Government Game

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Government Game

Government, the game

Posted on the wiki in late 2007; mild formatting cleanup. If you have ideas on where better to post it, or would like to adopt it as an open-source project, please contact me.

Rules

---Versions---

0.99; February 21, 1999; Primary game definition.

---Purpose---

The game is designed for use in competitive and/or classroom environments for the purpose of educating its participants in the behavior of governments.

---How many people are needed for play?---

1. At least two people are needed.

2. A person (preferably a non-player, but can be if necessary) will be needed to act as a moderator. The moderator will function to coordinate the game in the following functions...

  • Determining the order of play.
  • Rolling the dice. Whenever an "action" is conducted, the moderator will roll dice and count up its point total to determine an action's effects. (See "General Actions" and "Government-Specific Actions" for more details)
  • Conducting "random events" (See the "Random Events" sheet for more details)
  • Deciding on the utopia & failure levels. (See "Points" in the "Elements of the game" for more details)

---What materials are needed for play?---

1. Paper or Chalkboard or Computer screen or "other display device." The "gameboard"; it allows for the players to track gameplay in the following manner...

    ================================================================================
    =                                                                              =
    =  /-------------------\   #  Name        Ruler       Form of Government   T P =
    =  | 1  |   | 4   / |  |                                                       =
    =  |   /  2 |   /   | 6|   1  My Nation   Player 1    Autocracy            1 1 =
    =  |--------| /     |  |   2  U.S.B.      Team 1      Democracy            3 3 =
    =  |   3    /   5  --  |   3  Yomoland    Player 2    Autocracy (Occu./5)  2 5 =
    =  \------------- |  | |   4  Nu-Nation   Team 2      Republic             2 U =
    =                \/  \/    5  West Land   Team 3      Communist            2 8 =
    =      (Game Map)          6  East Land   Team 4      Communist (State/5)  2 8 =
    =                                                                              =
    ================================================================================

2. Pens, pencils, chalk, etc. These are used with the selected display device.

3. Copies of these rules for every team/player and the moderator (if not an active player or team member): they allow the team/player to participate in the game.

4. A copy of the "Random Events" sheet. The moderator will use this to conduct "Random Events" part of the game. Instructions for this process are found on the "Random Events" sheet.

5. Two game die, six-sided each (a pair of ordinary dice). These allow for the calculations called upon during gameplay.

---Elements of the game---

1. Countries: the moderator and/or gameplayers may define the "Game Map" in any way they wish. This includes the amount, locations, and names of participating countries. Note: the number of countries should not be more than the amount of teams playing the game.

2. Rulers/Teams

  • Rulers are the various teams participating in the game. These teams may consist of either one or more players, but it should be noted that single player countries are limited to the "Autocracy" form of government as described in the "Governments" portion of these rules.
  • Ruler names refer to the team/player's chosen name for their team, i.e. "Mr. Ruler," "Warlords," etc.
  • During gameplay, teams participate in an order prescribed by the moderator, i.e. "first, next, last"; random, via throw-of-the-dice; etc.

3. Governments

These are the descriptions and layouts of the game's governments.

  • Autocracy: also known as a "Dictatorship," this form of government is based on the authority of a single individual.
  • Democracy: this form of government is based on the power of the masses. Team members will vote on all actions; a "simple majority" will be required to allow an action to occur.
  • Republic: another form of Democracy, this form of government creates a team-member position called "President." The President is elected by a "simple-majority" vote, and holds office for five turns. The President can "veto" or refuse to allow a voter-approved action to occur. This can be overturned by a "two-thirds majority" vote held afterwards.
  • Communist: an Autocracy/Democracy/Republic hybrid. In theory, the masses have power, but all attempts to establish this kind of nation have resulted in forms of Autocracy. A "Party-Chairman" is elected by "simple-majority" vote by the other team-members: he or she will hold office for eight turns. The Party-Chairman is vested with Autocratic-based power: he or she decides on all actions to be undertaken by the group.
  • Anarchy: only applies to "failed" countries. This is a lack of organized government, which leaves the country open to invasion without resistance (See "Points" for more details).
  • Utopia: only applies to countries who reach the "Utopia level" of points. This is a "perfect society," in which future actions are limited only to matters of war (why change a perfect society?) (See "Points" for more details).

4. Technology levels: they describe a country's level of sophistication. This applies when a country conducts matters of war.

5. Points: a starting country has zero points. The moderator will determine the following...

  • Failure level: the amount of points needed to declare the country a "failure"; usually a negative number, i.e. -10, -20, etc. A failed country's leader is thrown out of the game, and the country is declared an "Anarchy."
  • Utopia level: the amount of points needed to declare the country a "Utopia"; usually a positive number, i.e. 10, 20, etc.

---Process of gameplay---

1. Determine the players: teams; forms of government; etc.

2. Create the gameboard and "Game Map."

3. Allocate each team a technology level of 1 and zero points.

4. Determine the order of play.

5. Initiate play. Each player will suffer a "random event," conducted by the moderator, followed by conducting an action.

6. At the conclusion of play, the moderator will declare...

  • "All nations exist in a state of Utopia. The world is united in peace." All countries achieve "Utopia."
  • "All nations exist under a single flag." All countries are controlled by a single team/player.
  • "The world remains in chaos." Gameplay is terminated without a victor.

