The GreaterReality
Game ©
(Spiritual, Charismatic and Physical)
(solitare version is having slow progress as at 6/10/00)

 


This is a multi-dimensional game which takes classic board war game simulation and
adds factors which are more meaningful for some of us.  It is three dimensional not
because of it's graphics but because it uses three dimensions of life instead of just one.

As such, to use many countries times three dimensions (which are then divided into
two parts of those dimensions) would create far too many factors for most of us.  So
continents* are used instead.

 *or world forces can be substituted for continents ie (media) (intelligence) (military) (spirit)
 (church) (influential/stars).

Note: In creating this game, I know that there is much room for improvement.  I simply assert that much improvement has already occurred when one realises that there is more to life than brute force and conquering the other guy... an idea so obvious and yet so neglected in most of our sports and games.
 

Markers are used to show attributes of each of the continents:

     yellow = spiritual attainment
     blue = spiritual needs

     orange = fame (or charisma)
     red = ego needs

     green = material power
     black = material needs

each small marker = one attribute or need
each large marker = five attributes or needs

also see:  example distribution
           sample map

Note:  The term "needs" is used as each continent in its current condition would use to describe its own condition (often what one would call it's needs another might call its "greed")
 

The solitare game

The six continents* used in this game are (North America, South America, Europe,
Africa, Asia, Oceana)

Start continents with a total of  30 markers each.  You can give 5 of each color to all
the continents or bias them (i.e. North America 8 green, 8 black, 5 orange, 5 red, 2
yellow, 2 blue = 30 markers)

At the start of each round check each dimension (spiritual, charismatic, physical) of
each continent:
    (a)  to see if its needs + attainments = 15 or more.  If so add one more need to that continent  (i.e. North America has 8 green + 8 black = 16 physical markers; so you add one more black marker to N.Amer.).
    (b) likewise subtract one need from all who's attributes + their needs = 4 or less.
After all Continents have been checked and adjusted in this way roll three dice to add
random markers.

First die = continent                Second die = how many         Third die = which
receiving other markers            markers they receive                           they receive
  1=North America (NA)            1 or 2 = 1 marker                              1 = yellow
  2=Europe (E)                            3 or 4 = 2 markers                            2 = blue
  3=Asia (As)                              5 or 6 = 3 markers                            3 = orange
  4=South America (SA)                                                                       4 = red
  5=Africa (Af)                                                                                     5 = green
  6=Oceana (O)                                                                                    6 = black

            note: I'm using a random number generator for the dice that I got from http://segobit.virtualave.net

The continent which received the random markers goes first.  The country listed next to it in "First Die" above goes next, etc. One round consists of all the continents having a turn (exception:  those that have no needs or have no way of gaining attributes).

Checking priority of needs:

In turn (as listed above) each continent checks to see which of it's needs is most important to it as determined by:
    (a) the greatest need over attributes (i.e. North America might have 6 black markers
        and 3 green ones giving it a net material need of 3)
    (b) the greatest emphasis ( needs + assets) (i.e. 3 green + 6 black = 9 markers)
    (c) the best roll of the dice.
The continent then seeks to add at least one of that attribute to the continent by doing the following:

For Material (or physical) needs:

1)  It first checks to see if any continent has unneeded green markers.  If so it is likely that a trade can happen (if there's more than one that has extra I usually pick the one in the order above).  Any continent will trade a surplus for a need. (i.e. if Europe has one more orange than it needs and Asia has one more green than it needs they will simply trade the orange for the green). Countinents with 5-9 spiritual attributes will trade for no gain but not for loss (ie while the trade might not fill a felt need [see priority of needs] as long as it doesn't created a greater net need somewhere it would be willing to trade).  Continents with 10 or more spiritual attributes will trade at a loss or even give what is "needed", and will receive another spiritual attribute from  what I call "the Essence of the universe" (Others might call this God or Nature ... at any you add one without taking it from anyone else).    Continents with 4 or less spiritual attribues will not trade evenly as they see it but only to advance their own situation.
This ends that first continent's turn.

2) If, however it is unable to trade, it will try to take the thing it needs by physical force (this can be economic pressure, theft, military force, etc).
Determine which country to attack giving top priority to
    (a) the easiest way gain the need(s)
    (b) by the dice.
Both attacker and defender roll die
    one die if they have   1-4  green pieces
    two die if they have 5-9 green pieces
    three die if they have 10 or more green pieces
        note: an attacker with  no green pieces gets no dice; it cannot attack.
Highest dice vs highest etc.    The winner of each die takes a green piece from the loser.  In the case of a tie, both attacker and defender lose a piece. Once the attacker wins at least one roll of the dice or drops down to 4 or less attributes it ends its turn (ie NA attacks E  for green pieces.  NA rolls 6, 4, 4, to E's 5, 3, 3.  Since NA wins 6 over 5 and loses 3 against 4 it wins and loses a green pieces from/to E and ends it's turn).
 

Going Nuclear ***
Once a continent has 10 or more green pieces it has become a nuclear power.  When it attacks it can use three die (and does so on the first try in the solitare version).  After a failed attempt, so long as there are no other nuclear powers on the board, most of the time* it simply takes any green pieces it needs by nuclear threat.  To use nuclear threat it has to hand in (to the universe/bank half (rounded off to the next whole number) of all non physical markers (orange, red, yellow, and blue).

*Resisting Nuclear threat when only one continent is nuclear.
Any non-nuclear continent wanting to resist (rolling 11 or 12 on 2  6 sided
dice [2d6]) can be nuked out of existence (and is in the solitare version).  All attributes and needs are removed.  It continues to have a chance at the random needs or attributes.

