This invention relates to military/resource management board game and electronic board games.
The invention relates to a game simulating research and development of a product. The game may comprise central components including: a central board, function cards, and form cards. The central components may further comprise: requirement modifier cards, a contract meeple, and contract facility tokens, capability tokens, round tokens, a fiscal year track pawn, central board tracking cube, resource multiplier counters, quarters paid counters, technology element cubes, research unit cubes, material cubes, and currency. The board game may include player components such a player board, HR cards, base facility cards, HR meeple, facility tokens, and score track cube. The central components are shared amongst all players and player specific components are colored to correspond to a specific player.
The central board may comprise an outer track having track markers. The outer track may have a bottom left corner of the outer track labelled Q1. The outer may comprise eight rectangles on each outer track edge of the central board; each rectangle corresponding to a location a HR meeple can move to.
The game may comprise a stack of 10 different form cards; the stack comprising a form card representing each of the following: aircraft systems, generic systems, missile systems, seas systems, space systems, ground vehicle systems, autonomous systems, information technology systems, unmanned systems, and cyber systems.
The game may comprise a concept phase region for receiving a form card, function card, and requirements modifier card. The form card, function card, and requirements modifier card may compose a product requirement document. The form card may comprise 6 symbols, each symbol having a value.
The symbols may be research unit, technology element, capability, material, round, and budget. The research unit may represent results of basic research and literature reviews that are required to begin developmental research for the product. The technology element msy represent a result of developmental research, initial consideration of potential application and relations of knowledge gained. The capability may represent results of applied research; applied researching being where technology elements are applied to specific problems to craft specific solutions. The material may represents physical materials required in order to prototype capabilities into a final product design for the product. The research unit may represent results of basic research and literature reviews that are required to begin developmental research for the product. The rounds may represent a fiscal year; each fiscal year allocating a budget of money that a player can spend on that project.
The game may comprise a plurality of capability tokens. The capability tokens may represent a value of the product; each capability token comprising a value. A winner of the board game may be the player who has completed the product with capabilities represented by the capability tokens with a highest total value.
The game may be implemented as a digital video game playable on a gaming console or computer having a digital central board and player pieces. The game may be non-transitory computer readable code stored on tangible computer readable media configured to be executed by a microprocessor of gaming console or computer. The gaming console or computer may be configured to generate a digital version of the game.
The patent or application file contains at least one drawing executed in color. Copies of this patent or patent application publication with color drawing(s) will be provided by the Office upon request and payment of the necessary fee.
Military acquisition is a multi-faceted, complex process with the purpose of managing national investments towards a national security strategy. The military acquisition process can be characterized by (1) processes and protocols, (2) asset(s) being acquired (i.e., product), and (3) national security characterization or context. Understanding how process, product, and context influence human decisions thereby impacting acquisitions will lead to an evaluation of vulnerabilities in acquisitions. Understanding vulnerabilities will inform mitigations leading to resilient and successful military acquisitions regarding cost, schedule, and performance.
A framework is defined for studying the interaction and effects of process, problem, and context on military acquisitions. For example, a gameplay simulation may consist of virtualizations of Russia and China acquisition processes applied to ground vehicles under a context of economic instability. This framework provides a construct for modeling acquisitions as a game with the goal of evaluating impact of process, product, and context on military acquisitions. The approach is generalizable to complex systems in which humans make decisions, i.e., HICS.
Complex Systems in which humans play a role, namely Human-Integrated Complex Systems (HICS), can be difficult to model or simulate due to the uncertainty introduced by the human component. Traditional modeling approaches such as physics-based modeling do not provide predictive insight towards situation awareness and management. War game designers, and game architects are familiar with HICS problem spaces, and use gamification (i.e., the translation of a real-world problem into a playable game) of such complex contexts as a means of modeling human behavior to inform, predict, and manage an HICS style problem. The game play thereby becomes a means of providing situation awareness and management of the HICS by using human action during game play as a heuristic for pruning the intractable possibility space of the problem at large into a likely probability subspace based on the actions players actually take when playing an HICS game simulation. This paper explores the approach of gamification of real-world HICS problem spaces for situation awareness and management. A gamification methodology is introduced and investigated through the use case of military acquisitions.
