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RULES OF THE GAME

+ +

+ +"The right of citizens of the United States to vote shall not be denied or +abridged by the United States or by any State on account of sex. Congress +shall have power to enforce this article by appropriate legislation." + + +

+– Nineteenth Amendment to the US Constitution + +

+OVERVIEW +

+ +

+Votes for Women is an asymmetrical, two-sided game that revolves around the battle to ratify or reject +the Nineteenth Amendment to the US Constitution. The Suffragist side will push Congress to propose the +Nineteenth Amendment, and campaign to have 36 states ratify the Amendment. The Opposition side +will try to prevent Congress from proposing the amendment or, failing that, to have 13 states reject +the amendment. + +

+Players will add or remove Congressional markers as support for the amendment waxes and wanes in +Congress, while also placing Purple +/Yellow + cubes (Suffragist side) or Red cubes + (Opposition side) +to reflect their political power in individual states. When a player gains support in a state, they first reduce +or eliminate their opponent's cubes, as needed, before adding their own cubes so that a state will only ever +have Purple +/Yellow + or Red . + +

+Once the Nineteenth Amendment has been sent to the states for ratification (or rejection), the Suffragist +side will place a Green check + in each state that ratifies the amendment and the Opposition side will place +a Red X + in each state that rejects the amendment. + +

+VICTORY CONDITIONS +

+ +

+If the Nineteenth Amendment has not been sent to the states for ratification by the end of Turn 6, +the Opposition side immediately wins the game. + +

+If the Nineteenth Amendment has been sent to the states: + +

+ +
+ +

+HISTORICAL DOCUMENTS +

+ +

+Because of the importance of the history +of the campaign to pass the Nineteenth Amendment, we have included a Historical +Supplement & Designer's Notes booklet; a composite of all of the suffrage-related +stories from the August 19, 1920 issue of The New York Times; and several historical +documents that are described in the supplement. + +

+ +

+THE BOARD +

+ +

+The map of the United States is divided into six regions of eight states each: + +

+West (1); Plains (2); South (3); Midwest (4); Atlantic & Appalachia (5); Northeast (6). +Each region has a Region Bubble (7) where Campaigners are placed when in the region. + +

+Players will place a Purple cube , Yellow cube + or Red cube + in a state to show their political power +– and later, place a Green check + or Red X + in a state to show whether or not a state has ratified or +rejected the Nineteenth Amendment. + +

+Certain card events are Persistent Events. +Cards with a rest of turn icon + are placed in the "Cards in +Effect for the Rest of the Turn" box. Cards with a rest of game icon + are placed in the "Cards in Effect +for the Rest of the Game" box. Cards with a ballot box icon + are placed in the "Cards in Effect for + +Final Voting" box (8) (9) (10). + +

+The Congressional Track (11) shows the level of support in Congress for women's suffrage. Players will add or +remove Congressional markers + to show the ebb and flow of support for the Nineteenth Amendment. +The Turn Track (12) uses the Turn marker + to indicate what turn it is. + + + +

+THE PIECES, DICE AND BUTTONS +

+ +

+There are: + +

+ +

+ +The game comes with extra pieces in case any are lost or +damaged. We recommend that you set them to the side. + + + + + +

+ +

+CARD & TEXT SYMBOL KEY +

+ +

+ +Suffragist Campaigner + +

+ +Suffragist cube + +

+ +Purple or Yellow cube + +

+ +Green check + +

+ +Congressional marker + +

+ +Opposition Campaigner + +

+ +Opposition cube + +

+ +Red X + +

+ +Die (d4, d6, d8) + +

+ +Button + +

+ +

+THE CARDS +

+ +

+There are five decks of cards: + +

+ +

+EVENT CARDS +

+ +

+ +
+Suffragist card + +

+ +
+Opposition card + +

+Each Event card includes Card Title (1), Card Era (2), +Event text (3), Historical text (4), Persistent Event +icon (5). + +

+Each card has a Card Era that is used to create +each players' Draw Deck. Late cards will be on +the bottom of the deck, Middle cards will be in +the middle of the deck and Early cards will be on +the top of the deck. The Suffragist and Opposition +decks each have one Start card – this card will be in +the player's hand at the start of the game. + +

+Some Event cards have a prerequisite – for +example, Fifteenth Amendment can only be +played if The Civil War is not in effect. A card +is in effect if it is in the appropriate Persistent +Event box. + +

+Some Event cards require a player to roll a + and + +only take the action on a roll of 3-6. Otherwise, the +Event card is discarded with no effect – even if it has +a Persistent Event icon on it. A player may spend a +to re-roll a + and may continue to re-roll as long as +they have a + to spend. + +

+Some Event cards are Persistent Events and are +marked with special icons + + + +If played as +an Event, these cards are placed on the board in the +appropriate Persistent Event space. + +

