Event and Tangent Decks in Development
Event and Tangent Decks in Development
Event Decks - Crisis, Opportunity, Development, Subterfuge, and Agenda
Events underline or undermine Beauty, Connection, Mutual Advantage, Presence, and Honor
Only exchange player's cards or play order with cards allowing (or requiring)
Only move your own piece with cards or sets allowing
Each Event card may have a caption, subject to space and overall design
Each of the five Event decks (above) will contain subcategories as listed (below)
Categories are described by a small letter (e)vent, (t)angent, or e(x)pansion, a capital letter (A through Z), and the number of such cards in the corresponding deck
Crisis (60)
1 – e K 12 – Rumor – move another player's piece back one level of Acquaintance (A5 through A1)
2 – e L 6 – Disappoint – move another player's piece back one level of Kin (K3, K2, K1)
3 – e M 12 – Scandal – switch places with one other player in the categories of Milieu or Acquaintance
4 – e N 12 – Interfere – bump one other player from A3 or A2 back to the Social Milieu
5 – e O 6 – Distance – bump one other player from K3 or K2 back to the Social Milieu
6* – e W 12 – Interject – (play one additional card out of turn to alter the immediate dynamics of two other players)
Opportunity (60)
7 – e P 12 – Kudos – move another player's piece forward one level of Acquaintance (A1 through A5)
8 – e Q 6 – History – move another player's piece forward one level of Kin (K1, K2, K3)
9 – e R 12 – Promote – move your own piece forward one level of Acquaintance (A1 through A5)
10 – e S 12 – Congeniality – move your own piece forward one level of Kin (K1, K2, K3)
11 – e T 6 – Imitate – repeat the exact play made immediately before your turn by playing this card (same players involved – may include self)
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Development (60)
12 – e A 12 – Autonomy – move your own piece the number of spaces indicated on a new event die roll (after your event die roll to move other players pieces)
13 – e B 6 – Propinquity – double the number of spaces you move other players' pieces
14 – e C 6 – Polarity – change the direction your piece was moved to the direction of your choosing (must be played with an interjection card)
15 – e D 18 – Counsel – change any player’s die roll (influence or event) or your own to the number on this card (three of each cards #1-6) – (must be played with an interjection card if influencing another player’s roll)
16 – e E 6 – Introduce – introduce one other player to within three spaces of either A3 or K3
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Subterfuge (60)
17 – e F 12 – Proposition – pull up to three event cards from one or more other player's hands (not a trade)
18 – e G 12 – Awkward – forced trade of up to three event cards with another player (opponent chooses)
19 – e H 12 – Mischief – cause two other players to trade up to three event cards of the same type (you choose)
20 – e J 12 – Beguile – a wildcard (card may serve as any color in the formation of a set)
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Agenda (60)
21 – e V 12 – Exchange – exchange this card for one Tangent card and play immediately if desired
22 – e X 12 – Negate – negate the play of one event card
23 – e Y 12 – Deflect – deflect the play of one event card to another player
24 – e Z 12 – Reflect – reflect the play of one event card to the originator
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Event card summary:
300 Event cards
6 players will hold five to ten cards each for 30 to 60 cards removed from general circulation (max 20% sequestered)
. . . . .
Tangent Deck (60) plus novelty tangents in expansion packs
Players can trade one T card per turn if desired and mutually agreed upon on their turn
Each Tangent card may have a headline, such as Betrayal, Unconditional Love, etc – summarizing the action or a category, such as Social Advancement
25 – t B 6 – Love – (defense or interjection against Betrayal or Sabotage – this is the only card that is not discarded after play, but is kept in hand for reuse until another player manages to attain it or it is willingly discarded)
26 – t C 6 – Sabotage – (take one Tangent card from another player)
27 – t D 6 – Advance – (trade all event cards with one other player – must trade same number of cards of any type if possible – opponent chooses specific cards from his or her hand to use in trade)
28 – t E 6 – Kindness – (negate the play of one event or tangent card of any type except Love or stop a card trade)
29 – t F 6 – Insult – (deflect the play of one event or tangent card of any type – redirects action or trade to self or other)
30 – t G 6 – Dynamics – Move another player's piece or your own forward or back one level of Kin (K5, F4, F3 – cannot move to K3, K2, K1, or F0) – (To prevent a player from moving to K5 you must play this or another cancelling card with an interjection card)
31 – t H 12 – Manipulate – Move another player's piece or your own forward or back one level of Friend or Acquaintance (F1 through F5, or F0 through A5) – (To prevent another player from moving to F0 or F5 you must play this or another cancelling card with an interjection card)
32 – e M 6 – Travesty – (switch places with one other player in your own category (Milieu, Acquaintance, Kin, Friend, Inner Sanctum) – In certain circumstances this card may be played as "Speak now or forever hold your peace."
