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Matthew	
  Burkett	
  
0004665928	
  
Game	
  Design	
  1	
  
November	
  6th
	
  2015	
  
Privacy	
  
	
  
	
  
	
  
	
  
	
  
TRADE	
  SECRETS	
  
A	
  GAME	
  OF	
  INTRIGUE.	
  
Gain	
  points	
  by	
  infiltrating	
  your	
  opponents	
  with	
  your	
  mole	
  and	
  stealing	
  their	
  information	
  in	
  a	
  board	
  game	
  
where	
  having	
  the	
  highest	
  card	
  wins…	
  most	
  of	
  the	
  time.	
  	
  
	
   	
  
TRADE	
  SECRETS:	
  SUMMARY	
  
	
  
PHASE	
  1:	
  SETUP	
  
	
  
Items:	
  
•   2-­‐4	
  players.	
  
•   2	
  decks	
  of	
  standard	
  playing	
  cards	
  with	
  the	
  jokers	
  removed.	
  
•   A	
  large	
  custom	
  game	
  board.	
  
•   4	
  small	
  custom	
  player	
  boards.	
  
Players:	
  
Player	
  identification:	
  
•   Each	
  suit	
  in	
  a	
  standard	
  deck	
  of	
  cards	
  represents	
  1	
  player	
  in	
  the	
  game	
  (spades,	
  hearts,	
  clubs	
  and	
  
diamonds).	
  
•   Player	
  suits	
  are	
  determined	
  by	
  all	
  players	
  drawing	
  a	
  card	
  from	
  the	
  top	
  of	
  a	
  standard	
  deck	
  of	
  
shuffled	
  playing	
  cards	
  with	
  the	
  jokers	
  removed	
  in	
  whatever	
  order	
  they	
  choose.	
  
o   The	
  player	
  with	
  the	
  highest	
  card	
  is	
  1st
	
  to	
  pick	
  their	
  suit.	
  	
  
§   If	
  2	
  or	
  more	
  players	
  draw	
  a	
  card	
  of	
  the	
  same	
  value,	
  those	
  players	
  draw	
  again	
  for	
  a	
  
tie-­‐breaker	
  in	
  whatever	
  order	
  they	
  choose	
  where	
  highest	
  card	
  wins.	
  	
  
§   Repeat	
  until	
  the	
  tie	
  is	
  broken.	
  
§   When	
  picking	
  a	
  suit,	
  the	
  player	
  receives	
  the	
  corresponding	
  player	
  board.	
  
o   If	
  2	
  or	
  more	
  players	
  draw	
  a	
  card	
  of	
  the	
  same	
  value,	
  those	
  players	
  draw	
  again	
  for	
  a	
  tie-­‐
breaker	
  in	
  whatever	
  order	
  they	
  choose	
  where	
  highest	
  card	
  wins.	
  	
  
§   Repeat	
  until	
  the	
  tie	
  is	
  broken.	
  
o   Repeat	
  until	
  all	
  players	
  have	
  a	
  suit.	
  
Player	
  order:	
  
•   Player	
  order	
  is	
  determined	
  by	
  player	
  suit.	
  The	
  order	
  of	
  players	
  as	
  determined	
  by	
  their	
  suits	
  is	
  as	
  
follows:	
  
o   Spades	
  =	
  1st
	
  player	
  
o   Hearts	
  =	
  2nd
	
  player	
  
o   Clubs	
  =	
  3rd
	
  player	
  
o   Diamonds	
  =	
  4th
	
  player	
  
Cards:	
  
Decks:	
  
•   The	
  two	
  standard	
  decks	
  of	
  cards	
  with	
  their	
  jokers	
  removed	
  represent	
  two	
  different	
  game	
  decks:	
  
battle	
  cards	
  and	
  information	
  cards.	
  
Battle	
  cards:	
  
•   Battle	
  cards	
  are	
  shuffled	
  as	
  is	
  and	
  dealt	
  evenly	
  amongst	
  players.	
  
Information	
  cards:	
  
•   If	
  there	
  is	
  no	
  player	
  present	
  to	
  represent	
  a	
  suit	
  on	
  the	
  game	
  board,	
  the	
  corresponding	
  
information	
  cards	
  for	
  that	
  suit	
  are	
  removed	
  from	
  the	
  deck	
  and	
  set	
  aside	
  from	
  the	
  game.	
  
•   The	
  remaining	
  aces	
  from	
  the	
  information	
  card	
  deck	
  are	
  removed	
  and	
  set	
  aside	
  from	
  the	
  game.	
  
•   The	
  remaining	
  face	
  cards	
  from	
  the	
  information	
  card	
  deck	
  (kings,	
  queens	
  and	
  jacks)	
  are	
  removed,	
  
shuffled,	
  and	
  dealt	
  evenly	
  amongst	
  players.	
  
o   Players	
  place	
  these	
  cards	
  face	
  down	
  in	
  their	
  designated	
  ‘secret’	
  information	
  space	
  on	
  
their	
  player	
  board.	
  
•   The	
  remaining	
  information	
  cards	
  that	
  have	
  not	
  been	
  removed	
  or	
  dealt	
  to	
  players	
  are	
  placed	
  face	
  
up	
  on	
  the	
  game	
  board	
  in	
  their	
  corresponding	
  space.	
  
Boards:	
  
Game	
  board:	
  
•   This	
  game	
  requires	
  a	
  large	
  custom	
  game	
  board	
  charting	
  the	
  four	
  suits	
  of	
  a	
  standard	
  deck	
  of	
  
playing	
  cards	
  and	
  their	
  corresponding	
  values	
  in	
  descending	
  order	
  excluding	
  all	
  aces	
  and	
  starting	
  
with	
  kings	
  such	
  as	
  follows:	
  
	
  
Spades	
   Hearts	
   Clubs	
   Diamonds	
  
King	
   King	
   King	
   King	
  
Queen	
   Queen	
   Queen	
   Queen	
  
Jack	
   Jack	
   Jack	
   Jack	
  
10	
   10	
   10	
   10	
  
9	
   9	
   9	
   9	
  
8	
   8	
   8	
   8	
  
7	
   7	
   7	
   7	
  
6	
   6	
   6	
   6	
  
5	
   5	
   5	
   5	
  
4	
   4	
   4	
   4	
  
3	
   3	
   3	
   3	
  
2	
   2	
   2	
   2	
  
 
Player	
  boards:	
  
•   This	
  game	
  requires	
  4	
  small	
  player	
  game	
  boards,	
  1	
  for	
  each	
  suit	
  (spades,	
  hearts,	
  clubs	
  and	
  
diamonds)	
  such	
  as	
  follows:	
  
	
  
Player	
  suit	
  	
  
	
  
	
  
Play	
  Battle	
  Card	
  
	
  
‘Secret’	
  information	
  Card	
  
	
  
	
  
Battle	
  Card	
  Discard	
  
	
  
(Note:	
  the	
  game	
  does	
  not	
  actually	
  require	
  custom	
  game	
  boards.	
  Cards	
  may	
  simply	
  be	
  placed	
  on	
  a	
  flat	
  
surface	
  in	
  a	
  similar	
  fashion.	
  I	
  found	
  that	
  while	
  testing	
  my	
  first	
  prototypes,	
  the	
  boards	
  helped	
  to	
  enhance	
  
player	
  understanding	
  of	
  the	
  game.	
  Hopefully	
  the	
  diagrams	
  of	
  the	
  board	
  will	
  allow	
  you	
  to	
  replicate	
  the	
  
game	
  without	
  having	
  to	
  make	
  the	
  boards	
  for	
  the	
  sake	
  of	
  expediency.)	
  
