All right, I'm incorporating suggestions into the next full cards draft. Meanwhile, please comment on the following outline/proto for card types and gameplay balance (relative frequency etc.). Also suggest other card types, but I'm not inclined to have # of types explode in first implementation.
Card System Outline 1. Cards are dealt from an infinite deck (with set probabilities) and destroyed when played. Reason: the reason cards broke so often in the past version was because with a finite deck, everyone's play stopped every time there was controversy about where even a single card was (e.g. you wouldn't play poker if you knew the Ace of Spades was on the floor). 2. Play Speed/salary: Get 3 cards per month minimum salary + 1 per week (weekly office) + 1 per month (monthly office) + one per week if a timely Judge + 1 * II per adopted proposal 3. Encourage play: 1 card per month destroyed at random from each hand. Further, if hand > N at end of month (suggest 10), another hand-N cards destroyed at random. Card suggestions (Frequency) is relative frequency of cards dealt out of 1000 BASIC ACTION CARDS A player can spend two cards of any type to perform the same action as on a single BASIC ACTION card e names when doin so. * Distrib-u-Matic - Make a Proposal distributable. (300) * Absolv-o-Matic - Remove a Rest from a Player. (150) * Roll Call - Increase player's Vote Power on one indicated Ordinary Proposal except in last 24 hours of voting period. (75) PROPOSAL CARDS * Debate-o-Matic - Make a Proposal Democratic. (75) * Committee - Make a Proposal Undistributable. (50) * Arm-twist - Decrease player's Vote Power on one indicated Ordinary Proposal. (50) * On the Nod - Rubberstamp a Proposal. (25) * Kill Bill - Veto a Proposal. (25) LONGER-TERM POWER CARDS * Lobbyist - Increase the caste of a player you name in your (75) party, other than yourself, by one. * Local Election - Decrease the caste of a player you name by one. (50) * No Confidence - Initiate an election for an office; if an (25) election for the office is in progress it is canceled and re-started. CARD CARDS * Title: Your Turn (30) Exploit: Indicate a player. That player must play or discard a card in the next 72 hours; if e does not, you MAY act on eir behalf to discard one. * Title: Discard Picking (30) Exploit: Indicate a card that was played or discarded in the past 72 hours. It is transferred to your hand. * Title: Drop your Weapon (20) Exploit: Indicate an entity and a card held by that entity. Discard that card from that entity's hand. * Title: Presto! (10) Exploit: Indicate an entity and a card held by that entity. Transfer that card to your hand. * Not Your Turn (10): cancel a card play that occured in the last 24 hours; HOWEVER; if this would lead at any time in the 24 hours after playing to a paradox which would prevent its play, its play is null. -G.