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.


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