	
   	
  
PHASE	
  2:	
  GAMEPLAY	
  
	
  
Earning	
  points:	
  
•   Players	
  gain	
  points	
  by	
  gathering	
  their	
  opponent’s	
  information	
  cards	
  either	
  from	
  the	
  game	
  board	
  
or	
  from	
  their	
  opponent’s	
  ‘secret’	
  information	
  cards.	
  
o   When	
  a	
  player	
  gains	
  an	
  opponent’s	
  information	
  card	
  from	
  the	
  board,	
  or	
  from	
  an	
  
opponent’s	
  ‘secret’	
  information	
  card	
  pile,	
  that	
  player	
  places	
  that	
  information	
  card	
  face	
  
down	
  in	
  their	
  designated	
  ‘secret’	
  information	
  card	
  space	
  on	
  their	
  player	
  board.	
  	
  
o   Players	
  may	
  not	
  ask	
  their	
  opponent’s	
  what	
  ‘secret’	
  information	
  cards	
  they	
  have	
  unless	
  it	
  
is	
  their	
  turn	
  and	
  they	
  are	
  attempting	
  to	
  steal	
  that	
  information	
  card	
  from	
  that	
  player.	
  
o   Players	
  may	
  reference	
  their	
  own	
  ‘secret’	
  information	
  cards	
  at	
  any	
  time.	
  
Player	
  actions:	
  
•   When	
  it	
  is	
  their	
  turn,	
  a	
  player	
  may	
  steal	
  one	
  of	
  their	
  opponent’s	
  information	
  cards,	
  or	
  they	
  may	
  
retrieve	
  one	
  of	
  their	
  own	
  information	
  cards	
  from	
  an	
  opponent	
  and	
  place	
  it	
  back	
  on	
  the	
  board.	
  
o   If	
  a	
  player	
  is	
  attempting	
  to	
  steal	
  an	
  information	
  card	
  and	
  that	
  card	
  is	
  not	
  on	
  the	
  board,	
  
that	
  player	
  must	
  guess	
  which	
  player	
  has	
  it.	
  
§   If	
  the	
  player	
  guesses	
  right,	
  then	
  all	
  players	
  compete	
  for	
  that	
  card.	
  
§   If	
  the	
  player	
  guesses	
  wrong,	
  that	
  player’s	
  turn	
  ends	
  and	
  it	
  is	
  the	
  next	
  player’s	
  
turn.	
  
§   A	
  player	
  may	
  only	
  steal	
  once	
  per	
  turn.	
  
o   If	
  a	
  player	
  is	
  attempting	
  a	
  retrieval,	
  that	
  player	
  does	
  not	
  have	
  to	
  guess	
  who	
  has	
  the	
  
information	
  card	
  in	
  question.	
  
§   If	
  a	
  player	
  succeeds	
  at	
  a	
  retrieval,	
  that	
  player	
  may	
  perform	
  another	
  retrieval	
  or	
  
decide	
  to	
  steal	
  another	
  player’s	
  information	
  card.	
  
§   A	
  player	
  may	
  only	
  have	
  3	
  retrievals	
  in	
  one	
  turn.	
  
Playing	
  with	
  the	
  battle	
  cards:	
  
•   Players	
  use	
  their	
  battle	
  cards	
  to	
  steal	
  information	
  cards.	
  
o   Players	
  take	
  turns	
  laying	
  down	
  their	
  battle	
  cards	
  in	
  order	
  starting	
  with	
  the	
  player	
  whose	
  
turn	
  it	
  is	
  and	
  moving	
  clockwise	
  around	
  the	
  board.	
  	
  
§   All	
  players	
  must	
  place	
  a	
  battle	
  card	
  when	
  battling.	
  
§   Players	
  place	
  their	
  battle	
  cards	
  face	
  up	
  in	
  their	
  designated	
  ‘battle	
  card’	
  space.	
  
§   The	
  player	
  with	
  the	
  highest	
  card	
  wins	
  the	
  information	
  card	
  in	
  question.	
  
§   Aces	
  are	
  high.	
  
o   If	
  a	
  player	
  uses	
  a	
  battle	
  card	
  that	
  matches	
  the	
  information	
  card	
  being	
  stolen,	
  that	
  player	
  
wins	
  no	
  matter	
  what	
  battle	
  cards	
  have	
  been	
  or	
  will	
  be	
  played,	
  including	
  aces.	
  
o   After	
  each	
  battle,	
  all	
  of	
  the	
  battle	
  cards	
  are	
  collected	
  by	
  the	
  victor	
  and	
  placed	
  face	
  down	
  
in	
  that	
  player’s	
  designated	
  ‘Discard’	
  spot.	
  
o   If	
  two	
  or	
  more	
  players	
  lay	
  down	
  a	
  card	
  of	
  the	
  same	
  value	
  and	
  a	
  player	
  has	
  not	
  matched	
  a	
  
battle	
  card	
  to	
  an	
  information	
  card	
  to	
  win,	
  then	
  those	
  players	
  are	
  locked	
  in	
  a	
  draw	
  and	
  
must	
  perform	
  a	
  tie-­‐breaker.	
  
o   In	
  a	
  tie	
  breaker,	
  players	
  must	
  lay	
  down	
  cards	
  according	
  to	
  player	
  order.	
  If	
  a	
  player	
  
runs	
  out	
  of	
  battle	
  cards	
  during	
  a	
  tie-­‐breaker,	
  that	
  player	
  loses.	
  Highest	
  card	
  wins.	
  
PHASE	
  3:	
  END	
  GAME	
  PROCEDURES	
  
	
  
Player	
  loses	
  all	
  information	
  cards	
  from	
  the	
  board:	
  
•   When	
  any	
  player	
  runs	
  out	
  of	
  information	
  cards	
  on	
  the	
  board,	
  the	
  game	
  stops	
  and	
  all	
  points	
  are	
  
tallied	
  to	
  determine	
  the	
  winner.	
  
o   If	
  a	
  player	
  fails	
  to	
  keep	
  information	
  cards	
  on	
  the	
  board,	
  that	
  player	
  gains	
  -­‐10	
  (negative)	
  
points	
  to	
  their	
  final	
  score.	
  
Player	
  runs	
  out	
  of	
  battle	
  cards:	
  
•   When	
  any	
  player	
  runs	
  out	
  of	
  battle	
  cards	
  and	
  the	
  game	
  has	
  not	
  yet	
  stopped,	
  that	
  round	
  is	
  
finished.	
  	
  
o   At	
  the	
  end	
  of	
  each	
  round	
  all	
  players	
  remove	
  the	
  aces	
  from	
  their	
  hand	
  and	
  their	
  battle	
  
card	
  discard	
  pile.	
  	
  
o   If	
  it	
  is	
  not	
  the	
  end	
  of	
  the	
  4th
	
  round,	
  after	
  the	
  aces	
  are	
  removed,	
  the	
  remaining	
  cards	
  from	
  
all	
  players	
  are	
  combined,	
  shuffled	
  together	
  and	
  re-­‐dealt	
  evenly	
  amongst	
  the	
  players	
  and	
  
the	
  next	
  round	
  begins.	
  	
  
o   There	
  are	
  only	
  4	
  rounds	
  in	
  a	
  game.	
  
