Skip to main content

The Plan Prototype A

The Plan

Version 0.0.1 - Prototype A


Real power lies in the hands of those who choose to make something of themselves.  As a Player in The Plan, you are one of those ambitious persons of interest who has the gumption to make her or his mark on history.  Carefully cultivate Influence and back the right Proposals as you work your way up in the local political scene, first as an up-and-coming member of a Board, then as a mover and shaker of a Department, and finally as a civic leader on a Commission.
Since this is the public office, your Resume is everything.  Choose when to cooperate with your fellow Players, strive to achieve different distinctions and levels of recognition, but be ready to turn on your former allies as need be.  You can get ahead with help from the Criminally Organized, but be wary as your shady dealings could come back to haunt you.  The road to political success is a steep and winding one, but with perseverance, friends in the right places, and a little luck, you can make it in this town.

Introduction

The Plan is a fast-playing game of cards, dice, and politic maneuvering.  Work with and against your fellow players (2-6 players) over the course of the three phases of the game, shaping the City and promoting your agenda.  Each phase has a separate deck of Influence and Proposal cards; Proposals set the stakes, and Influence cards are played to sway the vote towards the result, or results, that most benefit you.  At the end of the final phase, points are tallied, resumes are compared, and one player will be crowned the victor, and will be remembered forever as a maker of history.

Components

Influence decks for the Board, Department, and Commission phases.
Proposal decks for the Board, Department, and Commission phases.
18 Board cards
12 Department cards
6 Commission cards
6 Player Resume Mats
12 Tie Breaker tokens
3 green Proposal dice
3 green Proposal markers
3 yellow Proposal markers
The Playing Mat
24 red Corruption dice
18 blue Conviction dice
18 purple Cooperation dice

Conviction

While you're ultimately looking out for #1, your loyalty to your Boards, Departments, and Commission is rewarded in the form of Conviction.  Conviction measures how well you represent the interests you claim to promote, and the success you bring to your committees.  Conviction is tracked on your Resume with blue dice.

Cooperation

The public eye looks favourably upon those who work across the aisle, and collaborate for their greater good.  It doesn't matter what you really feel about your fellow Players; what matters is that you will be rewarded for maintaining a public image of good sportsmanship, with Cooperation.  Cooperation is tracked on your Resume with purple dice.

Corruption

It's tough to make it without friends in high places... or low.  The Criminally Organized can set you up, and help swing some key votes in your direction.  The temptation to lean on support from the Criminally Organized can be difficult to resist, but it's hard to keep secrets when your life is the object of public scrutiny.  Your shady dealings can become a liability, in the form of Corruption.  Corruption is tracked on your resume with red dice.

Gameplay

The game plays out in three phases: Board, Department, and Commission.  Each phase, Players will see [six] votes come and go, in the form of Proposal cards drawn from that phase's Proposals deck.  Each Player will try to place their Committee cards (thee three Board cards dealt to each player, the two Department, and the one Commission card) on specific initiatives, which they will try and have passed.  Having your initiative passed rewards you with more Influence, and possibly Conviction.
While your Board cards are chosen at the start of the game by drafting, the way you play determines what Departments you can head up, and then what Commission you will lead.  Advance your Cooperation score by backing the same initiatives as other Players, advance your Conviction score by backing initiatives that align with your Committee cards, and keep your Corruption score as low as you can while staying competitive; later on in the game, there are Influence cards that can really hurt you if you've relied too heavily on those Criminally Organized cards,
After all 18 votes have been completed, the game is over.  Determine victory points, and the Player whose Resume ends up being strongest will become the new City Manager!

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: The Secret Calendar

Welcome back to TTRPG Tuesday! Have I done any this year? Looks like no! On pace to be a pretty low-posting year I guess. Today I actually have a full-fledged one pager TTRPG to share.  I was listening to a Ludology with Camilla Zamboni as the guest and was inspired by her collection Roll for Learning.  The Secret Calendar came to me pretty much fully formed as I walked and listened to the episode, though I do want to acquire RfL to get layout inspo. Anyhow, the first draft can be found HERE .  I think this could be a fun activity for students (was also thinking of Wolfenoot) and maybe I’ll publish it or submit it at some point. Okay I’m out of practice so that's it buh bye!

Mechanic Monday: Winding Down an Engine Builder

  Welcome back to Mechanic Monday! Been a minute hasn't it? Remember when I did one of these a week for a year? 2020 was such a productive time! Totally worth the complete decay of my sense of self! Today I’m going to go about things a little backwards.  Normally I start with the mechanical kernel, mock up how it would look in a hypothetical game, and then do a little theorycrafting around it.  This time, I uh already have a v1.0 prototype.  So let's start there. Gradually Shorter Engines In Paper Moth Dynasty, you play a young Monarch, with nine Role cards flipped to either their Sun or Moon side.  In the first round you will place 7 of the 9 available cards in your Court tableau, then Exile a card and play the next round with one fewer card to draw and one fewer to play, then do the same again before the third and final round.  You will therefore place 7 cards in the first round, 6 in the second, and 5 in the third round. So engine builders (and th...