Business Card Game: Ready, Fire, Aim!

Ready, Fire, Aim!

If upper management says it, it must be so. It is so, until upper management says it isn't so. But didn't they say that it was so? Yes, but that was before, and that doesn't matter. All that matters is that they're saying it isn't so, now.

Ready, Fire, Aim! is a turn-based parody of management upending plans by qualifying / clarifying / refining their pronouncements. For 3 or more players.

Setup

Print out 6 pages of cards (any 6 pages that fit your particular cube farm, so long as you don't print duplicate pages). Print more unique pages if you have more players, 1 extra page per player in excess of 3. Last page is the card back artwork, which is optional. This game has a box in color for no reason other than the clip art is in color.

Punch out the cards, shuffle them, find a flat surface and two or more friends. Deal 6 cards per player. Play.

The Game Story

You and all the other players at the table are working at the same cube farm. You're basing your projects and planning on certain broad statements upper management has said in the past. Every so often, upper management refines those statements in such a way as to cause your plans to need to be redone, sometimes in part, other times in whole.

You're just trying to finish planning a 10 stage process. It's harder than you initially thought.

Rules

Using a mechanic obviously inspired by Flying Buffalo's excellent Nuclear War / Escalation / Proliferation games, players are playing 4 turns in advance. Each player has a queue of 3 cards face down in front of them. Each turn, s/he puts a card at the end of the queue and turns over the card at front of the queue.

Once a card is in the queue, no one can look at it until it is revealed. Keep track of what you've played!

Player to the dealer's left goes first on the first round. Play proceeds to the left.

Each turn:

  1. Enqueue A Card: Play a card face-down at the end of the 3 card (now 4 card) queue.

  2. Dequeue A Card: Turn over the card at the front of the queue. Cards come in three categories:

    Assertion
    An Assertion is simply a step in the project plan that relies on something upper management has said in the past.

    Assertions are played through the queue. When revealed, they are placed in a binary tree. Each Assertion can have up to two other Assertions directly depending on it (below it), and each Assertion can directly depend only on one other Assertion (above it).

    You can place the new Assertion anywhere on the tree so long as those two rules are met. It can be the new top of the tree, or it can be one of the bottom, or it can be a branch off an Assertion in the middle that only has one other Assertion directly stemming from it.

    Contradiction
    A Contradiction is upper management refining their previous statement in such a way as to make assumptions based on previous Assertions invalid.

    Contradictions are likewise played through the queue. When revealed, a Contradiction causes all Assertions in play of the same type to be discarded as well as all Assertions depending on them, for all players. Someone Contradicting the right (or wrong) Assertion can cause all your Assertions in play to be discarded.

    Yes, Contradictions you play Contradict Assertions you have in play too.

    Exemption
    An Exemption is you successfully appealing to upper management (or even executive management) to allow your plan to proceed in spite of the Assertion being Contradicted.

    Exemptions are not played through the queue. Instead, when a Contradiction of the same type as your Exemption is played, you may play your Exemption and not have to discard any Assertions of that type.

    After you have played the Exemption, draw a card to make up for your hand being short. As a side benefit of playing an Exemption, it is now your turn as well.

  3. Draw A Card: At the end of your turn, after you have enqueued and dequeued a card, draw to bring your hand up to 6 cards.

When the draw pile is empty, shuffle the discard pile and turn it into the draw pile.

Winning

Each Assertion is one stage in the plan. Whomever can lay out 10 Assertions has successfully planned out the 10 stage plan. Next challenge is implementing it, but that's another day.

Optional Rules

What's a game without optional rules?

  1. Reworking the Plan: A player can opt not to discard and not play the card and instead rearrange his or her Assertions in play into any binary tree structure. Note that s/he still must enqueue and dequeue a card, and still will draw a card at the end of the turn.
  2. Sudden Death: instead of shuffling the discard deck, place discarded cards face-up at the bottom of the draw pile. When someone draws the last face-down card, the game is over and whomever has the most Assertions in play wins.

Links

Disclaimer

Unfortunately, I do have some experience with the nightmare that is planning based on assumptions of what upper management wants / says / thinks, only to have the plans rendered partially / mostly / wholly useless because those assumptions were in error.

Author's Notes

Of all games so far, this I hope to make use of the open source aspect in this game. This game lends itself very easily to lampoon executive idiocy and mis-management. Most people to whom I describe the game have suggestions for more cards, either in the tech field or in their respective field.

To everyone who has a suggestion, download the source file, get Star Office and make some cards. The source file even has a template page with the card borders and some text you can edit to make your own.

How we play it: We play a hodge-podge of the existing rules. If someone manages to get 10 Assertions on the table, s/he wins and the game is over. Otherwise, we play with a discard pile the first time we go through the deck, then play it with the Sudden Death rule the second time around.

Oh, and we use the Rework the Plan rule as well.

This makes for short games, so we get a chance to pay back other players for particularly well- or ill-timed plays that wipe out large portions of our respective Assertion trees. This is a fun and nasty little game.

I'll be de-fanging the text and posting a non-techie, family-friendly version on the bizcardgames web page as well sometime soon.

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This game dedicated to my old team. Hang tight.

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