§   After	
  the	
  4th
	
  round,	
  all	
  points	
  are	
  tallied	
  to	
  determine	
  the	
  winner.	
  
Tallying	
  points	
  at	
  the	
  end	
  of	
  the	
  game:	
  
•   Any	
  ace	
  from	
  an	
  opponent’s	
  suit	
  that	
  a	
  player	
  has	
  in	
  their	
  battle	
  card	
  hand	
  or	
  their	
  battle	
  card	
  
discard	
  pile	
  at	
  the	
  end	
  of	
  the	
  game	
  is	
  called	
  a	
  ‘mole’	
  and	
  is	
  worth	
  -­‐5	
  points.	
  	
  
o   If	
  a	
  player	
  has	
  their	
  own	
  ace/’mole’,	
  it	
  is	
  worth	
  0	
  points.	
  
•   Each	
  information	
  card	
  that	
  a	
  player	
  has	
  of	
  their	
  opponent’s	
  is	
  worth	
  +1	
  point.	
  
•   The	
  player	
  with	
  the	
  highest	
  score	
  wins.	
  
•   In	
  the	
  event	
  of	
  a	
  draw,	
  players	
  play	
  the	
  highest	
  card	
  in	
  their	
  ‘secret’	
  information	
  card	
  pile	
  
belonging	
  to	
  their	
  opponent’s	
  suit	
  to	
  determine	
  victory.	
  	
  
o   The	
  player	
  with	
  the	
  highest	
  card	
  wins.	
  
o   In	
  the	
  event	
  of	
  a	
  draw	
  if	
  a	
  player	
  does	
  not	
  have	
  a	
  card	
  belonging	
  to	
  their	
  opponent’s	
  suit	
  
in	
  their	
  ‘secret’	
  information	
  card	
  pile	
  to	
  play,	
  that	
  player	
  loses.	
  
	
   	
  
TRADE	
  SECRETS:	
  GRATIS	
  OUTLINE	
  
GOAL	
  
•   The	
  goal	
  of	
  Trade	
  Secrets	
  is	
  to	
  collect	
  as	
  many	
  points	
  from	
  your	
  opponents	
  as	
  possible	
  by	
  stealing	
  
their	
  information	
  cards	
  while	
  avoiding	
  their	
  aces	
  or	
  running	
  out	
  of	
  your	
  own	
  information	
  cards	
  on	
  
the	
  board	
  before	
  the	
  game	
  ends.	
  
RULES:	
  
•   There	
  are	
  4	
  rounds	
  to	
  a	
  game.	
  
•   Each	
  round	
  is	
  started	
  by	
  the	
  first	
  player.	
  
o   Players	
  determine	
  player	
  order	
  by	
  picking	
  suits	
  from	
  a	
  standard	
  deck	
  of	
  cards.	
  
§   Spades	
  =	
  1st
	
  
§   Hearts	
  =	
  2nd
	
  	
  
§   Clubs	
  =	
  3rd
	
  
§   Diamonds	
  =	
  4th	
  
o   Players	
  draw	
  cards	
  from	
  the	
  top	
  of	
  a	
  shuffled	
  deck	
  of	
  standard	
  playing	
  cards	
  placed	
  face	
  
down.	
  
o   The	
  player	
  with	
  the	
  highest	
  card	
  may	
  pick	
  a	
  suit.	
  
o   If	
  two	
  or	
  more	
  player	
  draw	
  a	
  card	
  of	
  the	
  same	
  value,	
  those	
  players	
  are	
  in	
  a	
  draw.	
  
§   The	
  players	
  locked	
  in	
  a	
  draw	
  perform	
  a	
  tie-­‐breaker.	
  
§   The	
  players	
  locked	
  in	
  a	
  draw	
  pull	
  another	
  card	
  from	
  the	
  top	
  of	
  the	
  deck.	
  
§   The	
  player	
  with	
  the	
  highest	
  card	
  wins.	
  
§   Players	
  repeat	
  this	
  process	
  until	
  the	
  tie	
  is	
  broken.	
  
o   Players	
  repeat	
  this	
  process	
  until	
  all	
  players	
  have	
  a	
  suit.	
  
•   During	
  a	
  player’s	
  turn,	
  that	
  player	
  may	
  choose	
  to	
  steal	
  one	
  of	
  their	
  opponent’s	
  information	
  cards	
  
to	
  gain	
  points	
  or	
  to	
  retrieve	
  their	
  own	
  information	
  cards.	
  
o   A	
  player	
  may	
  only	
  steal	
  1	
  information	
  card	
  during	
  their	
  turn.	
  
§   If	
  the	
  information	
  card	
  is	
  on	
  the	
  board,	
  all	
  players	
  battle	
  for	
  that	
  card.	
  
§   If	
  the	
  card	
  is	
  not	
  on	
  the	
  board,	
  that	
  player	
  must	
  guess	
  which	
  player	
  has	
  it.	
  
•   If	
  the	
  player	
  guesses	
  wrong,	
  their	
  turn	
  ends.	
  
•   If	
  the	
  player	
  guesses	
  correctly,	
  all	
  players	
  battle	
  for	
  that	
  card.	
  
o   A	
  player	
  may	
  choose	
  to	
  retrieve	
  one	
  of	
  their	
  own	
  information	
  cards	
  from	
  an	
  opponent	
  
and	
  place	
  it	
  back	
  on	
  the	
  board	
  in	
  that	
  card’s	
  designated	
  space.	
  
§   The	
  player	
  does	
  not	
  have	
  to	
  know	
  who	
  has	
  their	
  information	
  and	
  all	
  players	
  
battle	
  for	
  that	
  card.	
  
§   If	
  a	
  player	
  succeeds	
  at	
  a	
  retrieval	
  and	
  that	
  player	
  has	
  not	
  yet	
  performed	
  3	
  
retrievals,	
  that	
  player	
  may	
  choose	
  to	
  make	
  another	
  retrieval	
  or	
  to	
  steal	
  an	
  
information	
  card	
  from	
  an	
  opponent.	
  
§   A	
  player	
  may	
  only	
  perform	
  up	
  to	
  3	
  retrievals	
  in	
  1	
  turn.	
  
•   Players	
  battle	
  using	
  their	
  battle	
  cards.	
  
o   In	
  a	
  battle,	
  the	
  player	
  with	
  the	
  highest	
  card	
  wins	
  and	
  aces	
  are	
  high.	
  
o   If	
  two	
  or	
  more	
  players	
  lay	
  down	
  cards	
  of	
  the	
  same	
  value,	
  those	
  players	
  are	
  locked	
  in	
  a	
  
draw.	
  
§   The	
  players	
  locked	
  in	
  a	
  draw	
  play	
  another	
  battle	
  card	
  to	
  break	
  the	
  tie.	
  
§   In	
  a	
  tie-­‐break,	
  the	
  highest	
  card	
  wins.	
  
§   Players	
  repeat	
  this	
  process	
  until	
  the	
  tie	
  is	
  broken.	
  
o   In	
  a	
  battle,	
  if	
  a	
  player	
  places	
  a	
  battle	
  card	
  that	
  matches	
  the	
  information	
  card	
  being	
  stolen,	
  
that	
  player	
  wins	
  no	
  matter	
  what	
  card	
  has	
  been	
  or	
  will	
  be	
  placed.	
  
o   The	
  winner	
  of	
  each	
  battle	
  collects	
  the	
  information	
  card	
  being	
  stolen	
  and	
  every	
  battle	
  card	
  
played	
  by	
  all	
  players.	
  