Military or defense acquisition has the purpose of managing government investments towards a national security strategy. As such, the military acquisitions process is generally a multi-faceted and complex process. The US defense acquisition system is expected to deliver the most capable, innovative, cost-effective equipment to the warfighter. Prior art solutions have proofed ineffective. As chairman of the Senate Armed Services Committee, the late Senator John McCain made the situation clear when he stated, “In short, our broken acquisition system is a clear and present danger to the national security of the United States.”[2] The symptoms manifesting from the dysfunctional US defense acquisitions system amount to over reporting, perpetual checking and approving, exhaustive and persistent auditing, and the dreaded program cancellation. In 2005, a Pentagon report identifies the fundamental problem as that of lack of trust. “Oversight is preferred to accountability.”[3] With this preference of oversight comes complexity as oversight is not process or pro-gram focused. Complex acquisition systems breed increases to cost and schedule and do not promote system success [3].
Military acquisition is a multidimensional activity that is both complex and complicated. At the highest level, nations articulate a national military strategy which defines the linkage of capabilities (means) with the desired end state of the nation (ends). Over the course of time, the nation will employ (ways) their capabilities (means) to achieve the desired effects (ends). Gaps in capability are realized as the nation works to achieve an end state or as military strategies change based on contextual and product development changes globally. The process of identifying gaps in military capability is formally known as capability planning. This activity occurs prior to the acquisition process, and it pushes the acquisition program toward a solution area, or product. The military acquisition process transforms needs into engineered systems capable of filling gaps in military capability. These systems are deployed to achieve the nation's specified end state(s). The military acquisition process is also used to manage the life cycle of deployed systems in order to maintain successful operations. The process of collectively identifying gaps and initiating acquisition activities to fill those gaps is known as enterprise programming and budgeting. Overall, the process of acquiring military systems is a part of an enterprise process whereby countries continuously work to achieve an ever-changing national military strategy.
Many nations around the world repeatedly evaluate their defense acquisition systems in an effort to increase efficiency in time (to develop or produce an asset), cost, and quality of instantiated weapon systems. The U.S. has not been immune to challenges within military acquisitions, which manifested recently in Congressional efforts (e.g., Weapons System Acquisition Reform Act) and policy initiatives (e.g., Better Buying Power initiative). Interestingly, some of these efforts are contrary to one another. For example, some call for the need for greater analysis and oversight, and others reject such requirements in favor of speed and flexibility. Such tensions in acquisition system execution motivate a holistic study of these factors to increase understanding. Overall, there is a persistent frustration with waste, mismanagement, fraud, cost overruns, delays, and performance shortfalls [5]. The reasons for these challenges identified through efforts to improve the process include the following: the limitations of the acquisition workforce, the inconsistency of the budgeting process, requirements volatility, organizational structure ambiguity, or inappropriate mandatory process elements.
Military acquisitions do not differ solely on the dimensions of product, process, and context, but also in how human's make decisions about acquisitions based on factors such as product, process, context. To understand how these three dimensions impact a successful acquisition, one may investigate how these dimensions influence human behavior, thereby impacting acquisitions. Aspects of the board game may relate to exploring the consideration of military acquisitions from the perspective of human-focused design versus the usual view of acquisitions from a function-focused design. In other words, thinking about acquisitions as a human, decision-making process rather than solely a functional, capability-construction process. An example of this distinction emphasizing the difference is contracting. From a functional perspective, the is the hiring of a contractor to execute a specified work statement. From a human perspective, this action requires time around which other people doing other tasks must be arranged and organized, and this action may encounter unexpected challenges or failings that must be mitigated and otherwise contended.
“Gamification is the application of game-design elements and game principles in non-game contexts.” [1] It is an approach to process modeling that targets and exposes human motivation and action in a system instead of focusing on product or work done [2]. Gamification has been used historically to educate, entertain, engage, or distract. Common gamification mechanisms found in many applications intended to impact behaviors are points, badges, or leaderboards. For example, meal logging apps use points to keep up with food quality and quantity to motivate better eating habits. Running apps use badges as accolades to encourage and reward mileage. Learning apps use leaderboards to stimulate competition and continued use.
