Post by Admin on Jul 22, 2016 10:41:09 GMT
The Rules of Pangea
Are available for download here. Below you can find the same information which can also be found in the pdf.
To start of…
Pangea is not your normal game where you face off against family or friends trying to win; where there will always be a winner and a loser. This game revolves around working together to win. So either you’re all winners or you’re all losers. One way or another, your creativity and intellect will be tested. This game will talk a lot about politics, about solving world problems, about seeing that in order for everyone to survive, you’ll need to give up something of your own. Sounds vague? Hopefully it will make sense after you’ve made it through.
Good luck.
Save the world.
In the beginning…
Every player picks a country from the pile, or if there are no more board pieces left, constructs one from paper, and places it on the map bordering at least two other countries. Afterwards every player throws the dice three times, receiving three different systems which are the basis for your country.
First a political system:
Ruled by Law - throw 1 or 4
Happiness of Society +1, Power of Central Government +2, City Power and Structure +2, Cultural Progress +1, Arts and Food surplus and Trade +1
Ruled by the People - throw 2 or 5
Happiness of Society +2, Power of Central Government +1, City Power and structure +1, Cultural Progress +1, Arts and Science +1, Food Surplus and Trade +1
Ruled by the few - throw 3 or 6
Power of Central Government +2, City Power and Structure +2, Arts and Science +1, Food Surplus and Trade +2
Then an economical system:
Free Market Economy - throw 1 or 4
Food surplus and Trade +2, Specialization of Labor +2, Arts and Science +2, Cultural Progress +1
Mixed Economy - throw 2 or 5
Food surplus and trade +2, Specialization of Labor +1, Arts and Science +1, Cultural Progress +1, Power of Central Government +1, City Power and Structure +1
Planned Economy - throw 3 or 6
Food surplus and Trade +1, Power of Central Government +2, City Power and Structure +2, Specialization of Labor +2
And lastly a religious system:
Polytheism - throw 1 or 4
Specialization of Labor +1, Happiness of Society +2, Arts and Science +2, Cultural Progress +1, Food Surplus and Trade +1
Monotheism - throw 2 or 5
Happiness of Society +1, Specialization of Labor +2, City Power and Structure +1, Arts and Science +2, Food Surplus and Trade +1
Pantheism - throw 3 or 6
Happiness of Society +2, Arts and Science +2, Cultural Progress +1, Specialization of Labor +1, City Power and Structure +1, Food Surplus and Trade +0
All these systems come with their consequences, since not every system is perfect, and not every system works well with any other, problems might even arise in their combinations.
When all the values are on the table, and every country has its systems, the game can start. The players have to get through 3 levels, with a fixed number of red and green cards.
One of the most important tasks falls upon the Gamemaster...
The game would be very easy without anyone leading it, mapping time, and ensuring the rules are followed. Someone has to ensure that people don’t go giving away their values with reasons that make no sense at all. A Gamemaster is the eight player, who gets to decide if the solution works for the problem, and to ensure everyone agrees. If the Gamemaster is not sure themselves, the players together decide if the solution is reasonable.
RED CARDS
These are horrible events that happen in our world – or even in fiction – and are the base for the cooperation needed in the game, they take away values. Each card represents a different event that can be local (level 1), national (level 2) or international (level 3). The problems of the cards have to be solved to move on. The values that they take away have to be traded with others players with good reason for doing so.
GREEN CARDS
These are events that help a country further, instead of taking away values like the RED cards do, they grant additional values.
Level 1
It was an average day when our story begins…
And the players of the game have to solve the problems of three different RED cards, while being allowed to draw three additional GREEN cards as well. They have to throw the dice to determine what player picks and receives each card. For every red card there is a time limit of fifteen minutes to solve it. If after fifteen minutes the problem hasn’t been solved yet, the problem will get worse.
The worsening of a problem for this level goes as follows: all value yet to be reinstated through solving the problem, will be taken away again. For instance, you loose 3 Happiness of the Population, and you’ve not yet solved 1 of those, an additional 1 will be taken off.
Once the three RED cards and three GREEN cards have been played, the players can move on to the second level.
Level 2
Local problems become national problems…
And the players of the game have to solve the problems of four different RED cards, while being allowed to draw two additional GREEN cards as well. In the meantime, the players can, whenever they choose to, give their country more meaning: they can color it, give it a geography, a culture, a trade, and a climate. For each RED card the players have ten minutes to solve the problem, if not, the problem will become an international problem.
The worsening of a problem for this level goes as follows: all value yet to be reinstated through solving the problem, will be taken away from the countries bordered or the two closest to the country where the problem takes place. Yet, the focus of problem solving remains on the country where the problem originates.
Once the four RED cards and two GREEN cards have been played, the players can move on to the second level.
Level 3
The story will soon conclude…
And the players of the game have to solve the problems of two different RED cards, while being allowed to draw two additional GREEN cards as well. In the meantime, the players have to write up or conclude the relations between their own countries and other countries. For each RED card the players have five minutes to solve the problem, if not, the problem will become more complicated and hit more countries.
The worsening of a problem for this level goes as follows: all value yet to be reinstated through solving the problem, will be taken away from two countries unrelated to the problem yet, these are the two closest countries.
Once the two RED cards and the two GREEN cards have been played, the players have won the game.
If at any point the players are not able to solve a problem, the players have lost the game.
To the players of this game: have fun! Save the world! I hope you succeed, and feel inspired to make the real one a little better.