§   The	
  winner	
  places	
  all	
  collected	
  battle	
  cards	
  face	
  down	
  in	
  their	
  battle	
  card	
  discard	
  
space.	
  
§   If	
  the	
  information	
  card	
  belongs	
  to	
  that	
  player,	
  that	
  player	
  places	
  it	
  face	
  up	
  on	
  the	
  
board	
  in	
  its	
  space.	
  
§   If	
  the	
  information	
  card	
  does	
  not	
  belong	
  to	
  that	
  player,	
  the	
  player	
  places	
  it	
  face	
  
down	
  in	
  their	
  ‘secret’	
  information	
  card	
  space.	
  
•   At	
  the	
  end	
  of	
  each	
  battle,	
  players	
  check	
  to	
  see	
  if	
  they	
  have	
  any	
  information	
  cards	
  remaining	
  on	
  
the	
  board,	
  or	
  if	
  they	
  have	
  any	
  battle	
  cards	
  remaining	
  in	
  their	
  hand.	
  
o   If	
  a	
  player	
  no	
  longer	
  has	
  any	
  information	
  cards	
  on	
  the	
  game	
  board,	
  the	
  game	
  ends	
  and	
  
player	
  points	
  are	
  tallied.	
  
o   If	
  a	
  player	
  no	
  longer	
  has	
  any	
  battle	
  cards	
  in	
  their	
  hand,	
  the	
  round	
  has	
  ended	
  and	
  all	
  
players	
  remove	
  the	
  aces	
  from	
  their	
  battle	
  card	
  discard	
  pile	
  and	
  their	
  battle	
  card	
  hands	
  
and	
  place	
  them	
  face	
  down,	
  keeping	
  them	
  secret.	
  
§   The	
  remaining	
  cards	
  for	
  all	
  players	
  are	
  shuffled	
  and	
  re-­‐dealt	
  even	
  amongst	
  
players.	
  
§   Players	
  add	
  their	
  aces	
  back	
  to	
  their	
  battle	
  card	
  hands.	
  
§   If	
  it	
  is	
  not	
  the	
  end	
  of	
  the	
  4th
	
  round,	
  the	
  1st
	
  player	
  starts	
  the	
  next	
  round.	
  
§   If	
  it	
  is	
  the	
  end	
  of	
  the	
  4th
	
  round,	
  the	
  game	
  ends	
  and	
  player	
  points	
  are	
  tallied.	
  
•   At	
  the	
  end	
  of	
  the	
  game,	
  player’s	
  points	
  are	
  tallied	
  to	
  determine	
  a	
  winner.	
  
o   Each	
  information	
  card	
  that	
  a	
  player	
  has	
  in	
  their	
  ‘secret’	
  information	
  card	
  pile	
  is	
  worth	
  1	
  
point	
  each.	
  
o   If	
  a	
  player	
  has	
  an	
  opponent’s	
  ace	
  in	
  their	
  battle	
  card	
  hand	
  or	
  discard	
  pile,	
  those	
  aces	
  are	
  
worth	
  -­‐5	
  points	
  each.	
  
o   If	
  a	
  player	
  has	
  their	
  own	
  ace,	
  it	
  is	
  worth	
  0	
  points.	
  
o   If	
  a	
  player	
  ended	
  the	
  game	
  by	
  running	
  out	
  of	
  information	
  cards	
  on	
  the	
  game	
  board,	
  that	
  
player	
  gains	
  -­‐10	
  points.	
  
o   The	
  player	
  with	
  the	
  highest	
  score	
  wins.	
  
ACTIONS:	
  
•   Choose	
  –	
  a	
  player	
  may	
  choose	
  steal	
  another	
  player’s	
  card	
  or	
  retrieve	
  one	
  of	
  their	
  own	
  cards	
  when	
  
it	
  is	
  their	
  turn.	
  
•   Guess	
  –	
  when	
  a	
  player	
  does	
  not	
  know	
  what	
  player	
  has	
  the	
  card	
  they	
  are	
  stealing,	
  that	
  player	
  must	
  
guess	
  which	
  opponent	
  has	
  that	
  card.	
  
•   Plan	
  –	
  players	
  must	
  plan	
  what	
  actions	
  they	
  will	
  use	
  and	
  what	
  cards	
  they	
  will	
  take	
  when	
  it	
  is	
  their	
  
turn.	
  
•   Count	
  –	
  players	
  must	
  keep	
  track	
  of	
  how	
  many	
  rounds	
  they	
  have	
  played	
  –	
  up	
  to	
  4	
  rounds.	
  
•   Remember	
  –	
  players	
  must	
  try	
  and	
  remember	
  what	
  players	
  have	
  aces	
  in	
  their	
  battle	
  cards,	
  and	
  
which	
  information	
  cards	
  their	
  opponent’s	
  posses.	
  
•   Take	
  –	
  players	
  take	
  their	
  opponent’s	
  information	
  cards	
  and	
  battle	
  cards	
  when	
  they	
  win	
  a	
  battle.	
  
•   Give	
  –	
  players	
  give	
  lost	
  secret	
  information	
  cards	
  and	
  lost	
  battle	
  cards	
  to	
  opponents.	
  
•   Add	
  –	
  players	
  add	
  points	
  for	
  each	
  ‘secret’	
  information	
  card	
  they	
  have	
  in	
  their	
  pile.	
  
•   Subtract	
  –	
  players	
  subtract	
  points	
  for	
  each	
  of	
  their	
  opponent’s	
  aces	
  they	
  have	
  in	
  the	
  hand	
  or	
  their	
  
discard	
  pile.	
  
•   Compare	
  –	
  players	
  compare	
  their	
  final	
  scores	
  to	
  determine	
  a	
  winner.	
  
•   Anticipate	
  –	
  players	
  must	
  anticipate	
  what	
  cards	
  other	
  players	
  are	
  going	
  to	
  place	
  after	
  them,	
  or	
  if	
  
their	
  opponents	
  have	
  aces	
  in	
  their	
  battle	
  card	
  hands	
  when	
  matching	
  a	
  battle	
  card	
  to	
  an	
  
information	
  card	
  to	
  win	
  a	
  battle.	
  
TRANSITIONS:	
  
•   After	
  the	
  game	
  is	
  set	
  up,	
  players	
  may	
  determine	
  player	
  order	
  by	
  picking	
  suits.	
  
•   Once	
  players	
  finish	
  picking	
  suits,	
  the	
  player	
  order	
  is	
  determined	
  and	
  the	
  first	
  player	
  may	
  start	
  a	
  
round.	
  
•   Once	
  a	
  round	
  has	
  started,	
  players	
  may	
  battle	
  for	
  information	
  cards	
  using	
  their	
  battle	
  cards	
  in	
  
order	
  to	
  gain	
  points.	
  
•   If	
  a	
  player	
  runs	
  out	
  of	
  information	
  cards	
  on	
  the	
  board,	
  the	
  game	
  ends	
  and	
  player	
  points	
  are	
  tallied	
  
to	
  determine	
  a	
  winner.	
  
•   If	
  a	
  player	
  runs	
  out	
  of	
  battle	
  cards	
  in	
  their	
  hand	
  after	
  a	
  battle,	
  the	
  round	
  ends	
  and	
  the	
  next	
  round	
  
is	
  started.	
  
