Conspiracy in the Cards The Pitch: A game about maneuvering into power to achieve your goals. [Design notes for stage 3: This was a complete change from the phase 1 design. I feel I’m leaving you with a strong and engaging theme for the game, and I think the mechanics could be workable, but I’m not sure. I think I left you with a strong impression of how I imagine this game should play, but I am still short on one major area. I do not have a mental image of what the structure of play should look like. I am currently unsure how scenes should be framed and by who, what they should revolve around, if each scene should have specific goals, and what should trigger their end. I am more inclined to want this to run like Apocalypse World, where the person running the game throws a few lines to the players and see how things snow ball, but I’m not totally convinced that it wouldn’t work better with specific scene framing like in Hill Folk (The Drama system). If you are unfamiliar with these, you should check them out and see what you think will jive best, or do something completely different if you have a better idea. The game also needs a character sheet, but I’m blanking on what should go on it. Otherwise, I wouldn’t be surprised if my mechanics need major edits or complete changes. I thought this would be an excellent game for a non-random conflict resolution system and asymmetrical but changing power levels, but that doesn’t mean it will work. I’d love to see those elements survive to the final cut. I do not know if my conflict mechanic will flow well or if it is clunky. I strongly suggest you play test it if you get a chance and tell me the result (somehow). In any case, I guess the final choices are in your hands. I hope these notes gave you a good idea of where I was coming from and I hope this game will inspire you to create something cool. For your record, the phase 1 game came in at 1,199 words.] Game Setup: The players should pick one player to run the game. That player takes on the role of The Cards, and will run all NPC’s in the game. Everyone else plays the conspiracy, a group of people dedicated to achieve a specific difficult (and perhaps illegal) goal. As a group all players should define the world in which the game takes place. This game can be in any setting so long as there are power structures. This game can be run in realistic settings or even as a literal kingdom of cards (like in Alice in Wonderland). Each suit will represent a different hierarchy in the society of the setting. All players should agree what the realm each of suit represents according to the following themes. Hearts: The realm of public appearance. Examples: a royal court, a government of elected officials, the popular clique at school Clubs: The realm of violence and organized force. Examples: the army, the football team, the police Spades: The real of work and industry. Examples: the unions, the guilds, the church Diamonds- The Realm of money. Examples: the banks, the aristocracy, the traders Once the kingdom is decided, all players should brainstorm the current ruling class of each realm. These characters will start as NPC’s but other characters may later claim these roles. These characters will have a name, a title, a goal they are striving towards, and a desire that they seek. At the start of the game, the players will need to define the Jack, Queen, and King of each suit (yes you need to start with 12 npcs). Remove these cards from a standard deck of cards and attach an index card with their important information. On the back of these cards, write down the ranks specific moves. Regardless of the their card, these npc’s can be of any gender or age. Kings- The official authority of their realm. They can freely dictate the laws of their domain. The king will lose their position if they are forced to follow the whims of a lesser. Examples: a ruler, a pope, a general, a CEO Queens- A figure head with no official power, but a great amount of subtle influence within their realm. They lose their position if their King ever favors another above them. Examples: a spouse, a favored steward, an advisor Jacks: A favored member of the realm that is allowed unbridled decadence within their realm without repercussions. Their strong connections keep them protected from the consequences of even the worst actions. They lose this position (and this protection) if their Queen wishes to protect another over the Jack. Examples: a favored son, a useful criminal, a political tool Once the setting is defined, the conspiracy should decide what their goal is. Their goal should be difficult, goes against the status quo and the morals of the setting, and will need to be held secret. All members must agree on the goal of the conspiracy and be 100% motivated to see that goal happen, but they do not need to agree upon appropriate methods to achieve this goal. Then shuffle the remaining cards (including Jokers) and deal each member of the conspiracy one card. This card represents their character’s rank within a specific realm. If they are dealt a: 2 thru 10, they are a member of the pecking order. This makes up the rank and file within a realm. The higher the value, the greater their position and importance. Examples: a two could be a private, a 10 could be a corporal An Ace, they are a hero of the people with no real power other than the fame and reputation their acts have carried. When they speak, they are always heard. They will lose this position when they are given a new one by a greater that reflects their deeds or they usurp another. Examples: A grunt who earned a purple heart, a whistle blower, the leader of a grass roots campaign. A Joker, they are an anarchist or outsider who’s actions defy the order of the realms. They do not need to care for rank and cannot be restricted, but they hold no influence. They lose their position if they ever come into the purview of a realm (and gain an adequate position). Examples: A terrorist, a clown, an outspoken celebrity. Now sort the cards back into 5 decks (Jokers get their own) based on suit and shuffle each. [Needs to be created with an outline of the process] Now each player should define their character by filling out their character sheet. Play: [play formatting and order needs to be developed] Principles and Roles The Cards: The player in this role is plays all of the npcs. They will be in charge of guaranteeing the npcs follow their goals and desires. Their principles are: -Be a fan of the conspiracy -Fill the realms with intrigue -Make there be consequences for power -Deal equal opportunities and twists -Make the road to success interesting The conspiracy: The players in the conspiracy each play a single character who are all working together towards a single goal. There should be no reason to betray your fellow conspirators unless it ends in immediate success, otherwise you risk exposing the conspiracy and yourself. This unified goal will not stop all infighting there is no need to agree on methods. The Moves: When you are in conflict with another: 1: State your positions. This includes what you will receive if you win and why. This can include usurping a member of the pecking order or assigning a rank to an ace. 2: Anyone present can choose to support a side. If they do, hand their card to the character they are supporting. 3: Add up the totals of each side. Use the face value of each card in the pecking order, and special cards have the following values: Jokers=0, Aces=1, Jacks=12, Queens=14, Kings=16 4: The side with the highest value wins unless they are trying to usurp another. In that case, see usurping rules below. In case of a tie the two sides either: -Find a compromise -Leave things unresolved -Start a war During a war all cards in both initiators suits (the two players who started the initial conflict), have no value until order is restored. This can happen when: -An outside influence forces a resolution (must have a higher total the tie that caused the event) -A higher authority intervenes (must have a higher total the tie that caused the event) -A change of any regime (a king must be replaced) Plan For Support: You may ask any character for support on any upcoming conflict. They will or will not give it based on their goals and desires. Coerce Support: You may force any person of lower rank than you to support you in a specific future conflict (example: you will support me when I overthrow the king). You can only coerce someone if: -You are higher rank then them and -Your opponent is not in the same suit as them and is higher rank, unless you are also in that suit and are higher rank than your opponent. Or -If you have black mail on the person you may ignore one of these two requirements. You keep your blackmail on them. When you coerce someone for support, chose two: -nobody else notices -they are too afraid to act against you later in retribution -you don’t have to give up anything Blackmail: When you discover a secret that an npc must keep hidden or can hold hostage something they care about you gain blackmail on that character. Write it on your character sheet. That npc discovers that you cannot carry through on your threat you lose blackmail on them. Introduce an npc: When you want to interact with an npc not yet in the game, chose which realm they’re from and draw the top card from that deck. The Cards will tell you to decide 1-3 aspects of the card. Write them on the card (or on an attached index card). The Cards will fill out the rest. Npcs all need to have a name, title, goal, and desire. Usurp a member of the pecking order: You can usurp characters in the pecking order by starting a conflict. This follows the normal conflict rules except in order to succeed you must: -Count only the cards in their suit. If you double their total you win. -Count all cards. If you have four times their support you win. If you succeed, discard your old card and gain theirs. Ignore any writing on it. That npc is out of the game. If a member of the conspiracy is ever usurped, they leave evidence that exposes the conspiracy’s existence. Game Over. Special Moves: Members of the conspiracy and npc’s have access to extra moves based on their rank. King Moves: Dictate: When you dictate a rule within your realm, chose one. -No one in your suit dares speak out against the rule -Chose a character (npc or conspiracy) who will support and follow through with the rule no matter what Sovereignty: When you participate in a conflict, you may chose one card from the pecking order in your suit to have value=0 for this conflict. Puppet: If the king is forced to follow the whims of a lesser, they are usurped by that character. If the king was a member of the conspiracy they leave evidence that exposes the conspiracy’s existence. Game Over. Queen Move: Influence: When you coerce someone in your suit, you get all three choices. Dumped: If the king ever favors another over the queen, they are usurped by the new object of affection. If the queen was a member of the conspiracy they leave evidence that exposes the conspiracy’s existence. Game Over. Jack Move: Protected: No one may have blackmail on you. Hung out to dry: If the Queen ever wishes to protect another instead of the Jack, they are usurped by the Jack’s new ward. If the Jack was a member of the conspiracy, they leave no meaningful evidence and the game continues. That player chooses a deck and draws a card from it for their new position (including the Jokers). Ace Moves: Supporters: When you take a side in a conflict (as the initiator or in support), you may make the ‘introduce an npc move’ if that npc is from your realm. That npc joins your side of the conflict. Moving on Up: Any character may offer you an empty position lower than them from their realm. If you don’t want that position then it is a conflict. If they win or you accept you gain the card that was offered and are no longer the ace. The ace is removed from the game. Joker Moves: No One Can Stop Me: If somebody wishes to be in conflict with you, you may refuse and continue to act freely. Outcaste: If you are not the Joker and there is still a Joker in its deck, you may abandon your position to become the joker. You are now an outcaste. Your old card is discarded unless it was a face card (king, queen, or jack) and you now have a joker card. Into the Fold: If you are ever accepted into a realm, that king will choose an empty card for you. Discard the Joker and gain the chosen card.