Cut Throat Capitalists

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Capitalist Cut Throats
Creator(s) blurry
Genre(s) "Project" Building/Economic
Players 3+
Hand Size 5 Cards

Capitalist Cut Throats (CCT) is a working title for an under development card game. Originially it was a card game designed to emulate the discourse of an internet message board, but that flavor was dropped for a wider appealing flavor, one of general capitalism. Because the flavor is independent from the actual core gameplay mechanics at this stage of development, this flavor too may be dropped for something else. For instance, a game with a political or fantastical flavor would both equally work.

Object of the Game and Philosophy

CCT's core gameplay centers around the players starting, maintaining, and developing "projects". These projects require bonds to develop. Other players may assist or obstruct the development of these projects with the use of their cards. Assisting

For the moment,


Mechanics

.

Deck Types

Project Deck (Black): These cards drive the game. They represent enterprise and projects undertaken by the player who lays down the card. That player attempts to fulfill the criteria specified on the card, and other players can attempt to assist or obstruct that player in accomplishing the goal specified on the card's text.

Owner Deck (Yellow): This deck can be drawn from in lieu of the Consumer Deck, but only when person drawing from it has laid down a Project Card.

Consumer Deck (Blue): The basic deck that will drive most of the game. Players use these to develop and alter their projects and bonds pools, as well as other players' projects and bonds as well.

Authority Deck (Red): The Authority Deck is a deck that can alter gameplay in dramatic and unexpected ways, meant to convey a feeling of authoritative intervention. Generally, drawing from the deck will hinder a different player or help the person who drew, but not always. Certain cards will allow a player to summon a "government's" attention to some player on , which may result in a number of different results.

Acts of Nature Deck (Green): Drawn from at regular intervals, the Chaos Deck alters gameplay in several different ways, at varying degrees. At any moment the status quo can be upset by the right card being drawn from this deck.

Card Types

Thus far, there are four card types:

Project Cards: These cards set the general tone for the round. Any player

Base Cards: These are cards that are played independently. They resemble a stand-alone post.

Alter Cards: These cards are played in response to Base Cards. They can modify the card's intent/content or even cause other effects to come into play, often reversing the original intent of the player. This can change any number of mechanical effects, from stealing the player's bonds from Freezing their actions, or even transferring . These cards can be countered and counter-countered, which will add strategy and tactical aspects to play.

Response Cards: These cards can be played by any player, and can only be played in immediate response to an Alter or Base Card being played. This begins what is called an Exchange (see Exchange Below).

Other Mechanics

bonds: The currency of the game. Nearly all functions of the game require Almighty Dollars to happen, and the game is won through the purchase of Tokens.

Freezes: A Freeze prevents a player from laying any cards. They may be waited out, or a player may pay the fine to get back into play.

Ethics: General in-game conduct rules that are universal, such as honoring a probation or such. A player can chance it and "violate" these rules and possibly suffer no consequences. However, another player can play an appropriate Response Card, which can cost the violator turns and bonds.

Assistance/Obstruction Icons: On several cards, there are icons expressing the intent of the card, whether it to is helpful, harmful, or generally neutral to the project. These are known as "Assistance" and "Obstruction" icons, and affect the amount of points spent and earned by the player using them. The icons can be reversed by Modifier cards, allowing for instance a "card to become a 'Obstruction' card" and vice versa. The costs to reverse a card's intent may require certain criteria versus being able to simply apply an Intent to a neutral card; as of now it's undecided.

Tokens: These are acquired through expenditures of bonds, and the acquisition of a certain number (agreed upon by all players before the game begins) will win the game. They are very expensive.

Investing: *Under Development*

Exchanges: An Exchange happens when a player lays down a Response Card. This player pays the cost of the Response Card, and the effect described on the Response Card is resolved. However, any other player can reply to the first Response Card with their own, but only if the cost of the Response Card they play trumps the original Response Card's cost. This may be then responded in like fashion by any other player, until no more Response Cards can be played. The last player to play a Response Card receives bonds equal to the sum cost of the total number of Response Cards during the Exchange. Resolve only the effect of the last Response Card to be played, as all others are trumped and thus rendered null.

Sequence of Gameplay

Setup

  • Each player draws 3 Black Cards, keeps one, and shuffles the rest back into the Black Deck.
  • Each player draws 5 Blue Cards
  • Each Player starts with 5 bonds

Draw Phase

  • Players who have a project laid down my draw from either the Owner Deck, or the Consumer Deck
  • Players who do not have a project laid down drawn only from the Consumer Deck

Action Phase

  • Every \ acquires 5 MP at the beginning of their turn.
  • A player may play, after paying the cost, of a single Project Card
  • Players, on their turn, may play any number of Alter or Base cards they can afford to, and the cheapest card they play that turn is played for no cost.
  • Any player may initiate an Exchange (see above: Response Cards)
  • Any player may negotiate the trade of any amount of Almighty Dollars and/or cards with another player or players. For this to occur, it must be the turn of one of the players involved in the trade.The terms of the negotiation is completely subject to the parties involved.


Resolution Phase

  • If criteria is met, finish all Projects
  • Tally and distribute all MP bonuses
  • Resolve any card effects
  • Each player discards down to 5 cards, if they are over 5

Winning the Game

  • Except under circumstances described in specific Authority Cards or Acts of Nature Cards, the game is won when a player acquires the agreed-upon number of Tokens.