+ +Each space indicates the Persistent Event's effect. + + +

+There are two Event card icons that require +specific explanation: + +

+ +

+STATE & STRATEGY CARDS +

+ +

+ +
+State card + +

+ +
+Strategy card + +

+On each State and Strategy card is Card Title (1), +Event text (2), Oppobot alternate text (3). Strategy +cards also include Historical text (4). The State cards +are color-coded to the region that they are located. + +

+State cards can be claimed when a side has four +cubes in that state, while Strategy cards are claimed +either during the Strategy Phase or via Event +card play. + +

+SETUP +

+ +

+This is the setup for the two-player Competitive game. + +

+ +

+ + +

+SEQUENCE OF PLAY +

+ +

+The game consists of six turns. If neither player has +won after six turns, the game goes into Final Voting. +Each turn shares the following sequence of play: + +

+1. Planning Phase + +

+2. Strategy Phase + +

+3. Operations Phase + +

+4. Cleanup Phase + +

+PLANNING PHASE +

+ +

+Each player draws six cards from their Draw +deck. When added to either their Start card (on +Turn 1) or their card held from the previous turn +(on Turns 2-6), their hand should begin with +seven cards. + +

+STRATEGY PHASE +

+ +

+ +Please note that the Strategy Phase +is skipped on Turn 1. + + +

    +
  1. +After looking at the available Strategy Cards, +the Suffragist player announces how many + + +they will commit to the Strategy Phase. The +Suffragist player may commit zero . + +
  2. +The Opposition player may then defer, match or +supersede the Suffragist player's commitment. + +
      +
    1. +If the Opposition player defers, then the +Suffragist player spends their committed +and selects a Strategy card. + +
    2. +If the Opposition player matches, then both +players spend that number of + and neither +player selects a Strategy card. + +
    3. +If the Opposition player supersedes, both +players spend their + – the Opposition player +spends one more + than the Suffragist player's +commitment – and the Opposition player +selects a Strategy card. + +
    + +
  3. +If a Strategy card is selected by a player, that +player places the card, face up, in front of them +and another Strategy card is placed along the +bottom of the board so there are three Strategy +cards available for future turns. + +
+ +

+OPERATIONS PHASE +

+ +

+There are six rounds in the Operations Phase. In +each round, first the Suffragist player and then the +Opposition player must play one card from their +hand and may play one claimed Strategy or State +card from in front of them. + +

+When playing a card from their hand, a player has +four options: + +

    + +
  1. Play a card as an Event + +
  2. Play a card for a Campaigning Action + +
  3. Play a card for an Organizing Action + +
  4. Play a card for a Lobbying Action + +
+ +

+Play a Card as an Event +

+ +

+When a card is played as an Event, its event text +is read and resolved. Some Event cards have a +prerequisite for being played as an Event. If that +prerequisite is not met, then the card may not +be played as an Event. Some Event cards require +a player to spend + to play the Event – if the + +player does not have enough + to spend, the card + +may not be played as an Event. Some Event cards +require a successful die roll – if the die roll is a +failure then the Event card is discarded without +following the rest of the Event text. However, a +player may spend a + to re-roll a failed die roll. + +

+After resolving the Event, the card is placed in +the discard pile – unless the Event is a Persistent +Event. Persistent Events should be placed in the +appropriate box on the game board. + +

+Play a Card for a Campaigning Action +

+ +

+When a card is played for a Campaigning action, the +player rolls a + for each Campaigner they have in play +(on the board). If the player is unsatisfied with the roll, +they may spend a + to re-roll all of the dice rolled. + +

+Once satisfied with their roll, the player assigns a +die to each of their Campaigners. Each Campaigner +may then place the corresponding number of cubes, +matching the Campaigner's color, in the states +within the region that the Campaigner is in. The +player may spend a + to move the Campaigner to +a different region, but all of the corresponding cubes +must be put in the same region. Then the card is +placed in the discard pile. + +

+EXAMPLE: The Suffragist player has a + and a + + in the Northeast. The Suffragist player rolls two + + + and rolls 1 and 1. The Suffragist player decides to spend +a + and re-rolls 3 and 4. The Suffragist player assigns + +the 3 to the + and assigns the 4 to the . The + +Suffragist player decides to place two + in Vermont + +and one + in Connecticut with the . The Suffragist + +player also decides to spend one + to move the + to + +the West region, and places four + in California. + + +

+Play a Card for an Organizing Action +

+ +

+When a card is played for an Organizing action, the +player takes as many + as they have Campaigners +in play. Then the card is placed in the discard pile. + +

+Play a Card for a Lobbying Action +

+ +

+When a card is played for a Lobbying action, the +player rolls as many + as they have Campaigners +in play. For each 6 rolled, the player may add one +to Congress or remove one + from Congress. Then + +the card is placed in the discard pile. + +

