Updated 2 years ago
A Card game concept

High Concept

A Card Game, to be played between 3 teams/ players, with dependency between teams. An overarching concept which divides 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.


  1. Ankita Mitra (art)
  2. Jayant Kumar (Me)

The Story for Hungry?

Breakfast, Second Breakfast, Brunch, Elevenses, Lunch, Tea, Dinner, Supper, Snack. Whatever the meal timings may be, one can never tell when a Kid is going to be hungry. And all he cares about is taste and food, it doesn’t matter from where it comes. He can open a box of cornflakes and add some milk or he might be craving for some fries. Who but who can tell?
The Health-Food industry sell their products as being healthy and tasty as well. They have all the necessary nutrients and will not harm the kid. (So they say).
Whereas the Fast food industry need no advertisement except lower prices.
So where does the kid go, or more importantly what do his parents allow him to eat.
That is the setting of the game.
The health-food industry and the fast-food industry are competing against each other to win over the kid. But the kid does not stick to either for a long time. Some days he likes “Chocos”, whereas someday he wants “Maggi”.

Players and Cards

  • It is a card game between three players who represent the Kids, Health-Food Industry and Fast-Food Industry.
  • The full deck consists of 62 cards.
  • The first 52 cards are divided into two groups: 26 Nutrient cards and 26 Dish cards.
  • Each group cards are numbered from 1 to 26 respectively; which represent their power, 1 being the lowest and 26 the highest.
  • The Nutrient cards have two types, Vitamins and Carbohydrates, 13 each.
  • The Dish cards have two types, Drinkable and Eatable, 13 each.
  • Apart from the 52 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 52 Nutrient and Dish 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 Kids providing a pattern made of cards to Health-Food Industry and Fast-Food Industry.
  • 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 Nutrient and Dish cards, with the number of Dish cards being at least one less than number of Nutrient cards.
  • Along will the pattern, the Kids will also state the Sum total of powers per Column and Row as applicable.
  • The Kid can specify the type and number of Dish (Eatable or Drinkable) and Nutrient (Vitamins or Carbohydrates) to be used to form the pattern, in order to increase the difficulty. However, this is not mandatory.

  • Health-Food Industry and Fast-Food Industry play with the deck of 54 Nutrient and Dish cards.
  • Kids have the set of 10 Wildcards.
  • After the pattern is provided, both Health-Food Industry and Fast-Food Industry 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 Kids can change the pattern requirement by increasing the pattern size by two cards. He may also dictate new rules for Nutrients and Dishes. (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 the Kid get exhausted before the completion of the pattern, the kid wins.

Other setting developed using the same mechanics

  1. Brainstorm
  2. After Earth
Jayant Kumar
Game Designer - Student