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For the Good of the Order

An asymmetrical card/board game simulating the experience of political resistance and government response.
 
In development by Aubrey Hill and Ffion Goss-Alexander

For the Good of the Order (FGO) is a real time tabletop game for 4-8 players simulating the struggles and collaborations between political factions and existing government attempting to bring about their agendas, manage public sentiment, and build coalitions. It is a game of group actions and public responses.

We seek, through a combination of social theater and resource management simulation, to allow players to experience the difficult, deeply human and, sometimes compromising, decision making processes entailed in coming to and staying in power. FGO should appeal to both your standard Twilight Imperium 3 player as well as community organizers and those interested in challenging the status quo for “The Good of the Order”. Think TI3 meets Pit meets Improv.

The game is asymmetric. One player starts as the current ruling faction with slightly different goals and abilities than the other players. However, any one of the players may become the government and assume new responsibilities and resources. FGO has several different end states depending on the goals and interests of the players: consolidation of power, destabilization of the entire system, anarchy, military coup or even coalitional government. It can end after one 30 minute round or be a standing campaign depending on play style and goals.

Throughout development we have drawn inspiration from the seemingly perpetual cycle of transition during the French Revolutions and our own fractious times as well as the questions: How do you resist? and Must the revolution eat its children?

 

These question lead to our core systems, including:
- Agenda Setting/Faction Identity Building
- Making/Breaking public promises and building faction coalitions
- Building and wielding influence with the public to bring about change through contests of direct action
- Consequences for drifting from your original goals and for embracing peace or violence
- Power tracking that retains system momentum and facilitates regime change

Example choices you might encounter during the game:
- Should I make supporting the expansion of affordable housing stock a key part of my faction’s identity?
- Should I send supporters to my ally’s sit-in like you promised?
- Is it worth resorting to violent action during my counter protest to gain the temporary benefit to public attention for my cause?
- Will the sudden fuel shortage change public opinion too much to bring about my key agenda item?
- Now that I’m in power do I arrest members of the opposition during the chaos?
- I have fallen out of power, how much use can you make of your previous connections?

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