For complex problems like military acquisitions in which human behavior contributes to outcome, understanding what drives behaviors and how people behave under certain conditions or constraints within that problem space can provide a valuable heuristic for understanding the possibility space characterizing the complex problem.
Decision points are stages within a game where a player can perform a specific action (e.g., purchase property in Monopoly or position troops in Risk), where each action has its subsequent results. A decision point can be generalized into three components: What action is the player allowed to do? How does the player perform the action? What are the results of the action?
These decision points should be defined at different stages within the SDM. It is necessary to model the available player decisions in order to understand what and why players can (and cannot) perform certain actions in the game. But how do the decision points get captured in a way that can be easily understood by the player?
Behavior modeling is a method to capture player decision points because it provides a capability to capture aspects in the possibility space by parameterizing the various decision points a player can perform. This provides a capability to not only identify what a player can do within the game, but it aids in identifying any unexpected side effects that possibly break the game by undermining rule elements. For example, if the Monopoly “jail” card didn't explicitly say “Do not collect $200,” then going to jail would be a great way to make money without having to traverse the entire board. The intersection of two game rules (i.e., collect $200 upon completing a trip around the board and being penalized by going to jail) would result in the undermining of the purpose of both rules (i.e., the reward of $200 would be undeserved, and the penalty of going to jail would be mitigated by the payment). A behavior modeling tool would help expose such conflict.
System Dynamics Modeling is an ideal approach to translation modeling for gamifying acquisitions because system dynamics models (SDMs) can represent non-linear, complex behavior of human systems, as well as identify and characterize actions and interactions among objects in a system. SDMs represent objects and how they may move through a possibility space. From SDM model elements such as stocks, flows, or loops, game components and mechanics may be defined such as to elicit the movement captured in the SDM.
The Acquisitions Game can simulate any number of countries. For example: Afghanistan, Australia, Brazil, Canada, China, Egypt, France, Germany, India, Iran, Iraq, Israel, Japan, Kenya, Nigeria, North Korea, Russia, Saudi Arabia, Spain, South Africa, Turkey, Ukraine, United Kingdom, United States, and Venezuela.
The “information availability” feature may be calculated based on an initial search for resources describing acquisitions for each country and availability of subject matter expertise. The number of accessible and relevant sites could be counted. If a SME was already identified and contacted, a SME weight of 5 was added to the site count. If a SME is readily identified based on a known contact, a weight of 2.5 was added to the site count. If a team member had identified a SME from research (not via a known contact), a weight of 1 was added, and finally, if no know means of identifying a SME had been resolved, a weight of 0 was added to the site count. The sums for each country were sorted to derive the “information availability” list.
For geopolitical region feature, a list of geopolitical regions was identified. For each region, the team identified at least one country to add to the original list. This is a categorical feature. The countries were sorted based on these factors, and the below table was produced 450.
The approach taken by this research effort was to build out a representation of the workflow of military acquisitions that translated the real-world problem space into a tractable representation that included all features, measures, and actions that had been captured through the detailed research. The specific mechanism leveraged for this was System Dynamics Modeling (SDM). For the systemization step of the gamification methodology, all military acquisitions data was assembled into a notional stock and flow diagram to represent the connections and dependencies among features of interest and within our defined scope of military acquisition, from concept definition to production. (Actual production and deployment of the asset was scoped out of this effort.) The final diagram was large, nuanced, and incredibly complicated. (
Simplification may include a process of trimming the problem space characterization into smaller parts. The process for doing includes aggregating the SDM representation into fundamental clusters of action purpose. This resulted in five action phases, namely, concept definition, team building, materials building, development, and prototyping+production. These phases and their workflow are represented in
From the context of gameplay, the kill chain construct was used to specify and define categories of strategic actions in a game that lead to an effective and successful acquisition. Based on the systemization of the game, the defined kill chain is presented in
Some of the strategic areas of the game may include: worker placement and resource management. Additionally, deployment of the meeples may tie up worker placement and renouncement for a set amount of time. These aspects may simulate the process of managing an R&D team though the R&D process.
