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Well, it was only a matter of time.  I’ve created a game that I’m sure will be generating enormous amounts of grief for me.  Still, it’s message is very important and will be presented nonetheless.  Here we go…I present to you, humble viewers of KRGB, the Game of Progress

The Game of Progress

6-10 players, moderate complexity

There are three piles of cards (Science, Faith, and Disasters) around which the players are to be seated.  Each player rolls a d20.  If the roll result is 10 or less, the player is a “True Believer” and will pull cards from the Faith pile.  If the roll is 11 or higher, the player is a “Scientist” and will pull cards from the Science pile.

Once the teams have been determined, each team rolls the d20 to see who goes first.  Whoever gets the higher roll on the d20 goes first.  The team that goes first picks who in their team will start.  A round is completed when play returns to this first person.  At the beginning of the game, flip over the first Disaster card.

Play proceeds clockwise around the circle, each player can play one card per turn on their turn (unless a card they have says otherwise).

Side Specifics:

Scientists draw 3 cards at the beginning of the game.  Scientists keep 3 cards in their hand at all times.  <This signifies the ever-changing and growing world of science and technology that we live in.>  Scientists play cards to build up Progress Points to avert the disasters.  Once a disaster has been averted using Progress Points, the previous True Believer becomes a Scientist, discarding their Faith cards and drawing up 3 Science cards. <This signifies the power of science and reason to solve problems in the real world>

True Believers draw 4 cards at the beginning of the game.  True Believers only draw cards when a card allows them to, or when they are converted.  <This signifies the large of array of unsupported claims that believers use to coerce their followers, which changes very rarely.>  If a True Believer has no cards on their turn, they are forced to skip their turn.  True Believers play cards to increase their Grief Points or to convert Scientists.  At the end of each True Believer’s turn, the player rolls a d20.  On a result of 0f 20, the current Disaster card is discarded, and the previous Scientist is converted.  <This symbolizes the fact that what believers say rarely coincides with reality, and they tout it as a huge success, gaining the attention of the masses.>

Disasters:

Every 5 rounds, a new Disaster card is brought into play, along side any other current disasters.  If a fourth Disaster card is brought into play, the game is over with no winner.  <This represents world-ending disastrous affairs.>

Winning:

If all of the players are converted to Scientists, the game ends with the Scientists as the winning team.  If all of the players are converted to True Believers, they must play for 5 more rounds.  If, at the end of those five rounds, all players are still True Believers and less than four Disaster cards are active, the game ends with the True Believers as the winning team.  <Believers would have nothing to protect them from disasters if there were no science, and scientists would be able to do more faster without the religious right slowing them down.>

Progress Points:

A way of recording Progress Points should be on hand, since the players on each team will shift frequently.  Progress Points are gained by playing Science cards.  Once enough Progress Points have been accumulated for an active disaster, the Disaster card and all of the Science cards played against it are discarded.  Progress Points can be spent for certain effects using cards.  Progress Points can be lost from certain Faith cards.

Grief Points:

A way of recording Grief Points should be on hand, since the players on each team will shift frequently.  One Grief Point per active disaster is given per round.  Grief Points can be gained by playing Faith cards.  Grief Points can be spent for certain effects using cards.  Grief Points cannot be lost by any other means.  <Rarely do people look to science for comfort.  It’s usually to religion and faith that they flock, rarely solving their problems.>

I would like to say that yes, this game is entirely over the top, ridiculous, and rather hypocritical.  But that’s the point.  It’s meant to be abrasive to highlight absurdities.  Other than that, I have no regrets.  Hyenjoy.

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