1 Video View·Jun 15, 2024
This is an overview video for the tool, This is a TEST: CRC Edition. This is a TEST is a collaborative game that bridges the gap between discussion and operational exercises for CRCs using narrative-based problems to foster teamwork, discuss resource management, and aid in understanding specific roles and responsibilities during a radiation emergency. The purpose of this game is to provide players with pressures and situations that likely will arise in a real emergency, highlighting the need to work together to process the population effectively. Player roles include public health, emergency management, radiation control, fire and police, communications, hospitals, and volunteer coordinators.
Audio Description version: https://www.youtube.com/watch?v=Bk3GZGww3bw
This video can also be viewed at
https://www.cdc.gov/nceh/radiation/emergencies/videos/This-is-a-TEST-CRC-LoRes.mp4
[Music]
hi my name is Lauren and I'm here today
to talk with you about a training and
exercise simulation tool for Community
reception centers this is a test CRC
Edition a fully Cooperative game that
can be played with 3 to seven players
the estimated time to play the game is
approximately an hour and a half you can
easily shorten or in the game depending
on how much time you have in this
exercise a radiation emergency has
occurred and your task was setting up a
CRC that will screen decontaminate and
register the individuals that arrive
this game piece is called a meeple it
represents the people that will be
coming to your CRC to operate a
successful CRC staff will need to work
together and be mindful of the
continuously unfolding situation as more
and more me people arrive you have a b
Bas level of resources and staff but
will likely need to request additional
resources throughout your shift as in
any emergency time and resources are
limited so you will need to work
efficiently to process individuals
effectively and
safely let's get started game objectives
are to process all meele at your CRC by
the end of the shift manage Hazard
levels public anxiety and staff fatigue
to ensure they don't hit game over you
win when all rounds are over and all me
have left the CRC you lose if any status
on the status tracker hits game
over each round is broken into phases
those phases are marked on your player
mat phases are arrival where you place
new meele on the board processing where
you will move meele through the stations
based on resources available funds and
resources where you'll gain 10 funds
each round and any resources that you
might have gained from player action
injects where you will draw inject cards
and make decisions on how to resolve
them player action where players can
choose to use their actions to get
resources or help with lowering Hazard
anxiety and fatigue on the status
tracker by spending funds prepare where
new me and funds are drawn based on the
table in the rule book and any
modifications from the inject cards or
the status tracker the role of Incident
Commander moves to the next player let's
set up the game
first place your game board in the
middle of the table and your status
tracker somewhere on the side next we'll
place our starting resources on the
board you have one portal monitor at
contamination screening two showers at
decontamination or Decon for short two
handheld detectors at post Decon and
three registration desks at registration
Place one ambulance in the parking lot
if playing with the hospital
coordinator next we'll take our major
and minor inject cards and place them on
the board board in the area labeled
Command Center next divy a player mats
and player tents give The Incident
Commander token to the emergency manager
next we take our player pieces and play
markers and set them on the status
tracker and on round one on the game
board pieces on the status tracker start
in the rightmost yellow
area place the staging area beside the
board we use this to hold pieces before
the start of each round draw eight meele
from the bag and place them on the
staging area
if you don't have a bag you can use a
cup or other holder count 10 funds
represented by this piece and place them
on the staging area too for future
rounds check the rule book to see how
many meeple and funds to draw place all
remaining pieces beside the board we'll
use them later now that we're set up
let's play
around we will use five players in this
example they will be Emergency
Management em Public Health pH
radiation rad fire and police FP and
public information officer Pio each
player has special abilities to help at
the CRC for the first round The Incident
Commander is the emergency manager this
token will get passed around throughout
the
game phase one arrival The Incident
Commander takes the meele from the
staging area and places them on the
board in the parking area labeled
arrival
phase two processing we will select mle
to move through our CRC the processing
capacity of each station depends on how
many of each resource we have and the
mle points in the bottom right corner of
each resource Maple points are a key
Concept in the game they represent how
much processing power it takes to
respond to mle's needs if they are sick
or require extra attention or assistance
they will have more mle
points let's look at an example of how
you choose which meeple to process the
registration resource can process two
meeple points worth of meele per
resource green meeple are worth one mle
point yellow meeple are worth two meeple
points we have three registration
resources and can process two mle points
each or six total we can process a
combination of meeple for example we can
process two yellow and two green meeple
three yellow meeple or six green meeple
okay now let's work on processing our
eight mle that arrived the first station
is contamination screening the portal
monitor has a processing power of Five
meeple Points we have six green meeple
and two yellow meeple which total 10
meeple points since contamination
screening can only process Five meeple
Points we'll choose to process one
yellow and three green all other meeples
stay waiting in the parking area until
next round you'll note that there are
two paths which our meele can go clean
and dirty to determine where they go we
check whether or not the chosen mle are
contaminated which is indicated by a
black X on the bottom of their feet
clean meele follow the clean arrows to
waiting before registration contaminated
meeple follow the dirty arrows to the
contamination area we'll work through
the rest of the stations now from top to
bottom next we have the decontamination
station and we currently have two
showers with one meeple point of
processing or two total me points Point
since we have one yellow and one greenle
waiting in the contaminated area we
could choose either but not both to be
most efficient with our processing power
let's do the yellow mle it moves through
Decon to the waiting area the post Decon
station has two handheld detectors or
four total mle points the yellow mle can
be processed and moves to wait in line
for
registration now let's move to
registration we have three meele waiting
in line or four total meeple points and
three resources which is six meeple
