Difference between revisions of "Cult! deck"
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'''Q: How does Nuclear War work?'''<br clear=all> | '''Q: How does Nuclear War work?'''<br clear=all> | ||
''A: A nuclear war card is played face down and said to be a nuclear war card. Each player states whether they believe it's really '''the''' Nuclear War (capital letters) card, a simple yes or no. Except the person who played the card, obviously, as they should know what it is. The card is then revealed and the directions followed, which usually involve people being ejected from the game instantly depending upon what occured. Then it is placed in the discard pile like a normal action is and play continues. Yes, some of them are harsh or nonsensical, and as the number of players rise it grows to be far more of a gamble to use the cards. Nuclear War is Serious Business.''<br clear=all> | ''A: A nuclear war card is played face down and said to be a nuclear war card. Each player states whether they believe it's really '''the''' Nuclear War (capital letters) card, a simple yes or no. Except the person who played the card, obviously, as they should know what it is. The card is then revealed and the directions followed, which usually involve people being ejected from the game instantly depending upon what occured. Then it is placed in the discard pile like a normal action is and play continues. Yes, some of them are harsh or nonsensical, and as the number of players rise it grows to be far more of a gamble to use the cards. Nuclear War is Serious Business.''<br clear=all> | ||
'''Q: How do goals work?''' | '''Q: How do goals work?'''<br clear=all> | ||
''A: Not well, currently. But in the way it was intended- Not like World Domination or Class Struggle. Goals are normal actions, just coloured red instead of blue- so unless your hand is revealed, they're secret. Therefore it's a lot less public than World Domination in what you're trying to achieve, and ends a lot more abruptly in some cases than Class Struggle because you only need 1 goal instead of 3, and all but 1 are instantaneous. I'd like to say that's a design feature and not an accident but it's probably subject to change if it proves to be unlikable, which it probably does as with the current oversaturation of them it's difficult to predict what goals someone has and is trying to reach and too easy to achieve one by pure probabilistic luck'' | ''A: Not well, currently. But in the way it was intended- Not like World Domination or Class Struggle. Goals are normal actions, just coloured red instead of blue- so unless your hand is revealed, they're secret. Therefore it's a lot less public than World Domination in what you're trying to achieve, and ends a lot more abruptly in some cases than Class Struggle because you only need 1 goal instead of 3, and all but 1 are instantaneous. I'd like to say that's a design feature and not an accident but it's probably subject to change if it proves to be unlikable, which it probably does as with the current oversaturation of them it's difficult to predict what goals someone has and is trying to reach and too easy to achieve one by pure probabilistic luck'' | ||
{{Infobox | {{Infobox |
Revision as of 04:25, 13 April 2007
=rough draft=
I wanted to make a playable game that evoked a sort of feel somewhere between Illuminatus! and an actual global conspiracy game. Still under construction- there appear to be just a few too many goal cards, and there are too many redundant Surveillance conspiracies.
No offense to any religious or political group, of course. Some were obligatory- Jews, for instance, to be included and had to be. Others such as the Catholic Church or Atheists or Gays I couldn't really think of a good Conspiracy action for them. "Action: Destroy Christmas"? I intend to replace a few of the redundant alphabet soup agencies with some of the more popular conspiracy theories that I forgot (Majestic-12 and the Catholic Church at very least, suggestions welcome for other targets of silly theories).
The goals are probably heavily unbalanced in favour of some, too numerous, and there probably aren't enough actions or ways to destroy locations. This will be addressed when it's not 10:30 at night on the 1.0a stage. 1.1 patch will include these fixes and organization according to type with neat hyperlinked headings and such. A few superfluous cards might also be removed, as to my eyes the deck looks rather large and unwieldy.
Credits: Inspiration for Goal Cards goes to James Hutchings' Class Struggle deck as does several of these cards (a few also need to be credited to others such as Kryptopol). Inspiration for the game itself goes to Kevan's World Domination deck.
Not Actually Frequently AQ:
Q: What does Thing- Government mean? What does Government do?
A: Nothing. Yuk yuk yuk. I'm so funny.
Q: How does Nuclear War work?
A: A nuclear war card is played face down and said to be a nuclear war card. Each player states whether they believe it's really the Nuclear War (capital letters) card, a simple yes or no. Except the person who played the card, obviously, as they should know what it is. The card is then revealed and the directions followed, which usually involve people being ejected from the game instantly depending upon what occured. Then it is placed in the discard pile like a normal action is and play continues. Yes, some of them are harsh or nonsensical, and as the number of players rise it grows to be far more of a gamble to use the cards. Nuclear War is Serious Business.
Q: How do goals work?
A: Not well, currently. But in the way it was intended- Not like World Domination or Class Struggle. Goals are normal actions, just coloured red instead of blue- so unless your hand is revealed, they're secret. Therefore it's a lot less public than World Domination in what you're trying to achieve, and ends a lot more abruptly in some cases than Class Struggle because you only need 1 goal instead of 3, and all but 1 are instantaneous. I'd like to say that's a design feature and not an accident but it's probably subject to change if it proves to be unlikable, which it probably does as with the current oversaturation of them it's difficult to predict what goals someone has and is trying to reach and too easy to achieve one by pure probabilistic luck
Cult! | |
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Designers | Amy |
Date | 12 April 2007 |
Players | 3 to 5 (Conjectural) |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Card List
- You may not use more than 2 General Public cards for the purposes of this.