Social Strategy Game Phases and Pathways
PATHWAYS
BEGINNING, TRANSITIONS, AND ENDGAME
Game play is designed for 2 to 12 players, the number of individuals in a clique as defined by the social sciences. Basic play is designed for 2 to 6 players with an expansion pack of pieces and cards allowing players 7 through 12 to participate. The expansion pack consists of additional player pieces (white, black, gray, brown, magenta, azure) and additional cards. Some novel cards to be included. Prototyping is in progress with up to 9 players using the basic set.
The game is won by the most socially adept or charismatic player conspiring with others to move his or her game piece to F5 or K5. Alternately, the least favored player wins if his or her game piece is moved to F0 before another player attains F5 or K5. As players cannot move their own game pieces without specific cards, all three winning strategies require considerable orchestration.
GENERAL RULES
First of all, don't worry about memorizing any of this. If it seems complicated now, it won't after the first game. And it will all be in the rules for frequent review. The following is just to give you a sense of the game.
PHASE ONE
Phase one begins in the Social Milieu, designated as the honeycombed background of the board. Play begins with players rolling to determine start position and placing their pieces on either A0 (1-4) or K0 (5) with an Influence die roll of (6) allowing the player to choose either A0 or K0. Play order may be determined by natural clockwise seating or an Event die roll, either option being based on player consensus. Die roll will determine play order if no consensus is achieved.
Phase one relies most heavily on die rolls to move the pieces of other players towards or away from their assumed goals (A3 and K3). A player cannot move his or her own piece without the use of a card or set that allows such. Players' pieces cannot occupy the same hex on the board, though they can occupy the same social level once introduced. Pieces must be within three hexes of a social sphere to utilize an introduction and enter the second phase of the game. Essentially, players must rely on each other to transition from the first phase of the game to the second. Teamwork and the development of cliques are natural results.
Players must draw one Event card each round throughout the game. The Event card drawn is determined by an Event die roll. The Event die roll corresponds to 1 of the 5 primary decks with a roll of (6) allowing the player to choose any Event card. Cards define potential changes in social contracts and can cause players' pieces to move on the board (others' or their own as specified by the card).
Players continue to move one or more other player’s pieces throughout the game. As long as a player's piece remains in the Social Milieu it may be moved by other players with Influence die rolls. Movement may occur in any direction by an amount determined by the Influence die, a played card, or both. An Influence die roll may be applied entirely to one other player or divided among players. Players may not move their own piece unless they play a card or set that allows it. A card need not be played each turn, but may be saved to create sets that allow special or Transitional moves. Up to seven primary deck or Event cards may be held at any given time, but an 8th must be played or discarded. Played cards are returned to the bottom of their respective decks for reuse.
(Under consideration: Up to ten primary deck or Event cards may be held at any given time, but an 11th must be played or discarded. Periodic shuffling is optional.)
All players are required to move from the Social Milieu to the Stratum within a specified number of turns (to be determined). "Peer Pressure" is a fail-safe for players whose popularity is delinquent early in the game. Such players will be poised for F0, so watch out.
PHASE TWO
Phase two beings when a player formally enters the Social Stratum. Play continues with an acquaintance or relative (kin) entering either A3 or K3.
A new acquaintance enters at A3 and must progress to A4, then A5, before being considered for the A5/F1 transition to friendship. Thus, ending phase two. F1 must then progress to F5 to win. Social advancement through the acquaintance pathway is summarized by progress through A0, A3, A4, A5, F1, F2, F3, F4, to F5. Conflict, crisis, and subterfuge may decrease the player’s position to A2, A1, and finally F0. If a player reaches F0 before anyone else reaches F5 or K5 and occupies it for a complete round of play, then the player at F0 wins unless another players action or interjection changes the position of the piece before the same player's next turn.
Kin have a shorter pathway than friends. A newly recognized relative enters at K3. While shorter, this pathway is supported by fewer social advancement opportunities in the secondary deck. K3 must progress to F2, then K4, F3, and K5 to win (contiguous on the board). Family status grants higher consideration and therefore has a more defensive position (or deference) in conflict. However, conflict when successful, as well as crisis and subterfuge, may still decrease the player’s position to K2, K1, and finally F0. Again, if F0 is reached and held for a full round of play before another player reaches F5 or K5, then the player at F0 wins.
Phase two relies most heavily on the primary decks for player interactions, alliances, conflict resolution, and subterfuge. Players can now influence the direction of others within the social arenas of acquaintance or kin. Winners and losers may well be determined in phase two. Sets of primary cards become more valuable as they allow access to the secondary deck. Up to three secondary deck or Tangent cards may be held at any given time, but a 4th must be played or discarded.
(Under consideration: Up to five secondary deck or Tangent cards may be held at any given time, but a 6th must be played or discarded.)
PHASE THREE
Phase three begins when a player enters the Inner Sanctum at either the A5/F1 transition or the K4/F3 transition. Players who achieve F-status may only move or be moved within the Inner Sanctum for the remainder of the game. Play is continued until one player reaches F5, K5, or F0.
Phase three relies most heavily on the Social Advancement and Insult-to-Injury cards of the secondary (Tangent) deck.
