A Card Game, to be played between 3 teams/ players, with codependency between teams. An overarching concept which can be divide the parties as Rival 1, Rival 2, vying for the support of an Organization, all named in that order. Holding this nomenclature to establish 3 parties, a story can be formed and fitted to this Game Mechanic.
The Story for Brainstorm
The Industry is unforgiving. If one doesn’t stay ahead of the curve, chances are he’ll be outpaced and quickly forgotten. It is a competitive and congested marketplace. The industry has to cater to mounting requirements by consumers. Ever changing requirements, depending on the whims and fancies of the public. Time, tide and consumer requirements wait for none, and wrong choices can lead to a build-up of requirements that can’t possibly be met. Often the brightest things not the best sells.
But who is there to help?
There are the methodological, well educated, Stoic Scholars, studying or researching at the best universities the country has to offer. Known for their diligence and precision, they can help you get stuff done, but only by the book. Though you’ll have to deal with their Greater than thou attitude too. These guys can solve it for you, and probably will make a few discoveries, write some papers and give a few TED talks on the way. But they get the things done and the best of all things, “IN TIME.” Sure, they haven’t yet found a cure for their narcissism, and their bills aren’t exactly affordable, but you can’t have everything in life.
Then there are, amidst messy and cramped 1BHK flats; laptop screens the only source of light in the rooms, the Freelancers. Having studied in colleges with forgettable names and non-existent pedigree, tired of the mediocrity that life seems to have unfairly bestowed upon them, they have forged their own path out of pure will. They can get things by the book, by the chair, by the spoon, or pretty much anything given to them. Freelancers are as good as the best, though unorthodox and unrestrained. The output might not be something you want and in the end this choice might come and bite you in the behinds as well. (If there is an end, they are well known for stringing financers along).
So what do you want to be. The ever competing industry worried about customers, the all-knowing scholar living in a box, or the free bird literally living on peanuts. The Scholars and the Freelancers always have a goal in sight. The industry has to speculate and fight off the ready to step in “Servicemen”.
Take a wrong turn, and you’ll be buried alive by expectations and failures, while the others brush it off as a “bad job” and search for a new player to invest in.
The choice is yours.
Players and Cards:
• It is a card game between three players who represent the Industry, Scholars and Freelancers.
• The full deck consists of 64 cards.
• The first 54 cards are divided into two groups: 27 Publication cards and 27 Intellectual cards.
• Each group cards are numbered from 1 to 27 respectively; which represent their power, 1 being the lowest and 27 the highest.
• The Publication cards have three types, Journals, Conferences and Blogs, 9 each.
• The Personnel cards have three types, Researchers, Designers and Technicians, 9 each.
• Apart from the 54 cards, there are 10 wild cards.
• These wild cards are marked: 1,2,3,5,7,11,13,17,19 and 23 as their respective powers.
• The 54 Publication and Intellectual cards are put in a deck and well shuffled. The 10 Wild cards are also well shuffled in a separate pack.
• The game starts with the Industry providing a pattern made of cards to Scholars and Freelancers.
• The pattern can be a combination of rows and columns, but must contain at least 3 cards and a maximum of 7.
• The cards in the pattern have to be a combination of both Publication and Intellectual cards, with the number of Intellectual cards being at least one less than number of Publication cards.
• Along will the pattern, the Industry will also state the Sum total of powers per Column and Row as applicable.
• The Industry can specify the type and number of Intellectual (Researcher, Designer or Technician) and Publication (Journal, Conference or Blog) to be used to form the pattern, in order to increase the difficulty. However, this is not mandatory.
• Scholars and Freelancers play with the deck of 54 Publication and Intellectual cards.
• Industry has the set of 10 Wildcards.
• After the pattern is provided, both Scholar and Freelancer players take five cards each, from the well shuffled face-down deck of 54 cards.
• The players take turns to place a card from their hand in the playing area in order to complete the pattern.
• Once a player feels that he doesn’t have the appropriate cards, he can swap three cards in his hand with that from deck. In doing so, the player loses one turn.
• Once the play area is filled and no more cards can be placed without exceeding the pattern, the player can exchange any card in the play area with one in his hand.
• Once the level numbers in a row/column reach the desired summation, that row/column gets locked, and no further changes can be made in that row/column.
• Every fourth turn, the Industry can change the pattern requirement by increasing the pattern size by two cards. He may also dictate new rules for Publication and Intellectual. (Any changes in the summation requirements and type can only be additive not subtractive). The Industry can also add a Wild Card to the play area to fix a value in any row/ column. This card cannot be removed till the end of play.
• The player who finishes the pattern wins the game.
• If all the wildcards of Industry get exhausted before the completion of pattern, Industry wins.