Singularity, the Card Game

Alpha Test Rules

Below are the preliminary rules for a certain card game. Everything, including the game's title, is open to change. The purpose of this page is to gather comments on the game, such that it might eventually be published as a PR piece (mostly, an easy introduction to the concept of "Singularity"). As such, this is also a deliberate experiment in memetic engineering.

Non-rule comments in other sections are in italics. Please send any suggestions to wingcat@pacbell.net, but please read the rules completely first (I've already received several suggestions for features that are already in here), and consider the target audience (specifically, this game is supposed to be kept simple; it's probably pushing the limit of how complex it can be and still be enjoyable to the target audience).

Legal disclaimer: initial draft copyright 2002 Adrian Tymes. Any suggestions that are used in future versions will also copyright Adrian Tymes. You are free to use this draft for any noncommercial purpose, although no warranty can be provided. (Whoever publishes this will probably demand exclusive commercial rights to whatever set of rules and cards I end up with, though you're certainly welcome to and legally able to roll your own from the same concepts if you prefer.)


Introduction

This card game is an abstract representation of one possible future of the human race: events leading to the Singularity, a hypothetical moment beyond which the grand total of human knowledge, and its application to the daily lives of most people, change so fast that predicting the future beyond a very short time (say, a day or so) becomes pointless. Some say that this would be the effective end of human history, others say it would merely mark the dawning of a new era.

Many people debate whether the Singularity is even possible, pointing out that the future becomes more predictable as we ourselves move into the future. For example, even in 1990, life beyond 2000 was significantly different in most industrialized nations than their citizens could have predicted, and yet the year 2000 is now history to us. Others point out that the length with which we can predict the future has been shrinking - for instance, while we can predict several years into the future, a medeval peasant could safely predict what life would be like over the peasant's entire lifespan.

This game takes the latter point of view. Each player is the leader of some group of corporations, non-commercial research labs, politicians, and others who have obtained a significant role in directing the course of world events. All of these groups stand to benefit from the Singularity in different ways, though their relative power over the world will be eroded - and some greedy souls would sooner destroy the world than allow that to happen. If the Singularity can be brought about, history will note who had the "last word", so those of honest intent compete to see who can invoke the Singularity.

This was specifically inspired as a parody of Bill Joy's predictions, thus the choice of the bio/nano/robo categories below. Much of the game (including choosing only those three categories) is intended to keep the game as simple as possible.

Concepts

The Rules

To start, shuffle all the cards and deal 5 to each player. The game starts with 5 bio points, 5 nano points, and 5 robo points, reflecting human progress thus far. At least X points of each type will trigger the Singularity, so decide what X is - 20 makes for a nice, short game. Finally, decide who goes first.

On each player's turn, the player first draws a card from the deck. Then, the player either:

Play then passes to the next player, unless the point totals are high enough to trigger Singularity or Catastrophe, in which case the game ends.

When each player has played, draw a card from the deck and play it if possible (if Ban, play against the most recently played Technology of the corresponding type; if Unban, play against the least recently played Ban that is still in effect); this represents random events in the world beyond anyone's control. This may trigger Catastrophe or Singularity.

If you wish to keep track over multiple games (say, in a tournament), Catastrophe is worth -1 point to each player, while Singularity is worth 1 point to each player except the one who triggered it, and 2 points to the triggering player. If the world causes Singularity, that is worth 1 point to each player.

If a player wishes to leave in the middle of a game, shuffle that player's hand into the deck and skip the player's turn from then on.

Card List

This is where I really need help. Send in ideas for cards, along with suggested point levels and any special instructions, and maybe a brief blurb describing what's on the card.
Card Name Type Bio Points Nano Points Robo Points Special Instructions
Reliable Cloning Tech 2 0 0 Requires at least one First X Cloned
First Pet Cloned Event 1 0 0
First Livestock Cloned Event 1 0 0
First Endangered Species Cloned Event 1 0 0
First Human Cloned Event 3 0 0 Requires Reliable Cloning
Desktop Fabrication or 3D Printing or CAM? Tech 0 3 3
Drexlerian Nanotech Tech 0 10 5 Requires Nano-manipulators
Nano-manipulators Tech 0 5 3
Many People Uploaded Event 2 0 4 Requires Uploading; robo Catastrophe now impossible - ignore it if it would happen
Internet Tech 0 0 2
International Fiberoptic Backbone Tech 1 1 2 Requires Internet
Gigaflop Desktops Tech 0 0 1
Surveillance Chips Tech 2 0 0 Robo catastrophe, if possible, only needs robo points = 3/4ths the total of bio and nano points from now on, starting immediately
Distributed Personal Processing Tech 0 0 1 Requires Internet
Friendly AI Tech 0 0 4 Requires Cognitive Engineering
Uploading Tech 4 0 4 Requires Friendly AI and Direct Neural Interface
Direct Neural Interface Tech 4 0 4 Requires at least 10 bio and 10 robo points immediately before this card is played
Memetics Tech 0 0 4 Requires Cognitive Engineering
Cognitive Engineering Tech 1 0 3
Free Replicators Tech 0 10 0 Requires Drexlerian Nanotech
Cheap Space Access Technology 0 1 1 Whoever plays this (even the world) immediately gets another turn
Hermetic Life Support 4 0 0
Earth Orbit Colonized Event 0 0 0 Requires Cheap Space Access and Hermetic Life Support; nano Catasrophe now impossible - ignore if it would happen
Nanoimmune Systems Tech 3 3 0 Requires Nanomedicine and Distributed Personal Processing
Nanomedicine Tech 3 1 0 Requires Nano-manipulators
High Tech Terrorism Event 5 5 0 If the Bio or Nano Catastrophe is within 5 points of happening when this card is played, before the points on this card are added, it happens.

Technology and Event cards are quantity 1 each. There are 5 of each type of Ban, and 10 Unbans. Or more or less, depending on how many Tech and Event cards there are.

Variants

Solo Guardian - solitaire. You play a card (or pass and draw a new hand), then the world plays a card. Your object: keep the world from destroying itself.

Villains Three - three player, be the bad guys. For whatever reason, you want the world destroyed...but on your own terms. Each player takes one of the three types (bio, nano, or robo), and tries to make that Catastrophe happen first. Of course, for malcontents like this, the Singularity means all players lose.