When more than one nuclear continent exists
nuking becomes unlikely.  It threatens as before but non-nuclear continents will resist more readily (4-6 on 1d6).  If resisted the attacking nuclear power may (11-12 on 2d6) nuke them. The non attacking nuclear continent(s) may (4-6 on 1d6) defend the non-nuclear continent.  If a nuclear war takes place in this way between nuclear continents the game is over.  Everyone loses.

If a nuclear war does not take place following the first round defeat of the potential attacker, then that continent's turn is over.

*A nuclear power without spiritual strength (0 yellow markers) will possibly [1 on 1d6]
nuke  any country which forcibly takes material assets (green) from it.

Nuclear vs nuclear continents
Also when the only way to meet one's needs is to take it from the other nuclear power it tries first by the conventional method of die vs die.  As above if unsuccessful there is a small chance (11-12 on 2d6) that nuclear war will ensue.  If it does the game is over and everyone loses.
 

For Charasmatic (Ego) Needs:
1)  If unable to trade (as above) compete with:
     at least one continent.  And it challenges each countinent in turn until it wins one roll of the dice or until it falls to 4 or less orange markers at which time it's move ends).  The amount of die used by each is determined as in "material/physical needs" (above).
Orange markers are also bet by each continent according to how many they have:
        0-4   bet 1 marker (and use 1 die)
        5-9 bet 2 markers (and use 2 dice)
        10-14 "  3 markers (and use 3 dice)
        etc.
The winner is decided by highest die vs highest die), except that no one loses ties.
    So there's only one result.  If there's a tie move on and challenge the next continent.
        If the one using the most die wins it wins the minimum bet and visa versa (ie if North America has 11 Charisma it bets three and uses three die; if it contests South America, South America, who has 8 charisma, uses two die  and bets two; if North America wins it wins two orange markers; if South America were to win it would win three).  This is meant to reflect the power of charisma and the power of the "underdog" win.  As you see it sort of evens out.

Any nuclear continent which starts with 10 or more orange markers and drops to 4
            or less on any given turn will demand "face" and take an orange as under nuclear
            threat above (ie It will be willing to use nuclear force to save face).

    Once the contesting is undertaken in a turn, one cannot go back to trading in that same turn.

    Also a continent with 0 orange markers cannot enter a contest (it lacks self-confidence).
 

For Spiritual Needs:
1)  Trade as above
2)  If unable to trade give a green or an orange to whoever needs it and receive a
 yellow from the "universe" ("bank").
    In the event that there are no continents in need of green or orange, or if the spiritual continent has no green or orange markers to give  the continent in spiritual need can do some form of spiritual discipline (prayer, meditation, fasting, etc) and rolls one six sided die to determine if their practice is done with a good motive.  4-6 rolled gives them a yellow assuring them that it was.

Bringing Peace:
Any continent with five or more spiritual attributes (yellow) will not use nuclear force to achieve it's "needs".

Any continent with ten or more spiritual attributes will give up from it's own supplies, "need"ed or not, what the waring parties are fighting over (after the first round) to bring peace to a situation.   If the spiritual continent doesn't have what is needed (a green piece) by the aggressor it will attempt to stand in the way of the aggressor and will may (11-12 on 2d6) be able to stop the attack.

Likewise, it will only use physical force once per round in order to meet it's physical "needs" (or contest once/round for ego needs)..

In its turn a continent with fifteen or more spiritual attributes will give physical force (green) or charisma (orange) and receive a yellow from the universe.  If it's another's turn it is assume that the other will not accept charity but will insist on a trade.  Often the difference is that the continent trading with the spiritual power ends up losing a spiritual attribute because it can't trust the universe to reward the gift.

A continent with fifteen or more spiritual attributes will  also stand in the way of continuing battles (Even On the first round).  It's chances of stopping the conflict increase to 9-12 on 2d6.

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Temporary peace is attained when all needs of all continents are met.
 

Lasting Peace
To bring lasting peace (winning the game) one continent must attain 20 spiritual
(yellow) pieces or two continents attain 15 each.
******************
 

The multi-player game (2-6 players)

     Roll the die to see who gets first pick of continents.7
          For 2 player games each end up with 3 continents
          For 3 player "         "       "     "    "     2  "
          4-5 players get 1 each.
          6 players start with one continent each.

     Choosing a goal:
           One can seek 30 spiritual attributes, 30 fame, 30 material power or
          a combination of the three (i.e.  5 spiritual +15 charismatic + 10  physical).
          In the mutiplayer game the original goal that each player writes down takes the
          place of the blue, red, and black peices (the needs).
 

     Each continent starts out with 15 units (material + spiritual + ego).  Each player
can distribute his/her units as they wish (i.e.  4 spiritual +7 charismatic +4 physical).
To get the rest of  their sought attributes  continents (players) need to interact with
the other continents ... accept, barter, or take what they need in turn.

In the beginning of each turn extra markers are allotted the same way they are in the solitare version. Players are not restricted to actions as in the solitare version, accept that no one can use nuclear weapons until they have them (10 or more green markers) and no one can give from their "needs" to stop a war until they have 10 or more yellow markers).  A continent (player) ends thier turn once an attribute is gained or anytime before that as decided by each player.

Going  Nuclear and Bringing Peace are the same as in the solitare version.

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© Dane Frick, 30 July 2000.   In Australia copyright is automatic.  However, I would be happy to discuss ongoing improvements
or mass production of this game with any interested person(s).
e-mail = danefrick@tablelands.net.au

last edited 10/9/001