Are available for download here. Below you can find the same information which can also be found in the pdf.
To start of…
Pangea is not your normal game where you face off against family or friends trying to win; where there will always be a winner and a loser. This game revolves around working together to win. So either you’re all winners or you’re all losers. One way or another, your creativity and intellect will be tested. This game will talk a lot about politics, about solving world problems, about seeing that in order for everyone to survive, you’ll need to give up something of your own. Sounds vague? Hopefully it will make sense after you’ve made it through.
Good luck.
Save the world.
In the beginning…
Every player picks a country from the pile, or if there are no more board pieces left, constructs one from paper, and places it on the map bordering at least two other countries. Afterwards every player throws the dice three times, receiving three different systems which are the basis for your country.
First a political system:
Ruled by Law - throw 1 or 4
Happiness of Society +1, Power of Central Government +2, City Power and Structure +2, Cultural Progress +1, Arts and Food surplus and Trade +1
Ruled by the People - throw 2 or 5
Happiness of Society +2, Power of Central Government +1, City Power and structure +1, Cultural Progress +1, Arts and Science +1, Food Surplus and Trade +1
Ruled by the few - throw 3 or 6
Power of Central Government +2, City Power and Structure +2, Arts and Science +1, Food Surplus and Trade +2
Then an economical system:
Free Market Economy - throw 1 or 4
Food surplus and Trade +2, Specialization of Labor +2, Arts and Science +2, Cultural Progress +1
Mixed Economy - throw 2 or 5
Food surplus and trade +2, Specialization of Labor +1, Arts and Science +1, Cultural Progress +1, Power of Central Government +1, City Power and Structure +1
Planned Economy - throw 3 or 6
Food surplus and Trade +1, Power of Central Government +2, City Power and Structure +2, Specialization of Labor +2
And lastly a religious system:
Polytheism - throw 1 or 4
Specialization of Labor +1, Happiness of Society +2, Arts and Science +2, Cultural Progress +1, Food Surplus and Trade +1
Monotheism - throw 2 or 5
Happiness of Society +1, Specialization of Labor +2, City Power and Structure +1, Arts and Science +2, Food Surplus and Trade +1
Pantheism - throw 3 or 6
Happiness of Society +2, Arts and Science +2, Cultural Progress +1, Specialization of Labor +1, City Power and Structure +1, Food Surplus and Trade +0
All these systems come with their consequences, since not every system is perfect, and not every system works well with any other, problems might even arise in their combinations.
When all the values are on the table, and every country has its systems, the game can start. The players have to get through 3 levels, with a fixed number of red and green cards.
One of the most important tasks falls upon the Gamemaster...
The game would be very easy without anyone leading it, mapping time, and ensuring the rules are followed. Someone has to ensure that people don’t go giving away their values with reasons that make no sense at all. A Gamemaster is the eight player, who gets to decide if the solution works for the problem, and to ensure everyone agrees. If the Gamemaster is not sure themselves, the players together decide if the solution is reasonable.
RED CARDS
These are horrible events that happen in our world – or even in fiction – and are the base for the cooperation needed in the game, they take away values. Each card represents a different event that can be local (level 1), national (level 2) or international (level 3). The problems of the cards have to be solved to move on. The values that they take away have to be traded with others players with good reason for doing so.
GREEN CARDS
These are events that help a country further, instead of taking away values like the RED cards do, they grant additional values.
Level 1
It was an average day when our story begins…
And the players of the game have to solve the problems of three different RED cards, while being allowed to draw three additional GREEN cards as well. They have to throw the dice to determine what player picks and receives each card. For every red card there is a time limit of fifteen minutes to solve it. If after fifteen minutes the problem hasn’t been solved yet, the problem will get worse.
The worsening of a problem for this level goes as follows: all value yet to be reinstated through solving the problem, will be taken away again. For instance, you loose 3 Happiness of the Population, and you’ve not yet solved 1 of those, an additional 1 will be taken off.
Once the three RED cards and three GREEN cards have been played, the players can move on to the second level.
Level 2
Local problems become national problems…
And the players of the game have to solve the problems of four different RED cards, while being allowed to draw two additional GREEN cards as well. In the meantime, the players can, whenever they choose to, give their country more meaning: they can color it, give it a geography, a culture, a trade, and a climate. For each RED card the players have ten minutes to solve the problem, if not, the problem will become an international problem.
The worsening of a problem for this level goes as follows: all value yet to be reinstated through solving the problem, will be taken away from the countries bordered or the two closest to the country where the problem takes place. Yet, the focus of problem solving remains on the country where the problem originates.
Once the four RED cards and two GREEN cards have been played, the players can move on to the second level.
Level 3
The story will soon conclude…
And the players of the game have to solve the problems of two different RED cards, while being allowed to draw two additional GREEN cards as well. In the meantime, the players have to write up or conclude the relations between their own countries and other countries. For each RED card the players have five minutes to solve the problem, if not, the problem will become more complicated and hit more countries.
The worsening of a problem for this level goes as follows: all value yet to be reinstated through solving the problem, will be taken away from two countries unrelated to the problem yet, these are the two closest countries.
Once the two RED cards and the two GREEN cards have been played, the players have won the game.
If at any point the players are not able to solve a problem, the players have lost the game.
To the players of this game: have fun! Save the world! I hope you succeed, and feel inspired to make the real one a little better.