+Play a claimed State or Strategy Card +

+ +

+When playing a claimed State or Strategy card, the +player may play the claimed card before or after +playing a card from their hand. The text on the +card is read and resolved, similar to a card played +as an Event. After play, the card is removed from +the game. A player may only play one State or +one Strategy card per round. + +

+CLEANUP PHASE +

+ +

+After the six rounds of the Operations Phase is +the Cleanup Phase. + +

+At the end of Turns 1-5, any cards in the "Cards +in Effect for the Rest of the Turn box" are placed +in the appropriate discard pile. Each player should +have one card in their hand to carry over to the next +Turn. The Turn marker + is advanced and the +next Turn begins. + +

+At the end of Turn 6, if the Nineteenth +Amendment has not been sent to the states for +ratification, the game ends in an Opposition victory. +If the Nineteenth Amendment has been sent to the +states for ratification but neither player has won +the necessary number of states for victory, the game +advances to Final Voting. Any cards in the "Cards +in Effect for the Rest of the Turn box" and "Cards in +Effect for the Rest of the Game box" are placed in +the appropriate discard pile. + +

+ +

+ORGANIZATIONAL BUTTONS +

+ +

+ + are a sort of currency in the game that represent + +organizational strength. + may be spent in the + +following ways: + +

    + +
  1. +A + + may be spent to re-roll a die roll. If +multiple dice were rolled, all of the dice must +be re-rolled. A player may continue to spend + +to re-roll the same roll until their supply of + + is exhausted. A player may only spend a + +to re-roll their roll, never their opponent's roll. + +
  2. +A + + may be spent to move a Campaigner +from one region to another region while a player +is taking a Campaigning action. A separate + +must be spent for each Campaigner moved. + +
  3. + + are committed during the Strategy Phase + +and spent as directed by the outcome of +that Phase. + +
  4. + + may be spent as directed by Event card text. + +
+ +
+ +
+ +

+SENDING THE NINETEENTH AMENDMENT TO THE STATES +

+ +

+When the sixth + + is placed in Congress, Congress +has passed the Nineteenth Amendment and sends it +to the states to be ratified or rejected. Remove all of +the + + from Congress – the Congressional portion +of the game is complete. + +

+For each state that has at least four +, remove +the cubes and replace them with a . These states +have ratified the Nineteenth Amendment. For each +state that has at least four , remove the cubes and +replace them with a . These states have rejected +the Nineteenth Amendment. + +

+As play continues, each time a state has four , +the cubes are immediately removed and replaced +with a + and each time a state has four + the +cubes are immediately removed and replaced +with a . This only occurs after the Nineteenth +Amendment has been sent to the states. + +

+The moment that the 36th + is placed, the +Nineteenth Amendment is ratified by the states and +the game ends in a Suffragist victory. Alternatively, +the moment that the 13th + is placed, the +Nineteenth Amendment is rejected by the states +and the game ends in an Opposition victory. + +

+ + +
+ +

+ADDING OR REMOVING CUBES IN A STATE +

+ +

+Only one side may have cubes in the same state at the +same time. If a player is directed to add cubes in a state +that contains opposing cubes, each cube that is to be +added removes an opposing cube. Once a state is empty +of cubes, then cubes of their color may be added. + +

+ +EXAMPLE: There is one + + in California and the +Suffragist player is adding two + + to California. +The Suffragist player first removes the + + and then +adds either a + + or a +. + + +

+Whenever an Event directs a player to remove +cubes of a particular color, this effect is limited to +that particular color and only to what the opposing +player has on the board. A player will never add +their own cubes when directed to remove their +opponent's cubes. + +

+If a state has already ratified or rejected the Nineteenth +Amendment – and therefore has a + + or + + in the +state – cubes may not be added to that state. + +

+ +
+ +

+CLAIMING STATE AND STRATEGY CARDS +

+ +

+The game begins with nine State cards available. +When a player places their fourth cube in a state +with a card, the player claims that State card and +places it face up in front of them. The player does +not lose the card if a subsequent play causes them to +drop below four cubes in the state. New State cards +are never put out – there are only nine State cards +available per game. + +

+The game also begins with three Strategy cards +available. Strategy cards may be claimed either +during the Strategy Phase or by play of certain +Event cards. Any time a Strategy card is claimed, + +a new one is drawn for the Strategy deck so that +there are always three Strategy cards available. + +

+Claimed cards are always placed face up in front +of the player. A player may play one claimed card +– State or Strategy – in addition to the Event card +that they must play from their hand during a round +of the Operations Phase. After a claimed card is +played, it is removed from the game. + +

+When the Oppobot claims a State or Strategy card, +the Oppobot immediately plays that card for the +Oppobot effect listed on the card. + +