A more experienced player may be more aware of the uncertainties of the game. A more experience player may prepare for these kinds of unexpected events. For example, saving some money to tackle unexpected budget issues. An experienced player may also have a better feel for the resource and time costs associated with specific capability requirements. Thus, overall their strategies may be better that an inexperienced player because the experienced player may refined their experience to manage the team of meeples under their control. Inexperienced players may find they waste more resources in the beginning, until they become familiar with the timing and funding requirements for specific actions.
Major fortune-based (luck-based, random-based) components may include which cards are drawn such as contracting card. The addition of annual events and context cards that affect R&D development and annual event effects may be added to further include more luck-based elements.
A computer algorithm may be built to play as a computer component in the game. The game may include random and unexpected developments that occur during game play. The game may be configured such that these events have unpredictable elements. This may make it more challenging for a computerized opponent to win via an optimized strategic algorithm. Moreover, combinatorial explosiveness may make it difficult for a computerized opponent to take into all combinations of events in a possibility space.
Of course, humans do acquisitions in the real world. Human lead projects, allocate funds, respond to dynamics in the world. One of the aspects to the game may be to gain a better understanding of acquisitions. One aspect may involve evaluating human ability to create good decisions for acquisitions. In this way, human based opponents can provide improved simulation data for building and observing improving military acquisition models.
Game grammar identifies the “atoms” or building blocks of a game, namely, nouns, verbs, and measurements of concern to the game. Nouns are the entities that make up the game. For AGS, some of the nouns that were identified are as follows:
Verbs are actions that can be taken by a player that changes the composition of the board and the state of play. For example, a verb of “take a turn” may consist of rolling a die and moving a meeple on the board the designated number of spaces. This changes the board by altering the location of the meeple on the board. Some of the verbs identified for the AGS are:
Measures or stats are measurable resources or defined metrics that are used throughout gameplay to measure progress, evaluate standings, and ultimately to decide the winner of the game. Some of the measures defined for AGS are:
Once the kill chain and game grammar are instantiated, possible player actions and decision points can be identified and defined. By doing this, the game designers are clearly capturing targets for mechanization. Player actions and decision points for AGS are listed below:
The board game and/or electronic version thereof simulates simulate the steps involved in the acquisition of technology as a tabletop simulation. This includes defining the product requirements, developing the technology from basic research through developmental research to applied research, prototyping the capabilities, and sending the final asset to production.
The board game and/or electronic version (collectively, Acquisition Game Simulation (AGS)) is configured to simulate the steps involved in the acquisition of technology as a tabletop simulation. This includes defining the product requirements, developing the technology from basic research through developmental research to applied research, prototyping the capabilities, and sending the final asset to production.
AGS is a game for 1-4 players, although some configurations may support more players. AGS may be implemented as an online, computerized video game available to play on PC, MAC, gaming consoles, iPhone, iPads, and other mobile device. Examples of online, computerized board games include Dominion®, Scrabble®, Chess, Risk, and Catan.® In an online, computerized board game the computer displays a virtual board, virtual pieces, automatically tracks scoring, sets up the board, etc. Generally, players can make movements or take turns using a controller or mouse. AGS and the entire board game and ruleset may be implemented as a physical board game or it may be implemented as online, computerized video game. The game may be implemented as a digital video game playable on a gaming console or computer having a digital central board and player pieces. The game may be non-transitory computer readable code stored on tangible computer readable media configured to be executed by a microprocessor of gaming console or computer; the gaming console or computer configured to generate a digital version of the game.
In this game, each player takes on a role of a program manager/Primary Investigator (PI) seeking to develop a technology as defined by the central product requirements document. Players may assemble their research and development (R&D) teams and manage their project's progress through the tasking of their team members to facilities. These facilities facilitate the R&D process by generating Research Units (RU), Technology Elements (TE), and Capabilities. Additional facilities may allow for the PI to complete project management actions, such as buy materials, contracting, hiring additional team members, and prototyping. In some configurations, the player who submits the best prototype to production is the winner of the game.
