It's a Google Doc atm, but look at it in progress if you like. I'll xpost here once I have something solid.https://docs.google.com/document/d/1ekrNi9MzdScxTM3ZejwIMcXHqoZq9rcZlMqfclPiRPs/edit
Concept: Twisted threads is a card game built around the complex multiple levels of international relations.
Players control a ‘set’ consisting of a number of human characters under their control. Each player begins with a set of three characters under their control. Each character brings three Sparks to the player. The main aim of the game is to continue in an advantageous position across the narrative ark of the story, but within a single game a player has the short term goal of keeping or increasing ‘Sparks’ while forcing other players to lose theirs. This can be done by directly playing cards in God mode, or by making open strategic moves in Story Mode.
In story mode, one player designated as the Central Scrutinizer (CS does not control a set) goes through an open ended series of events. To begin, the CS will explain where each player is in the story arch (for a continuing story) or introduce players.
In a God Mode round, players have been dealt ten cards. Each card can be played at a cost to the player, and affects events of the story, and the Sparks of individual players. The cards may reflect very general situations which are explained further by the CS, in Story Mode, or immediately where the circumstances require it.
Human Characters have a small number of attributes.
Type: Based on MBTI. Roll four dice.
1 Odd E even I
2 Odd N even S
3 Odd T even F
4 Odd P even J
Certain types hold certain properties. You may choose to disregard this element early on for simplicity.
Funds. Rather than a complex finance system, character hold financial classes.
Bankrupt/Borderline. Struggling to make ends meet. Only one ‘Loyalty’ point.
Middle Class. Enough for basics.
Characters are affiliated with any number of Clans. At the start of a game, all characters must be affiliated with the player’s Clan. A player who becomes dissociated with the key Clan remains under the control of the player, but is more easily manipulated by the CS or other players.
Loyalty. Starts at five, may be reduced by different events or situations.
Personal details; Name, age gender etc, as revealed by player.
A character may be involved with any number of clans. The clan is any specific organisation (listed or not) under the following catorgories. These may include;
Government (Australia, America, Afghanistan)
NGO (UNESCO, Invisible Children, PETA)
Political Group (Greens, Republicans, Liberals)
Anti Government (Anonymous, Wikileaks, Socialst Alternative)
Internal Affairs (Federal Police, FBI)
External affairs (CIA, Mossad, ASIO)
Media (Al Jazeera, ABC, Fox News)
Religious Organisations (Catholic Church, Church of Scientology)
Cults (Westboro Baptist Church, Raelians, Exclusive Brethren)
Other (Discordians, The Royal Family)
Organised Crime (Zetas, Yakuza, Mafia)
Terrorist Groups/Armed Resistance (LRA, Al Quaida, Boko Haram)
It is advised the there are clear relations between clans. While it is possible to tell the story of Mossad, the Yakuza and the Catholic Church, it would be easier to interact between Wikileaks, the American Government and the FBI.