Loyal Loons

The idea of the game is pretty simple.

  • Each round, a new law is proposed. (Just drawn from the top of a deck, or chosen from a few random options.)
  • All players may vote whether to pass or repeal it. You get 1 vote by default, each round. This is just a vote card in your color that you get back after using it.
  • However, you can negotiate with people in return for “future votes”. People have a stack of “votes” (cards in their color, with possibly something extra) and they can say stuff like “alright, I’ll vote for this law, if you give me 2 of your future votes”.
  • Obviously, you can use those future votes as well whenever you like. (Future votes are always for, never against?)

If you never bargain for anything, you probably won’t pass the right laws. If you do, you get benefit now, but potentially set others up for a big move against you (using all your “future votes” they collected).

Sounds simple yet interesting.

We just need a system for what the “laws” are and how they help you win the game.

It feels most interesting if they read like actual laws (not some abstract gamified version).

  • “All type of people/item/house/land are worth 2 points.”
  • “Each type of people yields 2 money at the start of each turn.”
  • “Each house costs 1 money at the start of each turn.”
  • “The player with the most houses gets 2 votes by default.”

These laws are executed at the start of each round (repeated trigger), or just permanently active (and usually relevant when voting or scoring).

The only thing I don’t like about this, is that it requires a bunch more material (houses, people, money, etcetera) that you’d need in front of you. How to simplify / minimize?

  • Well, obviously, make the vote cards also all other cards.
  • Let’s say you are the “red player”. You receive 10 red vote cards to use for negotiation.
  • If you use a vote card of another color, you may keep it and place it before you (after the vote).
    • This encourages negotiation and trading votes.
    • This encourages being active and voting for stuff most of the time.
    • While providing a way to get stuff (houses, people, etcetera) in front of you.

If a law allows you to get something, that must also come from other-colored vote cards in your possession.

Only money is a third material type then?

Alright, let’s do a quick rule sketch.

Setup

Each player picks a color and receives all 10 vote cards in that color.

Create a shuffled facedown deck of law cards. Draw 2 (or 3?) of them and place them faceup: this is your Lawbook at the start.

Objective

The game continues until 10 laws have been passed. Highest score wins.

Gameplay

Play happens in rounds.

First, check the laws already passed. Execute any powers that trigger each round.

Reveal the next law from the top of the deck.

All players stick out their fist, then simultaneously reveal their vote.

  • Thumbs up means you’re in favor.
  • Thumbs down means you’re against.

By default, each player has 1 vote. But now go around the table, clockwise, asking if players want to grow their votes. They can do so by playing vote cards from a different color.

How do you get those? Well, at any time during voting, you may bargain with others. You may ask them to change their vote(s), in return for vote cards from you.

If the majority votes in favor, the law passes (add it to the Lawbook). Otherwise, the law is repealed (simply discard it and start next round).

Laws

Laws come in three flavors: trigger (they do something at the start of each round), scoring (they change your score for the end of the game), and voting (they change how voting is resolved)

If a law says you gain something, this must always come from vote cards that are not your own (unless stated otherwise).

For example, a law might say “TRIGGER: each player gets 1 house”. What does that mean?

If you have a vote card with a house, that is not your own color, you must place it faceup before you.

For example, another law might say “SCORE: Each house is worth 2 points.” What does that mean?

That house you just placed before you, scores you 2 points at the end!

Notes

Terrible name. Come up with something better. (Penny for your Loyalty?)

This is similar to Do Me A Favor, but probably slightly simpler and more thematic. I’d prefer this one if I had to choose, I guess.