Business Card Game: Common Carrier

Common Carrier

You're a CLEC (Competitive Local Exchange Carrier) in a situation too good to be true - the ILEC (Incumbent Local Exchange Carrier) abused its monopoly status and was shut down. You're free to move in and clean up.

Wait a minute. Another CLEC? Marching into your territority? Let's see about that...

Common Carrier is a parody card game of the pricing and service models of two telecommunications companies fighting to provide connectivity in a constrained area vacated by another provider. For 2 players.

Setup

Print out 4 sheets of business cards (32 cards). This is only a two-page game. Page 1 is the card face, and page 2 is the card back art. This game is black and white, though pre-colored cards are available for download.

Pick a color for your company and color the center icon of the first page (not the side with the Common Carrier logo on it.) This is usually easier before you punch the cards out of the sheet. Optionally, if you have access to StarOffice, you can add color to the cards prior to printing.

Note that the 4-way and no-way cards are pre-colored gray on the inside. These cards are not part of the basic game, so set them aside. See optional rules, below for their use.

Punch out the cards, shuffle them, find a flat surface and a friend with a deck of his/her own. Play.

Rules

Each turn, draw two cards and play them so that, the end of the turn, the following conditions are met:

  1. The cards all have the long side along the same axis. In other words, they're all in landscape or portrait orientation. The orientation of the icon in the center does not matter.

  2. All the cards touch at least corner to corner.

  3. The edges of two adjacent cards are consistent. If a card is next to another card, the common edges must be the same, either both have a line, or both are blank.

  4. The grid the cards occupy is not more than 5 cards wide by 5 cards deep. This is the service area, the customer base served by the old ILEC.

During a turn, edges of two adjacent cards might not be consistent. This is allowed so long as you 'fix it' by the end of your turn. For example, you may be joining two separate networks, or splitting a network into two.

If you are unable to play at all, you must show your cards to your opponent, who will try to play them (and probably not to your advantage). If the cards are unplayable, they are discarded. In either event, your turn is over.

Note that you can play a card on top of another card, so long as all the above conditions are met. In fact, as the game progresses, you'll see some hotly contested areas where 4 or more cards have been played one atop the other.

If your opponent makes an illegal play, and you have not yet played, s/he can redo that turn. If you have already played, then discard the illegally-played card.

Winning

As a CLEC, you get to charge whatever tariff (price) for links between your nodes on the network. Where your network "hands off" the data or connection to your rival's network is controlled by the Utilities Commission, and generates insignificant revenue. Your revenue comes almost entirely from traffic on your own network.

Each card represents a node. Each line represents a link. Links between two of your cards generate revenue. You win if the network has a path such that it passes through 7 of your links.

Determining a path is important - you pick two nodes on the network (usually you will own both, but you needn't pick only your nodes), and your opponent will trace a path between them, using each link at most once. If that path passes through 7 or more of your links, you win. If your opponent can find another path, the game continues. If only one path exists, your opponent must use it.

[Author's Note] Trying to make 7 revenue generating links may be too difficult for beginning players. I have a hard time making 7, and often the game ends in a tie. Try 6, and then 5, if either player feels making 7 links is too difficult. Is 7 too easy? I wouldn't want to face you, but feel free to up it to 8 or more if your opponent agrees.

Optional Rules

What's a game without optional rules?

  1. Hole Card You draw 1 card at the beginning of the game. When it is your turn, you still draw 2 cards, so you have 3 cards from which to play 2.

  2. Endgame Because the last player seems to have an advantage in 'playing for stalemate', when there are only two cards left in each player's hand, and none in their respective decks, each player only plays one card per turn.

  3. Tie Resolution 1 If the game ends without a clear winner, instead of it being a tie, the player with the path with the most links wins. Use the Endgame rule above if using this rule

  4. Tie Resolution 2 If the game ends without a clear winner, the player with the most links on the board (not necessarily on the same path) wins. Also use the Endgame rule above. Optionally, use this rule to decide the game if Tie Resolution 1 is not conclusive.

  5. Gray Icon Cards: the PBX and the Goose Egg The 4 way represents a PBX (Private Branch Exchange, or a company's internal phone system). It counts for either player in terms of generating revenue. Company phone bills make up for a lot of the lost revenue for providing lifeline service to consumers.

    The no way (or 'goose egg') represents a group of customers who are Luddites, Amish or cable modem telephony users. Whatever they are, they don't want your service, don't want your towers, and won't give you right of way to trench for cables.

    Each player chooses 4 gray cards prior to the game and shuffles them into his/her deck. Hint: the PBX works against you far more often than you would think.

Definitions

Common Carrier
A 'common carrier' means just about anything the FCC wants to define it to mean. General criteria are that it carry [something] for hire, for anyone without discrimination, and that the customer can create or select what s/he wants to be carried. Most courier services, the postal service, and telephone companies are understood to be common carriers.

ILEC
Incumbent Local Exchange Carrier.
Usually, the big phone company. They own the wiring leading to homes and business, and the network connecting it all.

CLEC
Competitive Local Exchange Carrier.
Smaller, rival phone companies and telecommunications providers. The ones who always call you during dinner time.

Tariff
Basically, the cost structure. Think 'calling plans'. Voice is transmitted as data, and the Internet is data, end to end. You have "Peak Times" and you have "Off Hours". You have "384K/s" and "fractional T1". But always you have the bill.

Links

Disclaimer

No, I don't work for a *LEC, and I actually have little idea how they arrive at the pricing. The 'backstory' is just to tie in the artwork theme and victory condition.

The game itself is an abstract game, but I didn't want to just publish it without any sort of backstory.

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