Social Strategy
"When I am working on a problem, I never think about beauty, but when I have finished, if the solution is not beautiful, I know it is wrong." - - R Buckminster Fuller
The game board and accompanying sets of cards in development represent a topic I have taught in Organizational and Social Psychology, often in a lecture format. This particular topic takes about 30 minutes to fully explain to an audience. However, a game format was recommended for broader audiences, deeper appreciation, and more fun.
Most people live their lives with preconceived notions that friends are simply people they know. The more reflective think of friends as being somewhat trustworthy and reliable acquaintances. The distinction between an acquaintance and a friend is often subconscious or no distinction is made at all. This game highlights a process by which players pursuing a relationship with the board are subject to a vetting process. Core features include the use of codes of ethics, navigation of the social environment of friends, family, and new acquaintances when conflict arises, and the identification of enemies. These concepts are peripheral to play, but become more evident as strategies are developed.
Players compete individually or in cliches to gain the highest levels of esteem, trust, and confidence on the board. The board's social strata define acquaintances as potential friends and friends as individuals who have satisfied a social review. Cards played force players to react to various social situations and each other. Event cards include Crisis, Opportunity, Development, Subterfuge, and Agenda, with a sixth deck of Tangent cards. Each deck resides on its corresponding color block along the edge of the board. Lineages representing Acquaintances, Friends, and Family (Kin) are shown as pathways. A social stratum is a key concept to social success through awareness and is an element of Depth, Organizational, and Social Psychologies.
Alternate game designs utilizing similar play protocol with slightly modified strata could include Corporate Ladder, The Boardroom, Fraternity/Sorority, Archetypes, Jungian (Briggs-Myers) subtypes, or perhaps your own specific business or corporate setting.
KEY FEATURES
THE CUSTOMER
The game board tracks the social relationships that all players develop with a theoretical discerning individual represented by the board. Game play follows the relationships with each player with one another. Throughout the game, cards are played for and against your fellow players causing their social agendas to advance or retreat by changing their positions on the board. The most popular player may gain the highest level of Influence at K5 or Confidence at F5 to win. The most antagonistic or antagonized player may sink to F0 and win if F5 or K5 have not yet been attained. Game play is divided into three continuous and overlapping phases. For the most part, you must rely on other players to move your game piece and time certain cards for final strategy.
THE SOCIAL CONTRACTS OR SPHERES
A0 - stranger
A1 - enemy
A2 - annoying acquaintance
A3 - new or neutral acquaintance
A4 - interesting person
A5 - potential friend
F0 - the dreaded annoying lifelong acquaintance
F1 - initial vetted friend
F2 - friend with history
F3 - best friend (can have more than one)
F4 - revered friend and true family
F5 - mate or binary
K0 - unknown family or kin
K1 - enemy kin
K2 - annoying kin
K3 - new or neutral kin or ancestor
K4 - revered kin (true family)
K5 - revered ancestor, patriarch, or matriarch
COMPONENTS
What's in the box?
One game board (as seen above)
One six-sided die for Influence
One six-sided die for Events
Five primary decks of Event cards (60 each for 300 cards)
One Secondary deck of Tangent (or Transition) cards (60 cards)
Six game pieces (red, orange, yellow, blue, green, purple)
Maybe a link to a short introductory video (for novelty)
And the rules
Tablet, PDA, and smartphone versions are under consideration.
NEXT
http://www.ionurse.com/game-phases.html
The game board and accompanying sets of cards in development represent a topic I have taught in Organizational and Social Psychology, often in a lecture format. This particular topic takes about 30 minutes to fully explain to an audience. However, a game format was recommended for broader audiences, deeper appreciation, and more fun.
Most people live their lives with preconceived notions that friends are simply people they know. The more reflective think of friends as being somewhat trustworthy and reliable acquaintances. The distinction between an acquaintance and a friend is often subconscious or no distinction is made at all. This game highlights a process by which players pursuing a relationship with the board are subject to a vetting process. Core features include the use of codes of ethics, navigation of the social environment of friends, family, and new acquaintances when conflict arises, and the identification of enemies. These concepts are peripheral to play, but become more evident as strategies are developed.
Players compete individually or in cliches to gain the highest levels of esteem, trust, and confidence on the board. The board's social strata define acquaintances as potential friends and friends as individuals who have satisfied a social review. Cards played force players to react to various social situations and each other. Event cards include Crisis, Opportunity, Development, Subterfuge, and Agenda, with a sixth deck of Tangent cards. Each deck resides on its corresponding color block along the edge of the board. Lineages representing Acquaintances, Friends, and Family (Kin) are shown as pathways. A social stratum is a key concept to social success through awareness and is an element of Depth, Organizational, and Social Psychologies.
Alternate game designs utilizing similar play protocol with slightly modified strata could include Corporate Ladder, The Boardroom, Fraternity/Sorority, Archetypes, Jungian (Briggs-Myers) subtypes, or perhaps your own specific business or corporate setting.
KEY FEATURES
- Defines pathways to clearly identify individuals in your life allowing for reflection and consideration
- Defines processes for transitioning between identified categories
- Defines criteria for transitioning between categories yourself respective to others
- Based on Jungian Psychology
- Fosters an intentional life based on unambiguous contractual social relations
- Is ridiculously fun to play
- Brings out the best and worst of people
- Every game is an absolutely unique collection of complex social interactions
- Strategies refine as multiple games are played with veteran players and alters with new players
- Off-shoot games with similar themes available
- Alternate expansion packs available for specific venues (university, romance, sports, business, archetypes, etc)
- Components are relatively easy to mass produce at minimal cost providing maximal consumer retail value
- Composed of paper (2D) and plastic (3D) printed materials
THE CUSTOMER
The game board tracks the social relationships that all players develop with a theoretical discerning individual represented by the board. Game play follows the relationships with each player with one another. Throughout the game, cards are played for and against your fellow players causing their social agendas to advance or retreat by changing their positions on the board. The most popular player may gain the highest level of Influence at K5 or Confidence at F5 to win. The most antagonistic or antagonized player may sink to F0 and win if F5 or K5 have not yet been attained. Game play is divided into three continuous and overlapping phases. For the most part, you must rely on other players to move your game piece and time certain cards for final strategy.
THE SOCIAL CONTRACTS OR SPHERES
A0 - stranger
A1 - enemy
A2 - annoying acquaintance
A3 - new or neutral acquaintance
A4 - interesting person
A5 - potential friend
F0 - the dreaded annoying lifelong acquaintance
F1 - initial vetted friend
F2 - friend with history
F3 - best friend (can have more than one)
F4 - revered friend and true family
F5 - mate or binary
K0 - unknown family or kin
K1 - enemy kin
K2 - annoying kin
K3 - new or neutral kin or ancestor
K4 - revered kin (true family)
K5 - revered ancestor, patriarch, or matriarch
COMPONENTS
What's in the box?
One game board (as seen above)
One six-sided die for Influence
One six-sided die for Events
Five primary decks of Event cards (60 each for 300 cards)
One Secondary deck of Tangent (or Transition) cards (60 cards)
Six game pieces (red, orange, yellow, blue, green, purple)
Maybe a link to a short introductory video (for novelty)
And the rules
Tablet, PDA, and smartphone versions are under consideration.
NEXT
http://www.ionurse.com/game-phases.html