•   If	
  it	
  is	
  the	
  end	
  of	
  the	
  4th
	
  round,	
  the	
  game	
  ends	
  and	
  the	
  player	
  points	
  are	
  tallied	
  to	
  determine	
  a	
  
winner.	
  
ITEMS:	
  
•   This	
  game	
  requires	
  at	
  least	
  2	
  players.	
  
•   This	
  game	
  requires	
  2	
  decks	
  of	
  standard	
  playing	
  cards.	
  
•   This	
  game	
  requires	
  a	
  large	
  custom	
  game	
  board.	
  
•   This	
  game	
  requires	
  4	
  small	
  custom	
  game	
  boards.	
  
•   This	
  game	
  requires	
  a	
  clutter-­‐free,	
  flat	
  surface	
  large	
  enough	
  to	
  play	
  on.	
  
SETUP:	
  
•   The	
  game	
  requires	
  2-­‐4	
  players.	
  
•   Players	
  require	
  2	
  decks	
  of	
  cards.	
  
•   Players	
  require	
  a	
  large	
  custom	
  game	
  board.	
  
•   Players	
  require	
  4	
  small	
  custom	
  game	
  boards.	
  
•   Players	
  will	
  need	
  to	
  clear	
  a	
  flat	
  surface	
  in	
  a	
  medium	
  play	
  area	
  large	
  enough	
  set	
  up	
  the	
  game	
  
boards.	
  
•   Players	
  will	
  need	
  to	
  shuffle,	
  deal	
  and	
  place	
  cards	
  on	
  the	
  boards.	
  
•   Players	
  will	
  need	
  to	
  remove	
  cards	
  from	
  the	
  two	
  decks	
  of	
  cards.	
  
•   Players	
  will	
  need	
  to	
  choose	
  suits	
  by	
  drawing	
  cards	
  from	
  a	
  deck	
  of	
  cards	
  to	
  determine	
  player	
  order	
  
and	
  start	
  a	
  round	
  of	
  the	
  game.	
  
TRADE	
  SECRETS:	
  MEANINGFUL	
  ACTION	
  ANALYSIS	
  
GAME	
  PLAY	
  ACTIONS:	
  
•   Choose	
  (VOL)	
  –	
  a	
  player	
  may	
  choose	
  steal	
  another	
  player’s	
  card	
  or	
  retrieve	
  one	
  of	
  their	
  own	
  cards	
  
when	
  it	
  is	
  their	
  turn.	
  The	
  player	
  must	
  decide	
  if	
  it	
  is	
  more	
  important	
  to	
  retrieve	
  a	
  card	
  or	
  to	
  
attempt	
  to	
  steal	
  and	
  gain	
  a	
  point.	
  The	
  player	
  must	
  also	
  decide	
  what	
  card	
  they	
  want	
  to	
  steal	
  or	
  
retrieve.	
  A	
  player’s	
  who	
  plans	
  their	
  choices	
  and	
  anticipates	
  the	
  outcomes	
  to	
  those	
  choices	
  
increases	
  their	
  chances	
  to	
  win.	
  This	
  has	
  the	
  potential	
  to	
  be	
  a	
  meaningful	
  choice	
  action.	
  
•   Guess	
  (INV)	
  –	
  when	
  a	
  player	
  does	
  not	
  know	
  what	
  player	
  has	
  the	
  card	
  they	
  are	
  stealing,	
  that	
  player	
  
must	
  guess	
  which	
  opponent	
  has	
  that	
  card.	
  If	
  a	
  player	
  does	
  not	
  keep	
  track	
  of	
  ‘secret’	
  cards,	
  that	
  
player	
  is	
  more	
  likely	
  to	
  be	
  wrong	
  when	
  guessing	
  which	
  player	
  is	
  holding	
  the	
  card	
  they	
  want.	
  This	
  
has	
  the	
  potential	
  to	
  be	
  a	
  meaningful	
  choice	
  action.	
  
•   Plan	
  (VOL)	
  –	
  players	
  must	
  plan	
  what	
  actions	
  they	
  will	
  use	
  and	
  what	
  cards	
  they	
  will	
  take	
  when	
  it	
  is	
  
their	
  turn.	
  This	
  game	
  may	
  still	
  be	
  played	
  simply	
  by	
  following	
  the	
  rules,	
  but	
  it	
  will	
  likely	
  result	
  in	
  
player	
  loss	
  if	
  they	
  do	
  not	
  plan	
  how	
  their	
  actions	
  are	
  going	
  to	
  assist	
  them	
  in	
  winning.	
  This	
  is	
  a	
  
meaningful	
  choice	
  action.	
  
•   Count	
  –	
  players	
  must	
  keep	
  track	
  of	
  how	
  many	
  rounds	
  they	
  have	
  played	
  –	
  up	
  to	
  4	
  rounds.	
  This	
  
action	
  is	
  required	
  by	
  the	
  game	
  and	
  is	
  not	
  a	
  meaningful	
  choice	
  action.	
  
•   Remember	
  –	
  players	
  must	
  try	
  and	
  remember	
  what	
  players	
  have	
  aces	
  in	
  their	
  battle	
  cards,	
  and	
  
which	
  ‘secret’	
  information	
  cards	
  their	
  opponent’s	
  posses.	
  A	
  player’s	
  memory	
  will	
  affect	
  that	
  
player’s	
  chances	
  of	
  winning	
  greatly	
  and	
  reduce	
  the	
  difficulty	
  of	
  the	
  game	
  for	
  that	
  player.	
  This	
  is	
  a	
  
meaningful	
  choice	
  action.	
  
•   Take	
  –	
  players	
  take	
  their	
  opponent’s	
  information	
  cards	
  and	
  battle	
  cards	
  when	
  they	
  win	
  a	
  battle.	
  
This	
  action	
  is	
  required	
  by	
  the	
  game	
  and	
  is	
  not	
  a	
  meaningful	
  choice	
  action.	
  
•   Give	
  –	
  players	
  give	
  lost	
  secret	
  information	
  cards	
  and	
  lost	
  battle	
  cards	
  to	
  opponents.	
  This	
  action	
  is	
  
required	
  by	
  the	
  game	
  and	
  is	
  not	
  a	
  meaningful	
  choice	
  action.	
  
•   Add	
  –	
  players	
  add	
  points	
  for	
  each	
  ‘secret’	
  information	
  card	
  they	
  have	
  in	
  their	
  pile.	
  This	
  action	
  is	
  
required	
  by	
  the	
  game	
  and	
  is	
  not	
  a	
  meaningful	
  choice	
  action.	
  
•   Subtract	
  –	
  players	
  subtract	
  points	
  for	
  each	
  of	
  their	
  opponent’s	
  aces	
  they	
  have	
  in	
  the	
  hand	
  or	
  their	
  
discard	
  pile.	
  This	
  action	
  is	
  required	
  by	
  the	
  game	
  and	
  is	
  not	
  a	
  meaningful	
  choice	
  action.	
  
•   Compare	
  –	
  players	
  compare	
  their	
  final	
  scores	
  to	
  determine	
  a	
  winner.	
  This	
  action	
  is	
  required	
  by	
  
the	
  game	
  and	
  is	
  not	
  a	
  meaningful	
  choice	
  action.	
  
