group Meeting: The player names a specific resource (e.g., "I'd like to hold a town meeting for wheat"). Only players who have a settlement or city on any hex of that resource type may participate in discussion and voting. Other players listen but stay silent and do not vote.
  • Whole-Group Meeting: The player says they want a meeting for the whole group. All 4 players may discuss and vote.

2. Let the Players Talk

  • Players may discuss strategy, propose new rules, modify or remove existing sanctions/rewards, elect a new Monitor, or address grievances.
  • The Monitor may report on the general state of resources (e.g., "Wheat is scarce," "Ore is depleted, all other resources look healthy").
  • You stay out of it. Do not suggest rules, do not advise players, and do not comment on strategy. This is the Right to Organize principle — the instructor (external authority) does not interfere.

3. Vote on Proposals

  • Any proposed change passes by simple majority of eligible voters. Ties mean the proposal fails.
  • Ensure that after any changes, there are still at least 2 sanctions and 2 rewards on the list.

4. End the Meeting

  • Once the players are finished, have the calling player signal that the meeting is over.
  • Communication stops immediately. No more talking until the next Town Meeting is called.
  • Update the written sanctions/rewards list if anything changed.

Sue the Monitor

During a whole-group Town Meeting only, any player may sue the Monitor:

  1. The player states their case (e.g., "The Monitor sanctioned me unfairly," or "The Monitor rewarded themselves and ignored everyone else").
  2. All 4 players vote (including the Monitor). A tie means the Monitor is not sued.
  3. If the majority votes to sue, the Monitor must return 3 resource cards from their hand to the bank.
  4. After the lawsuit is resolved, the meeting continues (players may propose further changes or call for a new Monitor election if they choose).