+ +

+FINAL VOTING +

+ +

+If after six Turns, the Nineteenth Amendment has +been sent to the states but neither player has won +the necessary number of states to win the game +– 36 states for the Suffragist player or 13 states +for the Opposition player – then the game enters +Final Voting. + +

+In Final Voting, the players take turns, starting with +the Suffragist player, selecting a state to vote on the +Nineteenth Amendment. Each player rolls a +. + +Either player may spend a + + to re-roll their die. +If a player has cubes in the state, then the player +adds that number of cubes to their total roll. + +

+Whoever has the higher total wins the state and +places either a + or + in the state. The default is + +that the Opposition player wins all ties. However, if +the Suffragist player had previously played Miss Febb +Wins the Last Vote, then the Suffragist player wins +all ties. + +

+ +EXAMPLE: The Suffragist player has won 35 states +and the Opposition player has won 12 states. +Tennessee is the last state to vote and has two +. + + +

+ +Both Voter Registration and Miss Febb Wins the +Last Vote are in the "Cards in Effect for Final +Voting" so the Suffragist player rolls a + + and wins + +all ties. Because Voter Suppression was not played, +the Opposition player rolls a +. The Suffragist player +has one + + remaining and the Opposition player has +no + + remaining. + + +

+ +The Suffragist player rolls a 5 and the Opposition player +rolls a 4. The Opposition player adds 2 to their roll for +the two + + in Tennessee, so the Opposition player has + +a total of 6 and wins the state. But not so fast – the +Suffragist player spends their last + + and re-rolls a 6! + +Now both players have a total of 6 and the Suffragist +player wins the state because Miss Febb Wins the +Last Vote allows the Suffragist player to win ties. + +The Suffragist player places their final + + – the states +have ratified the Nineteenth Amendment and the +Suffragist player has won the game! + + +

+PLAYING WITH TWO +SUFFRAGIST PLAYERS +

+ +

... elided ... + +

+PLAYING WITH TWO +OPPOSITION PLAYERS +

+ +

... elided ... + +

+MANAGING THE OPPOBOT +

+ +

... elided ... + + +

+Please visit www.votesforwomengame.com to see instructional videos +on how‑to‑play, managing the Oppobot, and basic strategies. +If you have any rules questions, do not hesitate to email rules@fortcircle.com . diff --git a/info/rules01.avif b/info/rules01.avif deleted file mode 100644 index 718198d..0000000 Binary files a/info/rules01.avif and /dev/null differ diff --git a/info/rules02.avif b/info/rules02.avif deleted file mode 100644 index ae7aaa3..0000000 Binary files a/info/rules02.avif and /dev/null differ diff --git a/info/rules03.avif b/info/rules03.avif deleted file mode 100644 index 06d1e4d..0000000 Binary files a/info/rules03.avif and /dev/null differ diff --git a/info/rules04.avif b/info/rules04.avif deleted file mode 100644 index b95b5f8..0000000 Binary files a/info/rules04.avif and /dev/null differ diff --git a/info/rules05.avif b/info/rules05.avif deleted file mode 100644 index 1b08efc..0000000 Binary files a/info/rules05.avif and /dev/null differ diff --git a/info/rules06.avif b/info/rules06.avif deleted file mode 100644 index f7c9082..0000000 Binary files a/info/rules06.avif and /dev/null differ diff --git a/info/rules07.avif b/info/rules07.avif deleted file mode 100644 index 3678f8b..0000000 Binary files a/info/rules07.avif and /dev/null differ diff --git a/info/rules08.avif b/info/rules08.avif deleted file mode 100644 index 89976f2..0000000 Binary files a/info/rules08.avif and /dev/null differ diff --git a/info/rules09.avif b/info/rules09.avif deleted file mode 100644 index bfb5405..0000000 Binary files a/info/rules09.avif and /dev/null differ diff --git a/info/rules10.avif b/info/rules10.avif deleted file mode 100644 index 66ca907..0000000 Binary files a/info/rules10.avif and /dev/null differ diff --git a/info/rules11.avif b/info/rules11.avif deleted file mode 100644 index 52d78ef..0000000 Binary files a/info/rules11.avif and /dev/null differ diff --git a/info/rules12.avif b/info/rules12.avif deleted file mode 100644 index 2feae82..0000000 Binary files a/info/rules12.avif and /dev/null differ diff --git a/info/rules_cover.jpg b/info/rules_cover.jpg new file mode 100644 index 0000000..2e5c796 Binary files /dev/null and b/info/rules_cover.jpg differ diff --git a/info/setup.jpg b/info/setup.jpg new file mode 100644 index 0000000..f0ed089 Binary files /dev/null and b/info/setup.jpg differ diff --git a/info/the_board.jpg b/info/the_board.jpg new file mode 100644 index 0000000..b24222c Binary files /dev/null and b/info/the_board.jpg differ -- cgit v1.2.3