•   Anticipate	
  –	
  players	
  must	
  anticipate	
  what	
  cards	
  other	
  players	
  are	
  going	
  to	
  place	
  after	
  them,	
  or	
  if	
  
their	
  opponents	
  have	
  aces	
  in	
  their	
  battle	
  card	
  hands	
  when	
  matching	
  a	
  battle	
  card	
  to	
  an	
  
information	
  card	
  to	
  win	
  a	
  battle.	
  Player’s	
  that	
  anticipate	
  what	
  their	
  opponent’s	
  could	
  do	
  to	
  win	
  a	
  
card	
  battle	
  based	
  off	
  of	
  what	
  cards	
  have	
  already	
  been	
  played	
  and	
  what	
  cards	
  are	
  not	
  in	
  their	
  
hand	
  are	
  more	
  likely	
  to	
  win	
  battles.	
  This	
  is	
  a	
  meaningful	
  choice	
  action.	
  
	
   	
  
TRADE	
  SECRETS:	
  FLOW	
  CHART	
  
PHASE	
  1:	
  SETUP	
  
	
  
PHASE	
  2:	
  START	
  ROUND	
  
	
  
PHASE	
  3:	
  END	
  ROUND	
  
	
  

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TRADE SECRETS

  • 1. Matthew  Burkett   0004665928   Game  Design  1   November  6th  2015   Privacy             TRADE  SECRETS   A  GAME  OF  INTRIGUE.   Gain  points  by  infiltrating  your  opponents  with  your  mole  and  stealing  their  information  in  a  board  game   where  having  the  highest  card  wins…  most  of  the  time.        
  • 2. TRADE  SECRETS:  SUMMARY     PHASE  1:  SETUP     Items:   •   2-­‐4  players.   •   2  decks  of  standard  playing  cards  with  the  jokers  removed.   •   A  large  custom  game  board.   •   4  small  custom  player  boards.   Players:   Player  identification:   •   Each  suit  in  a  standard  deck  of  cards  represents  1  player  in  the  game  (spades,  hearts,  clubs  and   diamonds).   •   Player  suits  are  determined  by  all  players  drawing  a  card  from  the  top  of  a  standard  deck  of   shuffled  playing  cards  with  the  jokers  removed  in  whatever  order  they  choose.   o   The  player  with  the  highest  card  is  1st  to  pick  their  suit.     §   If  2  or  more  players  draw  a  card  of  the  same  value,  those  players  draw  again  for  a   tie-­‐breaker  in  whatever  order  they  choose  where  highest  card  wins.     §   Repeat  until  the  tie  is  broken.   §   When  picking  a  suit,  the  player  receives  the  corresponding  player  board.   o   If  2  or  more  players  draw  a  card  of  the  same  value,  those  players  draw  again  for  a  tie-­‐ breaker  in  whatever  order  they  choose  where  highest  card  wins.     §   Repeat  until  the  tie  is  broken.   o   Repeat  until  all  players  have  a  suit.   Player  order:   •   Player  order  is  determined  by  player  suit.  The  order  of  players  as  determined  by  their  suits  is  as   follows:   o   Spades  =  1st  player   o   Hearts  =  2nd  player   o   Clubs  =  3rd  player   o   Diamonds  =  4th  player   Cards:   Decks:   •   The  two  standard  decks  of  cards  with  their  jokers  removed  represent  two  different  game  decks:   battle  cards  and  information  cards.  
  • 3. Battle  cards:   •   Battle  cards  are  shuffled  as  is  and  dealt  evenly  amongst  players.   Information  cards:   •   If  there  is  no  player  present  to  represent  a  suit  on  the  game  board,  the  corresponding   information  cards  for  that  suit  are  removed  from  the  deck  and  set  aside  from  the  game.   •   The  remaining  aces  from  the  information  card  deck  are  removed  and  set  aside  from  the  game.   •   The  remaining  face  cards  from  the  information  card  deck  (kings,  queens  and  jacks)  are  removed,   shuffled,  and  dealt  evenly  amongst  players.   o   Players  place  these  cards  face  down  in  their  designated  ‘secret’  information  space  on   their  player  board.   •   The  remaining  information  cards  that  have  not  been  removed  or  dealt  to  players  are  placed  face   up  on  the  game  board  in  their  corresponding  space.   Boards:   Game  board:   •   This  game  requires  a  large  custom  game  board  charting  the  four  suits  of  a  standard  deck  of   playing  cards  and  their  corresponding  values  in  descending  order  excluding  all  aces  and  starting   with  kings  such  as  follows:     Spades   Hearts   Clubs   Diamonds   King   King   King   King   Queen   Queen   Queen   Queen   Jack   Jack   Jack   Jack   10   10   10   10   9   9   9   9   8   8   8   8   7   7   7   7   6   6   6   6   5   5   5   5   4   4   4   4   3   3   3   3   2   2   2   2  
  • 4.   Player  boards:   •   This  game  requires  4  small  player  game  boards,  1  for  each  suit  (spades,  hearts,  clubs  and   diamonds)  such  as  follows:     Player  suit         Play  Battle  Card     ‘Secret’  information  Card       Battle  Card  Discard     (Note:  the  game  does  not  actually  require  custom  game  boards.  Cards  may  simply  be  placed  on  a  flat   surface  in  a  similar  fashion.  I  found  that  while  testing  my  first  prototypes,  the  boards  helped  to  enhance   player  understanding  of  the  game.  Hopefully  the  diagrams  of  the  board  will  allow  you  to  replicate  the   game  without  having  to  make  the  boards  for  the  sake  of  expediency.)      
  • 5. PHASE  2:  GAMEPLAY     Earning  points:   •   Players  gain  points  by  gathering  their  opponent’s  information  cards  either  from  the  game  board   or  from  their  opponent’s  ‘secret’  information  cards.   o   When  a  player  gains  an  opponent’s  information  card  from  the  board,  or  from  an   opponent’s  ‘secret’  information  card  pile,  that  player  places  that  information  card  face   down  in  their  designated  ‘secret’  information  card  space  on  their  player  board.     o   Players  may  not  ask  their  opponent’s  what  ‘secret’  information  cards  they  have  unless  it   is  their  turn  and  they  are  attempting  to  steal  that  information  card  from  that  player.   o   Players  may  reference  their  own  ‘secret’  information  cards  at  any  time.   Player  actions:   •   When  it  is  their  turn,  a  player  may  steal  one  of  their  opponent’s  information  cards,  or  they  may   retrieve  one  of  their  own  information  cards  from  an  opponent  and  place  it  back  on  the  board.   o   If  a  player  is  attempting  to  steal  an  information  card  and  that  card  is  not  on  the  board,   that  player  must  guess  which  player  has  it.   §   If  the  player  guesses  right,  then  all  players  compete  for  that  card.   §   If  the  player  guesses  wrong,  that  player’s  turn  ends  and  it  is  the  next  player’s   turn.   §   A  player  may  only  steal  once  per  turn.   o   If  a  player  is  attempting  a  retrieval,  that  player  does  not  have  to  guess  who  has  the   information  card  in  question.   §   If  a  player  succeeds  at  a  retrieval,  that  player  may  perform  another  retrieval  or   decide  to  steal  another  player’s  information  card.   §   A  player  may  only  have  3  retrievals  in  one  turn.   Playing  with  the  battle  cards:   •   Players  use  their  battle  cards  to  steal  information  cards.   o   Players  take  turns  laying  down  their  battle  cards  in  order  starting  with  the  player  whose   turn  it  is  and  moving  clockwise  around  the  board.     §   All  players  must  place  a  battle  card  when  battling.   §   Players  place  their  battle  cards  face  up  in  their  designated  ‘battle  card’  space.   §   The  player  with  the  highest  card  wins  the  information  card  in  question.   §   Aces  are  high.   o   If  a  player  uses  a  battle  card  that  matches  the  information  card  being  stolen,  that  player   wins  no  matter  what  battle  cards  have  been  or  will  be  played,  including  aces.   o   After  each  battle,  all  of  the  battle  cards  are  collected  by  the  victor  and  placed  face  down   in  that  player’s  designated  ‘Discard’  spot.   o   If  two  or  more  players  lay  down  a  card  of  the  same  value  and  a  player  has  not  matched  a   battle  card  to  an  information  card  to  win,  then  those  players  are  locked  in  a  draw  and   must  perform  a  tie-­‐breaker.   o   In  a  tie  breaker,  players  must  lay  down  cards  according  to  player  order.  If  a  player   runs  out  of  battle  cards  during  a  tie-­‐breaker,  that  player  loses.  Highest  card  wins.  