points total of processing power all
meeple are processed move to the shelter
and off the board me who were unable to
be processed wait in line until next
round if there are any yellow meeple in
your CRC at the end of the round you'll
have to increase anxiety by two on the
status
tracker we notice there's a bottleneck
at contamination screening and Decon we
may want to prioritize getting resources
for those stations during the player
action phase phase five phase three
funds and resources The Incident
Commander takes the 10 funds from the
staging area these are your current
funds if there were resources here we
would place them on the
board phase four injects The Incident
Commander draws one major and three
minor inject cards and passes them out
to the group to read allowed after all
cards have been read players discuss
which options they would like to take
for each card as a group our four
injects are Pet act contaminated and
breastfeeding slip and fall and
reallocation of
resources injects always have a title
narrative text and action text action
text will mention plus or minus of value
to one of the three meters on the status
trackers paying or receiving funds or
gaining or removing
resources you can choose to resolve
injects in any order as long as you
resolve all of them we'll walk through
our injects
first we'll do the reallocation of
resources because it's a card that helps
us and has no choices to make it says
neighboring CRC has less meele to
process and send staff to assist with
registration gain three registration
desks we grab three registration
resource cards and place them on the
board at
registration next inject is our major
inject Pet act pets and their owners are
showing up at your CRC and you need to
determine where to put them choose one
outside check-in slh holding pay three
funds inside check-in slh holding pay
five funds send away plus five anxiety
we choose the inside check-in and pay
five
funds next inject slip and fall water
has begun building up in the
decontamination station and has caused a
slip Hazard choose one decontamination
resource to not use next round plus one
Hazard and FP fire and police plus one
fatigue on the status tracker note that
plus means we move to the right towards
game
over last inject contaminated and
breastfeeding aaple is contaminated and
very concerned about what breastfeeding
might do to their baby staff must offer
counsel choose one radiation counsels
minus one Hazard plus one anxiety and
plus two fatigue to radiation on the
status tracker Public Health councils
Plus One Hazard and plus two fatigue to
Public Health work together all staff
both radiation and public health each
gain one fatigue we choose to work
together we move both public health and
radiation fatigue plus one towards game
over note that CRC hazard in our players
fatigue is in the orange meaning we will
have to draw extra meeple and inject
next round if we don't use our player
actions to bring those status levels
down
phase five player actions now we can
discuss what player or job actions we
can take to reduce items on the status
tracker or improve our throughput
remember that player actions happen
after all injects have been resolved
each player mat is broken into sections
the top of the player mat says what each
player specializes in like getting
resources or managing the status tracker
the middle section has the phases for
each round the bottom has the job
actions that the player can perform each
action has a cost to use it in the top
right when playing with five or more
players each player can choose one
action per turn for three to four
players players can choose more than one
action the emergency manager gets
resources and reduces hazard radiation
gets portal monitors for contamination
screening and can rearrange detection
equipment Public Health gets
registration desks and reduces Hazard
and anxiety fire and police red rce
Hazard and fatigue and can get
decontamination
resources the Pio reduces anxiety and
can reduce the number of me that will
arrive in later
rounds every player has a self-care
action this costs nothing and helps
players reduce their fatigue players can
track limited actions indicated by a
square on that action by placing a cube
on top of it when all squares are
covered players can no longer use that
action looking at our meeple lines and
Status tracker we might want to reduce
our player fatigue especially those that
are in the tracker's draw one extra
inject area CRC Hazard is also in the
orange and if we don't reduce it we'll
have to draw an extra
meeple we have lines at contamination
screening and Decon so we might want
more resources for those stations
especially since we cannot use one
shower next round after discussing and
looking at possible player actions the
group decides that radiation will move
detection equipment to help with
processing we can move handheld
detectors to the contamination screening
area we will leave one at post Decon we
need more processing power at
decontamination which could come from FP
requesting a mobile DEC content if fire
and police perform an action they cannot
do self-care they have one of the
highest levels of fatigue so we look to
see what other players can assist them
the Pio can perform psychological first
aid at no cost twice per game they can
reduce another player's fatigue by two
the Pio performs this action reducing FP
fatigue by two since FP is out of the
orange they will gain a mobile deont
tent and add it to the Decon
area next the emergency manager will
contact the Emergency Operations Center
or EOC to request a resource we can
choose one resource type to gain since
we just received registration desks we
request two handheld detectors for post
Decon and place them on round three on
the round tracker
last since there are no funds left
Public Health can only do a free action
they choose to take a self-care action
they reduce their fatigue by two on the
status tracker it's important to take
breaks when you can and not let actions
go to waste we still have CRC Hazard and
radiation fatigue in the orange draw one
extra mle and inject
areas this means we'll draw one extra
inject in phase four next round phase
six
prepare to prepare for round two The
Incident Commander draws 12 mles adding
one extra due to our increased Hazard
gathers 10 funds and places them in the
staging area this information can be
found on a table in the rule book we
check to see if there are any yellow mle
remaining in our CRC there are we
increase anxiety by two this moves our
anxiety into the draw one extra Maple
area so we add another mle to our
staging area the incident command commer
then passes The Incident Commander token
to the player on the right and moves the
play marker to the next round on the
round tracker rounds 2 through 4 repeat
this process round five is shortened and
will only be phase two processing this
helps you get any remaining mle through
your CRC after you have
closed that's it now you're ready to
open your CRC for more in-depth
information refer to the rule book
titled this is a rule book or to the
facilitator guide titled this is a facil
facilitator guide helpful reminders can
be found in the back of the rule book
Thank you and enjoy your test
[Music]