There may be two main types of components: (1) central components that are non-player specific components. Central components may be considered shared resources. (2) Player specific components. Player specific components may have a player specific color such as red, white, blue, and grey. In game setup, each player may assist in setting up the central components and they may take some or all of the player specific components in their player color. In some configuration, player specific components may not be color-coded to the player color.
Central components may include: a central board 800 (
Player specific components may include a player board (
The concept phase region 820 may phase may have a products requirements document region 822 with three markings for form cards, function cards, and requirements modifier cards. In some configurations, the form cards, function cards, and requirements modifier cards are two-sided having a front and a back. Together, these three cards form the product requirements document and are collectively referred to as the products requirements document cards. The form card may have a form design on the back, the function card may have a function design on the back, and the requirement modifier card may have a requirement modifier design on the back. The three markings may have the same or similar design as the backs of the product requirements document cards. A materials tracker 824 of materials required to prototype may be printed adjacent to the product requirement document. A capability tracker 826 of capability requirements for success may be printed adjacent to the products requirement document. A round marker 828 may also be printed in the concept phase. The trackers and the round marker may have features different designs. In the configuration shown, roman numerals 1-10 are printed in sequential order such that the player may place one the central board tracking cubes on the trackers to keep track of materials required to prototype and capabilities required for success. Other configurations are contemplated. The concept phase may have a down arrow to indicate to the players that the next phase is the development phase.
The development phase region 830 may be situated in the middle of the board, between the concept phase and prototyping/production phase. The development phase may comprise 5 markers . . . one for each type of contract card. A six marker for discarded contracts may be provided. The development phase may also have an HR salaries table 832 for keeping tracking HR salaries. The development phase may also comprise a fiscal year tracker. The development phase may comprise a down arrow to indicate to the players that the next phase is the prototyping and production phase.
The prototyping phase region 840 and production phase region 850 are shown in a single area, but in some configurations, prototyping may have its own area and production may have its own area. In between the prototyping and production phase is the verification and validation circle (V&V) with arrows flowing from prototyping to V&V to production. V&V may comprise an up arrow indicating to the players that a player with a failed prototyping may need to reenter the development phase.
The central board serves many purposes. For example, the central board may track the requirements defined by the product requirements document. These requirements (Material cost, capability requirements for success and round limits) are for all players and influence the ability of players to complete their mission. The central board may also track the required time to complete tasks using the fiscal year track. Quarter markers may be positioned around the fiscal year track. Quarter markers may serve as reminders to attend to quarter tasks. Q1 may have the word “Annual” to serve as a reminder to tend to annual tasks—such as increasing the fiscal year tracker. The central board may also provide players a reminder of general gameplay showing the flow of gameplay from the concept phase to the development phase through prototyping & production. These phases will be discussed in their own sections below.
Although the central board is shown to have certain shapes such as rectangles for the concept phase, rounded rectangles for the form marker, a circle for V&V, other geometric shapes are contemplated.
As previously described, product requirement document may comprise form cards, function cards, and requirement modifier cards. As shown in
The figures show six main symbols. Of, course other symbols could be substituted. These symbols can be printed on the players for ease of reference throughout the game. As shown in
As shown in
As shown in
The player board 900 also show the 6 symbols discussed in
Earmark 950 may be provided for holding money for the next fiscal year. Capability storage area 960 and a scoring system table 970 may also be provided.
Initial setup may have two steps: the setup of the central components 2100,
The following steps may be followed in an exemplary setup.
Gameplay may be conducted through four phases: concept phase, development phase, prototyping phase, and production phase. Each of these may correspond to a specific step in the acquisitions process.
In
Function cards represent six potential warfighting functions: maneuver, fires, intelligence & information, sustainment, command & control, and force protection.
Form cards represent ten potential realms of capabilities in which the product may fall under: aircraft systems, generic systems, missile systems, seas systems, space systems, ground vehicle systems, autonomous systems, information technology systems, unmanned systems, and cyber systems. The combination of these two cards may provide the basic requirements of the product.
