the Decktet

Pardon our dust. This is game is a work in progress. It has been playtested a few times with the rules as written, but not enough to say that it is a finished game. Maybe this will turn out to be the final version, or maybe it will need changes. You are welcome to try it out, but please don't judge the Decktet on the basis of it. If you do try it, feedback is especially welcome.

Chancellors

a resource management game for 2 to 4 players, using the Decktet

The Lord High Chancellor has retired, but the King has not yet named a successor. As one of the King's Chancellors, you are hoping to move up to the first seat. To do this, you need to impress His Majesty and outdo the other Chancellors. Fail and you'll be a back bencher for the rest of your career. Of course, things could be worse than being a mere Chancellor. If things go too badly, the King might decide to fire all the old advisors.

Components: In addition to a Decktet, you'll need six standard dice and a scorepad.

Object of the game: Score points by resolving problems facing the kingdom. The first player to score 50 or more points wins and is named Lord High Chancellor. If any of the problems escalate to the point of calamity, though, everyone loses.

[sample]

Set up

The dice are arranged into three pairs, with each pair representing a problem that is facing the kingdom. At the beginning of the game, roll each pair of dice to determine just how bad things are. Higher numbers are more serious problems. Put the dice as rolled out on the table where everyone can see them.

Remove the Sailor (3 of Waves and Leaves), Soldier (4 of Wyrms and Knots), and Diplomat (8 of Moons and Suns) from the deck. These represent the forces of the kingdom: the navy, army, and diplomatic corps. Put them in the center of the table. Once the game is underway, these cards will be in front of players to indicate who controls them.

Shuffle the remainder of the deck and deal each player three cards. The player with the most seniority takes the first turn.

Game play

On your turn, you may play cards to control the kingdom's forces and (once you control one or more of the forces) to solve problems.

Controlling forces: You take control of a force by playing a card with a suit that matches one of the suits on that force's card. For example, you can try to control the navy by playing a card with a Wave or a Leaf on it. Each card can only be used to control one force; if you play a card with two suits, declare which force you are trying to control.

If another player controls the force, they may block your attempt at control. In order to do so, they must play a card with a suit that matches the force and with a rank higher than the card you played. If they do not, or if it is early in the game and no other player controls the force, then take the card representing the force and put it on the table in front of you. Once you control a force, you keep control until another player takes it away.

Cards used to take or keep control of forces are discarded.

Solving problems: Since you want the king to notice your efforts, you really want to solve a problem in a flashy, public way. To do this, you must play one or more cards with ranks that add up to at least the total of both dice. (Aces are rank 1. Crowns are rank 10.) You may only play cards that have at least one suit matching a force that you control, although you may combine cards matching multiple forces. When you solve a problem in this way, you score points equal to the greater of the two dice.

You may also solve the problem in a quieter, more efficient way. In order to do this, you only need to match the lower of the two dice. This is less impressive, so you only score points equal to the lower of the two dice minus one. If the lower die is a 1, then solving the problem efficiently scores you nothing.

You may play as many cards as you want during your turn. You may only solve each problem once, however, and the dice are not rerolled until you end your turn.

Escalation: Once you are done playing cards, roll both dice for any problems that you solved during your turn. Any problems you did not solve get worse. You pick one of the dice in each unsolved problem and turn it so as to increase the value by one. If a problem is already 6-6 (six on both dice) when it escalates, then the game ends.

Draw cards: After your turn, every player draws one card. If the deck is exhausted, reshuffle the discard pile.

Then it is the next player's turn.

Endings, happy and otherwise

A player who accumulates 50 or more points wins immediately. The King names them Lord High Chancellor, and all the other players labour on as Chancellors simpliciter.

If a problem escalates when it was already 6-6, then the kingdom is in serious trouble. The King decides that the players make terrible counselors and sacks all of them. Everyone loses.

The extended deck

If you want to spice up the game, you can add in the Excuse, the Pawns, or both. Just shuffle them in at the beginning of the game.

The Excuse: The Excuse may be used either to control forces or avert catastrophe. It may not be used to solve problems.

You may play the Excuse to try and control all three of the kingdom's forces. If another player attempts to keep one of the forces, treat the Excuse as rank zero; the player may use any card that has one of the force's suits. You will still take control of something, unless three cards are played to block you on all fronts.

If a problem is 6-6 (six on both dice) at the beginning of any player's turn, you may discard the Excuse to reroll both dice of that problem.

Pawns: Pawns are treated as rank 10.

Credits

Design: P.D. Magnus

Playtesting: Cristyn Magnus

Links

(moon)(suns)(wave)(leaves)(wyrm)(knots)

[download] The Decktet is presently available either as a digital document or as a printed deck.

Creative Commons LicenseThe Decktet is ©2003-8 P.D. Magnus. Some rights reserved. The deck, illustrations, and supporting text are offered as open content under a Creative Commons Attribution NonCommercial ShareAlike 3.0 License. Permissions beyond the scope of this license may be negotiated.