  • 6. PHASE  3:  END  GAME  PROCEDURES     Player  loses  all  information  cards  from  the  board:   •   When  any  player  runs  out  of  information  cards  on  the  board,  the  game  stops  and  all  points  are   tallied  to  determine  the  winner.   o   If  a  player  fails  to  keep  information  cards  on  the  board,  that  player  gains  -­‐10  (negative)   points  to  their  final  score.   Player  runs  out  of  battle  cards:   •   When  any  player  runs  out  of  battle  cards  and  the  game  has  not  yet  stopped,  that  round  is   finished.     o   At  the  end  of  each  round  all  players  remove  the  aces  from  their  hand  and  their  battle   card  discard  pile.     o   If  it  is  not  the  end  of  the  4th  round,  after  the  aces  are  removed,  the  remaining  cards  from   all  players  are  combined,  shuffled  together  and  re-­‐dealt  evenly  amongst  the  players  and   the  next  round  begins.     o   There  are  only  4  rounds  in  a  game.   §   After  the  4th  round,  all  points  are  tallied  to  determine  the  winner.   Tallying  points  at  the  end  of  the  game:   •   Any  ace  from  an  opponent’s  suit  that  a  player  has  in  their  battle  card  hand  or  their  battle  card   discard  pile  at  the  end  of  the  game  is  called  a  ‘mole’  and  is  worth  -­‐5  points.     o   If  a  player  has  their  own  ace/’mole’,  it  is  worth  0  points.   •   Each  information  card  that  a  player  has  of  their  opponent’s  is  worth  +1  point.   •   The  player  with  the  highest  score  wins.   •   In  the  event  of  a  draw,  players  play  the  highest  card  in  their  ‘secret’  information  card  pile   belonging  to  their  opponent’s  suit  to  determine  victory.     o   The  player  with  the  highest  card  wins.   o   In  the  event  of  a  draw  if  a  player  does  not  have  a  card  belonging  to  their  opponent’s  suit   in  their  ‘secret’  information  card  pile  to  play,  that  player  loses.      
  • 7. TRADE  SECRETS:  GRATIS  OUTLINE   GOAL   •   The  goal  of  Trade  Secrets  is  to  collect  as  many  points  from  your  opponents  as  possible  by  stealing   their  information  cards  while  avoiding  their  aces  or  running  out  of  your  own  information  cards  on   the  board  before  the  game  ends.   RULES:   •   There  are  4  rounds  to  a  game.   •   Each  round  is  started  by  the  first  player.   o   Players  determine  player  order  by  picking  suits  from  a  standard  deck  of  cards.   §   Spades  =  1st   §   Hearts  =  2nd     §   Clubs  =  3rd   §   Diamonds  =  4th   o   Players  draw  cards  from  the  top  of  a  shuffled  deck  of  standard  playing  cards  placed  face   down.   o   The  player  with  the  highest  card  may  pick  a  suit.   o   If  two  or  more  player  draw  a  card  of  the  same  value,  those  players  are  in  a  draw.   §   The  players  locked  in  a  draw  perform  a  tie-­‐breaker.   §   The  players  locked  in  a  draw  pull  another  card  from  the  top  of  the  deck.   §   The  player  with  the  highest  card  wins.   §   Players  repeat  this  process  until  the  tie  is  broken.   o   Players  repeat  this  process  until  all  players  have  a  suit.   •   During  a  player’s  turn,  that  player  may  choose  to  steal  one  of  their  opponent’s  information  cards   to  gain  points  or  to  retrieve  their  own  information  cards.   o   A  player  may  only  steal  1  information  card  during  their  turn.   §   If  the  information  card  is  on  the  board,  all  players  battle  for  that  card.   §   If  the  card  is  not  on  the  board,  that  player  must  guess  which  player  has  it.   •   If  the  player  guesses  wrong,  their  turn  ends.   •   If  the  player  guesses  correctly,  all  players  battle  for  that  card.   o   A  player  may  choose  to  retrieve  one  of  their  own  information  cards  from  an  opponent   and  place  it  back  on  the  board  in  that  card’s  designated  space.   §   The  player  does  not  have  to  know  who  has  their  information  and  all  players   battle  for  that  card.   §   If  a  player  succeeds  at  a  retrieval  and  that  player  has  not  yet  performed  3   retrievals,  that  player  may  choose  to  make  another  retrieval  or  to  steal  an   information  card  from  an  opponent.   §   A  player  may  only  perform  up  to  3  retrievals  in  1  turn.   •   Players  battle  using  their  battle  cards.   o   In  a  battle,  the  player  with  the  highest  card  wins  and  aces  are  high.  
  • 8. o   If  two  or  more  players  lay  down  cards  of  the  same  value,  those  players  are  locked  in  a   draw.   §   The  players  locked  in  a  draw  play  another  battle  card  to  break  the  tie.   §   In  a  tie-­‐break,  the  highest  card  wins.   §   Players  repeat  this  process  until  the  tie  is  broken.   o   In  a  battle,  if  a  player  places  a  battle  card  that  matches  the  information  card  being  stolen,   that  player  wins  no  matter  what  card  has  been  or  will  be  placed.   o   The  winner  of  each  battle  collects  the  information  card  being  stolen  and  every  battle  card   played  by  all  players.   §   The  winner  places  all  collected  battle  cards  face  down  in  their  battle  card  discard   space.   §   If  the  information  card  belongs  to  that  player,  that  player  places  it  face  up  on  the   board  in  its  space.   §   If  the  information  card  does  not  belong  to  that  player,  the  player  places  it  face   down  in  their  ‘secret’  information  card  space.   •   At  the  end  of  each  battle,  players  check  to  see  if  they  have  any  information  cards  remaining  on   the  board,  or  if  they  have  any  battle  cards  remaining  in  their  hand.   o   If  a  player  no  longer  has  any  information  cards  on  the  game  board,  the  game  ends  and   player  points  are  tallied.   o   If  a  player  no  longer  has  any  battle  cards  in  their  hand,  the  round  has  ended  and  all   players  remove  the  aces  from  their  battle  card  discard  pile  and  their  battle  card  hands   and  place  them  face  down,  keeping  them  secret.   §   The  remaining  cards  for  all  players  are  shuffled  and  re-­‐dealt  even  amongst   players.   §   Players  add  their  aces  back  to  their  battle  card  hands.   §   If  it  is  not  the  end  of  the  4th  round,  the  1st  player  starts  the  next  round.   §   If  it  is  the  end  of  the  4th  round,  the  game  ends  and  player  points  are  tallied.   •   At  the  end  of  the  game,  player’s  points  are  tallied  to  determine  a  winner.   o   Each  information  card  that  a  player  has  in  their  ‘secret’  information  card  pile  is  worth  1   point  each.   o   If  a  player  has  an  opponent’s  ace  in  their  battle  card  hand  or  discard  pile,  those  aces  are   worth  -­‐5  points  each.   o   If  a  player  has  their  own  ace,  it  is  worth  0  points.   o   If  a  player  ended  the  game  by  running  out  of  information  cards  on  the  game  board,  that   player  gains  -­‐10  points.   o   The  player  with  the  highest  score  wins.   ACTIONS:   •   Choose  –  a  player  may  choose  steal  another  player’s  card  or  retrieve  one  of  their  own  cards  when   it  is  their  turn.   •   Guess  –  when  a  player  does  not  know  what  player  has  the  card  they  are  stealing,  that  player  must   guess  which  opponent  has  that  card.   •   Plan  –  players  must  plan  what  actions  they  will  use  and  what  cards  they  will  take  when  it  is  their   turn.  