Requirements modifier cards adjust at least one of the RU, TE, Capabilities, Rounds, Materials Requirements, Budget, etc. provided and/or required for researching and/or building the product. The product requirements document may feature a large technology gap. To reduce this gap, players may add a requirements modifier card. This may also provide some additional context in the form of round & budget modifiers.
After the product requirements document are defined, the requirements may be recorded on the central board in the concept phase section.
Once Player 1 has deployed all of their units, the next player will task and deploy their team and so on until all players have tasked their teams. At this point the development phase gameplay begins.
HR Units are represented through multiple components—HR cards, HR Meeple, and facility tokens. The HR card represents the unit's expertise, The HR Meeple tracks the time an HR Unit needs to accomplish their tasking, while the facility token tracks the tasking the HR Unit has been assigned.
The development phase 3200 spans a number of rounds which may be equal to the time limit defined by the product requirements document. Each of these rounds may comprise four quarters. Players may take turns addressing team tasking throughout the rounds until they meet the requirements to prototype (see Phase 3 for details). Gameplay comprises turns, rounds, and actions.
There may be six chief steps in the development phase method 3200,
Turns begin with the fiscal year track pawn moving forward along the fiscal year track. The fiscal year tracking pawn 1340 begins the round at the Q1 position and will continue to move forward along the track until it encounters either a Quarter Marker space (Q1, Q2, Q3, or Q4) or an HR Meeple 1930 in the same space as the fiscal year track pawn 1340.
If a quarter marker space is encountered gameplay pauses to address quarter tasks.
The above process may continue until the Fiscal Year Track Pawn reaches the Q1 annual square, indicating the conclusion of one round and the beginning of another. Note: In some cases, there are multiple HR Meeple occupying a single space. In which case, address each HR Unit one at a time starting with the HR Meeple at the back of the line.
Each round is defined as a loop around the Fiscal Year Track and represents a Fiscal Year. Each round consists of multiple turns. The players begin a new round when the Fiscal Year Track Pawn crosses the Q1 annual square. Players will complete the following actions in addition to the Quarterly Tasks:
Note: If a player switches out an HR Unit (ex. Changing Skills from scientist to engineer), the player loses may lose progress the HR Unit made on their current task and must be retasked as if they were a new HR Unit. This includes if there is a change to the Lead.
Players may perform a primary action of assigning HR Units to a facility to influence their project's progress 3510. Additionally, players have access to two free actions: Earmarking Funds and Firing an HR Unit. This section will discuss these actions in depth.
The base game has 7 facilities players may interact with. The facility anatomy is described in the figure to the right. Facility requirements are indicated with an open circle and require that HR Unit type in order to use that facility. Facility restrictions are indicated by a strikethrough circle. HR Unit types indicated in the facility restriction may not be used at the facility indicated.
Facility cost and gain are indicated in their specific areas of the card. Note that an “X” indicates that the facility may utilize the multiplier mechanic.
The basic research facility 3610 restricts access to engineers. For the cost of TP a player may gain RU. Note that this facility utilizes the multiplier mechanic.
The developmental research lab 3620 has variable cost based on the type of HR Unit deployed. The cost requires the player to spend TP and RU in order to gain TE.
The applied research lab restricts 3630 the access of researchers. The player may pay TP and TE in order to gain capabilities.
The prototyping lab 3640 is the facility that allows players to enter the prototyping phase. This facility requires an engineer for access. Cost to prototype is TP, budget, and a materials cost as indicated in the product requirements document.
The human resources facility 3650 allows the player to gain an HR Unit. The Budget and TP costs are in addition to the HR Salaries which makes hiring HR Units mid-round more expensive than planning ahead at the beginning of the round.
The following facilities are lead specific facilities—only the team lead may be assigned to these facilities.
The materials lab 3660 allows players to generate materials for the cost of TP and budget.
The contracting market facility 3670 allows players to access the contract market.