33 – t A 6 – Betrayal – (take all Tangent cards from another player) – (keep up to three on hand and play one before discarding any excess)
Tangent card summary:
60 Tangent cards
6 players will hold three to five cards each for 18 to 30 cards removed from general circulation (max 50% sequestered)
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Event Decks - Crisis, Opportunity, Development, Subterfuge, and Agenda
Events underline or undermine Beauty, Connection, Mutual Advantage, Presence, and Honor
Only exchange player's cards or play order with cards allowing (or requiring)
Only move your own piece with cards or sets allowing
Each Event card may have a caption, subject to space and overall design
Each of the five Event decks (above) will contain subcategories as listed (below)
Categories are described by a small letter (e)vent, (t)angent, or e(x)pansion, a capital letter (A through Z), and the number of such cards in the corresponding deck
Crisis (60)
1 – e K 12 – Rumor – move another player's piece back one level of Acquaintance (A5 through A1)
2 – e L 6 – Disappoint – move another player's piece back one level of Kin (K3, K2, K1)
3 – e M 12 – Scandal – switch places with one other player in the categories of Milieu or Acquaintance
4 – e N 12 – Interfere – bump one other player from A3 or A2 back to the Social Milieu
5 – e O 6 – Distance – bump one other player from K3 or K2 back to the Social Milieu
6* – e W 12 – Interject – (play one additional card out of turn to alter the immediate dynamics of two other players)
Opportunity (60)
7 – e P 12 – Kudos – move another player's piece forward one level of Acquaintance (A1 through A5)
8 – e Q 6 – History – move another player's piece forward one level of Kin (K1, K2, K3)
9 – e R 12 – Promote – move your own piece forward one level of Acquaintance (A1 through A5)
10 – e S 12 – Congeniality – move your own piece forward one level of Kin (K1, K2, K3)
11 – e T 6 – Imitate – repeat the exact play made immediately before your turn by playing this card (same players involved – may include self)
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Development (60)
12 – e A 12 – Autonomy – move your own piece the number of spaces indicated on a new event die roll (after your event die roll to move other players pieces)
13 – e B 6 – Propinquity – double the number of spaces you move other players' pieces
14 – e C 6 – Polarity – change the direction your piece was moved to the direction of your choosing (must be played with an interjection card)
15 – e D 18 – Counsel – change any player’s die roll (influence or event) or your own to the number on this card (three of each cards #1-6) – (must be played with an interjection card if influencing another player’s roll)
16 – e E 6 – Introduce – introduce one other player to within three spaces of either A3 or K3
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Subterfuge (60)
17 – e F 12 – Proposition – pull up to three event cards from one or more other player's hands (not a trade)
18 – e G 12 – Awkward – forced trade of up to three event cards with another player (opponent chooses)
19 – e H 12 – Mischief – cause two other players to trade up to three event cards of the same type (you choose)
20 – e J 12 – Beguile – a wildcard (card may serve as any color in the formation of a set)
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Agenda (60)
21 – e V 12 – Exchange – exchange this card for one Tangent card and play immediately if desired
22 – e X 12 – Negate – negate the play of one event card
23 – e Y 12 – Deflect – deflect the play of one event card to another player
24 – e Z 12 – Reflect – reflect the play of one event card to the originator
6* – e W 12 – Interject – play one additional card out of turn to alter the immediate dynamics of two other players
Event card summary:
300 Event cards
6 players will hold five to ten cards each for 30 to 60 cards removed from general circulation (max 20% sequestered)
. . . . .
Tangent Deck (60) plus novelty tangents in expansion packs
Players can trade one T card per turn if desired and mutually agreed upon on their turn
Each Tangent card may have a headline, such as Betrayal, Unconditional Love, etc – summarizing the action or a category, such as Social Advancement
25 – t B 6 – Love – (defense or interjection against Betrayal or Sabotage – this is the only card that is not discarded after play, but is kept in hand for reuse until another player manages to attain it or it is willingly discarded)
26 – t C 6 – Sabotage – (take one Tangent card from another player)
27 – t D 6 – Advance – (trade all event cards with one other player – must trade same number of cards of any type if possible – opponent chooses specific cards from his or her hand to use in trade)
28 – t E 6 – Kindness – (negate the play of one event or tangent card of any type except Love or stop a card trade)
29 – t F 6 – Insult – (deflect the play of one event or tangent card of any type – redirects action or trade to self or other)
30 – t G 6 – Dynamics – Move another player's piece or your own forward or back one level of Kin (K5, F4, F3 – cannot move to K3, K2, K1, or F0) – (To prevent a player from moving to K5 you must play this or another cancelling card with an interjection card)
31 – t H 12 – Manipulate – Move another player's piece or your own forward or back one level of Friend or Acquaintance (F1 through F5, or F0 through A5) – (To prevent another player from moving to F0 or F5 you must play this or another cancelling card with an interjection card)
32 – e M 6 – Travesty – (switch places with one other player in your own category (Milieu, Acquaintance, Kin, Friend, Inner Sanctum) – In certain circumstances this card may be played as "Speak now or forever hold your peace."
33 – t A 6 – Betrayal – (take all Tangent cards from another player) – (keep up to three on hand and play one before discarding any excess)
Tangent card summary:
60 Tangent cards
6 players will hold three to five cards each for 18 to 30 cards removed from general circulation (max 50% sequestered)
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