Next
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Game play is designed for 2 to 12 players, the number of individuals in a clique as defined by the social sciences. Basic play is designed for 2 to 6 players with an expansion pack of pieces and cards allowing players 7 through 12 to participate. The expansion pack consists of additional player pieces (white, black, gray, brown, magenta, azure) and additional cards. Some novel cards to be included. Prototyping is in progress with up to 9 players using the basic set.
The game is won by the most socially adept or charismatic player conspiring with others to move his or her game piece to F5 or K5. Alternately, the least favored player wins if his or her game piece is moved to F0 before another player attains F5 or K5. As players cannot move their own game pieces without specific cards, all three winning strategies require considerable orchestration.
GENERAL RULES
First of all, don't worry about memorizing any of this. If it seems complicated now, it won't after the first game. And it will all be in the rules for frequent review. The following is just to give you a sense of the game.
PHASE ONE
Phase one begins in the Social Milieu, designated as the honeycombed background of the board. Play begins with players rolling to determine start position and placing their pieces on either A0 (1-4) or K0 (5) with an Influence die roll of (6) allowing the player to choose either A0 or K0. Play order may be determined by natural clockwise seating or an Event die roll, either option being based on player consensus. Die roll will determine play order if no consensus is achieved.
Phase one relies most heavily on die rolls to move the pieces of other players towards or away from their assumed goals (A3 and K3). A player cannot move his or her own piece without the use of a card or set that allows such. Players' pieces cannot occupy the same hex on the board, though they can occupy the same social level once introduced. Pieces must be within three hexes of a social sphere to utilize an introduction and enter the second phase of the game. Essentially, players must rely on each other to transition from the first phase of the game to the second. Teamwork and the development of cliques are natural results.
Players must draw one Event card each round throughout the game. The Event card drawn is determined by an Event die roll. The Event die roll corresponds to 1 of the 5 primary decks with a roll of (6) allowing the player to choose any Event card. Cards define potential changes in social contracts and can cause players' pieces to move on the board (others' or their own as specified by the card).
Players continue to move one or more other player’s pieces throughout the game. As long as a player's piece remains in the Social Milieu it may be moved by other players with Influence die rolls. Movement may occur in any direction by an amount determined by the Influence die, a played card, or both. An Influence die roll may be applied entirely to one other player or divided among players. Players may not move their own piece unless they play a card or set that allows it. A card need not be played each turn, but may be saved to create sets that allow special or Transitional moves. Up to seven primary deck or Event cards may be held at any given time, but an 8th must be played or discarded. Played cards are returned to the bottom of their respective decks for reuse.
(Under consideration: Up to ten primary deck or Event cards may be held at any given time, but an 11th must be played or discarded. Periodic shuffling is optional.)
All players are required to move from the Social Milieu to the Stratum within a specified number of turns (to be determined). "Peer Pressure" is a fail-safe for players whose popularity is delinquent early in the game. Such players will be poised for F0, so watch out.
PHASE TWO
Phase two beings when a player formally enters the Social Stratum. Play continues with an acquaintance or relative (kin) entering either A3 or K3.
A new acquaintance enters at A3 and must progress to A4, then A5, before being considered for the A5/F1 transition to friendship. Thus, ending phase two. F1 must then progress to F5 to win. Social advancement through the acquaintance pathway is summarized by progress through A0, A3, A4, A5, F1, F2, F3, F4, to F5. Conflict, crisis, and subterfuge may decrease the player’s position to A2, A1, and finally F0. If a player reaches F0 before anyone else reaches F5 or K5 and occupies it for a complete round of play, then the player at F0 wins unless another players action or interjection changes the position of the piece before the same player's next turn.
Kin have a shorter pathway than friends. A newly recognized relative enters at K3. While shorter, this pathway is supported by fewer social advancement opportunities in the secondary deck. K3 must progress to F2, then K4, F3, and K5 to win (contiguous on the board). Family status grants higher consideration and therefore has a more defensive position (or deference) in conflict. However, conflict when successful, as well as crisis and subterfuge, may still decrease the player’s position to K2, K1, and finally F0. Again, if F0 is reached and held for a full round of play before another player reaches F5 or K5, then the player at F0 wins.
Phase two relies most heavily on the primary decks for player interactions, alliances, conflict resolution, and subterfuge. Players can now influence the direction of others within the social arenas of acquaintance or kin. Winners and losers may well be determined in phase two. Sets of primary cards become more valuable as they allow access to the secondary deck. Up to three secondary deck or Tangent cards may be held at any given time, but a 4th must be played or discarded.
(Under consideration: Up to five secondary deck or Tangent cards may be held at any given time, but a 6th must be played or discarded.)
PHASE THREE
Phase three begins when a player enters the Inner Sanctum at either the A5/F1 transition or the K4/F3 transition. Players who achieve F-status may only move or be moved within the Inner Sanctum for the remainder of the game. Play is continued until one player reaches F5, K5, or F0.
Phase three relies most heavily on the Social Advancement and Insult-to-Injury cards of the secondary (Tangent) deck.
Next
http://www.ionurse.com/rule-development.html