Twisted Logic

Anything goes so long as you don't get caught

 March - June 2015 

March - June 2015





  • The game has five learning goals:
    1. Define: Learn the definition of several of the most common fallacies

    2. Recognize: Learn to recognize when a fallacy is being blatantly employed

    3. Detect: Learn to detect a fallacy when it is subtly slipped into an argument

    4. Construct: Learn to quietly slip a specific fallacy into a discussion

    5. Avoid: Learn to deliberately avoid fallacies in order to build more robust arguments

  • The players were tested on whether they improved on the first three learning goals; they were given a test to take before and after playing the game to test their abilities to define and recognize various fallacies

  • Most players showed vast improvements to their knowledge of different kinds of fallacies after playing the game, particularly when a fallacy that they were not already familiar with came up in one of their own arguments

Learning Goals

Additional Topic Cards

Fair Point Cards: An alternative to Fallacy Cards; if a player plays one of these cards, they need to avoid using any fallacy in their argument

Various fallacy cards that players might see during gameplay

Faction cards: these cards are designed to help players develop characters and compelling in-world improv arguments

Sketch of a logo for the Malevolence Federation

Concept map of educational gameplay

A selection of the Topic Cards for the players to debate 

  • Educational, competitive, improv-based card game
  • Players play as the newly elected to board of the Malevolence Federation, the governing body for the world’s supervillains; their job is to process the docket of new policies that keep the villains of the world in check.
  • Gameplay's goal is to teach the definitions and use cases for various logical fallacies
  • Game was developed for the course The Design of Educational Games
  • Players earn points by debating and passing new villainous laws

  • Players are dealt a hand of cards containing prompts for fallacies and reasonable arguments

  • As each topic is drawn, two players engage in a debate over that topic, during which they will use an argument from their hand and play it face down

  • Players receive points for using their arguments correctly during the discussion, lose points if they are caught using a fallacy that they did not play, and get double points if they sneak a fallacy from their hand by other players without them noticing

  • Project development included:
    • Game design and gameplay iteration
    • Iteration of rules book for readability
    • Several playtests for gameplay by both naive and experienced players
    • Development and administration of pre- and post-tests for educational evaluation
    • World-building and development of the lore of the Malevolence Federation