---General Actions---

All governments may conduct these actions unless they are in a state of "occupation" (see "Invade" action for details on "occupation"). Number ranges refer to dice results.

  • Attempt to improve technology: the country will attempt to improve its technology level.
    • 2-9 -> failed attempt
    • 10-12 -> increase technology level by 1
  • Development: the country attempts to develop itself.
    • 2-6 -> failed attempt
    • 7-12 -> gain a point
  • Disruption (matter of war): a selected country is forced into a "random event."
    • 2-9 -> failed attempt
    • 10-12 -> selected country immediately undergoes a "random event."
  • Surgical strike (matter of war): a selected country is damaged by an attack on its resources & industry.
    • 2-6 -> lose a point
    • 7-9 -> no effect
    • 10-12 -> selected country loses a point
  • Invade (matter of war): the country will attempt to conquer another country.
    • Both the agressor and the defender call for dice rolls. The totals are multiplied by their technology level.
    • Totals are within 3 points of each other: stalemate; the war is continued on the next participant's (agressor or defender's) turn.
    • Defender leads by more than 3 points: no change in layout.
    • Agressor leads by more than 3 points: Defender is conquered. The enemy team is then "occupied." "Occupied" countries can still play, but they cannot perform general actions, except for "rebellion," and their board stats are adjusted so their government is tagged "occupied."
  • Rebellion (matter of war): an "occupied country" attempts to become free again. Conducted like an "Invade" action. If the agressor (rebeller) wins, their country is no longer treated as "occupied."

---Government-Specific Actions---

Number ranges refer to dice results.

1. Autocracy

  • Adjust civil liberties: the country attempts to adjust the treatment of its citizens.
    • 2-5 -> lose a point (repression)
    • 6-9 -> no change
    • 10-12 -> gain a point (liberation)
  • Harbour criminals: the country will become a safe-haven for terrorists & other criminals.
    • 2-5 -> lose two points
    • 6-9 -> no change
    • 10-12 -> gain a point
  • Extradite criminals to other nations: the country will extradite wanted criminals.
    • 2-5 -> lose a point
    • 6-9 -> no change
    • 10-12 -> gain two points
  • Conduct weapons tests: the country will gamble on new weapons technology.
    • 2-5 -> lose a point; lose 1 technology level
    • 6-9 -> lose a point
    • 10-12 -> gain 1 technology level

2. Communist

  • Adjust civil liberties: the country attempts to adjust the treatment of its citizens. In Communist nations, repression improves government security.
    • 2-5 -> lose a point (liberation)
    • 6-9 -> gain a point (mixed)
    • 10-12 -> gain two points (repression)
  • Conduct weapons tests: the country will gamble on new weapons technology.
    • 2-5 -> lose a point; lose 1 technology level
    • 6-9 -> lose a point
    • 10-12 -> gain 1 technology level
  • Attempt a national "revolution": the government will rally its citizens into new developments.
    • 2-6 -> lose two points
    • 7-9 -> no change
    • 10-12 -> gain two points
  • Experiment in Democratic Reforms: the government will try Democratic reforms to stem corruption.
    • 2-6 -> lose a point
    • 7-9 -> gain two points
    • 10-11 -> convert to a Democratic government on the next turn
    • 12 -> convert to a Republican government on the next turn and hold elections

3. Republics & Democracies

  • Grant personal freedoms (liberation): the country improves the treatment of its citizens.
    • 2-6 -> failed attempt
    • 7-12 -> gain a point
  • Promote business and industry: the country promotes business/industrial development.
    • 2-6 -> failed attempt
    • 7-9 -> gain a point
    • 10-12 -> gain two points
  • Increase government involvement: the country tries to use the power of government to change society.
    • 2-5 -> lose a point
    • 6-9 -> no change
    • 10-12 -> gain two points
  • Decrease government involvement: the country promotes "less government interference."
    • 2-5 -> lose a point
    • 6-9 -> no change
    • 10-12 -> gain a point
  • Adopt Socialist reforms: the country will employ Socialist techniques to improve its standing.
    • 2-6 -> lose a point
    • 7-9 -> gain two points
    • 10-12 -> convert to a Communist government on the next turn and hold elections
  • Adopt another country as a state: the country offers another country to become its state. The target country also decides on the action. Both must pass the action for it to succeed. The team/player running the target country joins the other team and follows its mode of government. The target country is now referred to as a "state" of the parent country, and treated as part of the parent country.

Random Events Sheet

The moderator will role the dice. What ever number they total to equals the number event that occurs.

1. UNDEFINED

2. The country suffers a natural disaster. Lose a point

3. Nothing happens.

4. The country enjoys good agricultural harvests. Gain a point

5. The country suffers a terrorist attack. Lose 1 technology level

6. The country endures a horrible plague. Lose a point

7. Nothing happens.

8. An economic depression occurs. Lose 2 points

9. An economic boom occurs. Gain 2 points

10. A nuclear accident renders land unihabitable. Lose a point

11. Nothing happens.

12. Other countries provide technological assistance. Gain a technology level

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