The player will task their HR Unit as usual with a few additional steps:
Special Rules: The HR Contracts (contracts allowing players to gain a scientist or an engineer at a discount cost), may be limited one per player at any time. The contract Meeple may act as a normal HR Meeple for the contract time and may be deployed to the end of the HR Meeple line, behind the lead HR Meeple. The contract facility token is deployed to the fiscal year track ahead of the contract meeple equal to the TP indicated under the contract completion time.
Prior to the team lead crossing the Q3 Marker, a player may choose to Earmark Funds to be spent in the following Fiscal Year (i.e. round). To do so, the player must:
Players may at any time choose to fire any HR Unit. This process may be identical to the removing an HR Unit from the team 3324,
The player may declare the team member is leaving the team, remove the HR Meeple from the fiscal year track without gaining any resources, remove the facility token from assigned facility, and return the corresponding HR card to their HR card stack 3324,
Players may not receive funds back for the current Quarter but can claim funds for excess Quarters minus one, which will cover the team member until they find a new project.
Requirements to prototype are defined by the Capability Requirements, Material Cost to Prototype each Capability, an Engineer, and the action cost to prototype as defined by the Prototyping Lab facility. Once a player has gathered at LEAST the required number of capabilities, the total material cost to prototype the capabilities, a free Engineer, and the financial cost to prototype (determined by the Prototyping Lab facility card), the player may assign their engineer to the Prototype Lab.
Player may complete the following steps to Prototype their capabilities.
Once a player has prototyped their capabilities, they may resolve the Prototyping Phase. In order to move to the production phase, the player must have exactly the number of capabilities indicated in the product requirements document. If players have fewer than the required number of capabilities, the player may return to the development phase. If players have excess capabilities, they must discard down to the required number of capabilities and may proceed to the production phase. Players may choose to decline to proceed to production phase and instead return to the development phase.
Players will score their quality score directly to their Scoring System Track on their Player Board 4110. The quality score is equal to values shown on the capability tokens. Having a sufficient number of capability tokens represents the success of their developed product.
The game ends when either all players have finished production 4210, or when the round limit has been reached 4220. If any players have failed to finish production, they may score any capabilities (up to the capabilities requirement) that have already been prototyped 4230. They will then be deducted 5 points for failing to deliver a polished product.
The winner is the player who produced the product that was the most successful.
An extension to the base game consists of advanced facilities with which players may interact. The Advanced Facility anatomy is identical to that of the basic facility, and both advanced and basic facilities are used in the same way. An advanced facility simply presents more nuanced facility capabilities.
To begin using advanced facilities, the advanced facilities basic facility card must first be added to the basic facility card inventory.
National context is instantiated by calibrating facility abilities and costs to be in line with a target nation's trends. Here are two examples:
National context implementation will result in the specification of basic facilities with advantages/disadvantages based on virtualized country context. When playing with national context instantiated, the advanced facility cards cannot be incorporated into gameplay.
Annual events add context modifiers to gameplay and are implemented as a card describing an alteration to gameplay that must occur for the current round or “year” being executed and must impact all players. To play with annual events, add the annual event deck to the game board. Upon crossing the annual square (i.e., Q1), the player with the “1st” card flips the top annual event card prior to any other annual tasks occurring (e.g., budget distribution). This event is active for the whole table.
As the acquisition game is underway, players may be able to accumulate achievement and penalty tokens along the way as specified by Scoring Achievements & Penalties (SA&P). SA&P are implemented as a set of cards that describe a rule for earning or punishing player actions. SA&P are earned/acquired as defined based on the achievement or punishment. For example, the first to complete their product gains the “First to Market” achievement which is worth +5 points. A punishment would work similarly but would detract points rather than add them. For example, if in the prototyping phase it is revealed that a player does not have enough capability points to move to production, a “Bad Reviews/Performance” penalty is earned resulting from pushing a product without all the functioning capabilities and results in a −5-point deduction
In order to play with SA&P, the scoring achievement & penalty tokens must be added to the gameboard. Each token is claimed based on a player realizing the condition described in the text on the token. Players add score/score penalty on the token in the production phase of gameplay.
The invention described herein was made by an employee of the United States Government and may be manufactured and used by the Government of the United States of America for governmental purposes without the payment of any royalties thereon or therefore.