  • 9. •   Count  –  players  must  keep  track  of  how  many  rounds  they  have  played  –  up  to  4  rounds.   •   Remember  –  players  must  try  and  remember  what  players  have  aces  in  their  battle  cards,  and   which  information  cards  their  opponent’s  posses.   •   Take  –  players  take  their  opponent’s  information  cards  and  battle  cards  when  they  win  a  battle.   •   Give  –  players  give  lost  secret  information  cards  and  lost  battle  cards  to  opponents.   •   Add  –  players  add  points  for  each  ‘secret’  information  card  they  have  in  their  pile.   •   Subtract  –  players  subtract  points  for  each  of  their  opponent’s  aces  they  have  in  the  hand  or  their   discard  pile.   •   Compare  –  players  compare  their  final  scores  to  determine  a  winner.   •   Anticipate  –  players  must  anticipate  what  cards  other  players  are  going  to  place  after  them,  or  if   their  opponents  have  aces  in  their  battle  card  hands  when  matching  a  battle  card  to  an   information  card  to  win  a  battle.   TRANSITIONS:   •   After  the  game  is  set  up,  players  may  determine  player  order  by  picking  suits.   •   Once  players  finish  picking  suits,  the  player  order  is  determined  and  the  first  player  may  start  a   round.   •   Once  a  round  has  started,  players  may  battle  for  information  cards  using  their  battle  cards  in   order  to  gain  points.   •   If  a  player  runs  out  of  information  cards  on  the  board,  the  game  ends  and  player  points  are  tallied   to  determine  a  winner.   •   If  a  player  runs  out  of  battle  cards  in  their  hand  after  a  battle,  the  round  ends  and  the  next  round   is  started.   •   If  it  is  the  end  of  the  4th  round,  the  game  ends  and  the  player  points  are  tallied  to  determine  a   winner.   ITEMS:   •   This  game  requires  at  least  2  players.   •   This  game  requires  2  decks  of  standard  playing  cards.   •   This  game  requires  a  large  custom  game  board.   •   This  game  requires  4  small  custom  game  boards.   •   This  game  requires  a  clutter-­‐free,  flat  surface  large  enough  to  play  on.   SETUP:   •   The  game  requires  2-­‐4  players.   •   Players  require  2  decks  of  cards.   •   Players  require  a  large  custom  game  board.   •   Players  require  4  small  custom  game  boards.   •   Players  will  need  to  clear  a  flat  surface  in  a  medium  play  area  large  enough  set  up  the  game   boards.   •   Players  will  need  to  shuffle,  deal  and  place  cards  on  the  boards.  
  • 10. •   Players  will  need  to  remove  cards  from  the  two  decks  of  cards.   •   Players  will  need  to  choose  suits  by  drawing  cards  from  a  deck  of  cards  to  determine  player  order   and  start  a  round  of  the  game.   TRADE  SECRETS:  MEANINGFUL  ACTION  ANALYSIS   GAME  PLAY  ACTIONS:   •   Choose  (VOL)  –  a  player  may  choose  steal  another  player’s  card  or  retrieve  one  of  their  own  cards   when  it  is  their  turn.  The  player  must  decide  if  it  is  more  important  to  retrieve  a  card  or  to   attempt  to  steal  and  gain  a  point.  The  player  must  also  decide  what  card  they  want  to  steal  or   retrieve.  A  player’s  who  plans  their  choices  and  anticipates  the  outcomes  to  those  choices   increases  their  chances  to  win.  This  has  the  potential  to  be  a  meaningful  choice  action.   •   Guess  (INV)  –  when  a  player  does  not  know  what  player  has  the  card  they  are  stealing,  that  player   must  guess  which  opponent  has  that  card.  If  a  player  does  not  keep  track  of  ‘secret’  cards,  that   player  is  more  likely  to  be  wrong  when  guessing  which  player  is  holding  the  card  they  want.  This   has  the  potential  to  be  a  meaningful  choice  action.   •   Plan  (VOL)  –  players  must  plan  what  actions  they  will  use  and  what  cards  they  will  take  when  it  is   their  turn.  This  game  may  still  be  played  simply  by  following  the  rules,  but  it  will  likely  result  in   player  loss  if  they  do  not  plan  how  their  actions  are  going  to  assist  them  in  winning.  This  is  a   meaningful  choice  action.   •   Count  –  players  must  keep  track  of  how  many  rounds  they  have  played  –  up  to  4  rounds.  This   action  is  required  by  the  game  and  is  not  a  meaningful  choice  action.   •   Remember  –  players  must  try  and  remember  what  players  have  aces  in  their  battle  cards,  and   which  ‘secret’  information  cards  their  opponent’s  posses.  A  player’s  memory  will  affect  that   player’s  chances  of  winning  greatly  and  reduce  the  difficulty  of  the  game  for  that  player.  This  is  a   meaningful  choice  action.   •   Take  –  players  take  their  opponent’s  information  cards  and  battle  cards  when  they  win  a  battle.   This  action  is  required  by  the  game  and  is  not  a  meaningful  choice  action.   •   Give  –  players  give  lost  secret  information  cards  and  lost  battle  cards  to  opponents.  This  action  is   required  by  the  game  and  is  not  a  meaningful  choice  action.   •   Add  –  players  add  points  for  each  ‘secret’  information  card  they  have  in  their  pile.  This  action  is   required  by  the  game  and  is  not  a  meaningful  choice  action.   •   Subtract  –  players  subtract  points  for  each  of  their  opponent’s  aces  they  have  in  the  hand  or  their   discard  pile.  This  action  is  required  by  the  game  and  is  not  a  meaningful  choice  action.   •   Compare  –  players  compare  their  final  scores  to  determine  a  winner.  This  action  is  required  by   the  game  and  is  not  a  meaningful  choice  action.   •   Anticipate  –  players  must  anticipate  what  cards  other  players  are  going  to  place  after  them,  or  if   their  opponents  have  aces  in  their  battle  card  hands  when  matching  a  battle  card  to  an   information  card  to  win  a  battle.  Player’s  that  anticipate  what  their  opponent’s  could  do  to  win  a   card  battle  based  off  of  what  cards  have  already  been  played  and  what  cards  are  not  in  their   hand  are  more  likely  to  win  battles.  This  is  a  meaningful  choice  action.      
  • 11. TRADE  SECRETS:  FLOW  CHART   PHASE  1:  SETUP    
  • 12. PHASE  2:  START  ROUND    
  • 13. PHASE  3:  END  ROUND