DĒMOS GAME BOOKLET CONTENTS

 

< Simplified Rules for Learning (3 to 5 players)

< Complete Game Rules (3 to 5 individual players)

< Additional Rules: Team Play Mode

— Game Mode: 2 vs 2 (for 4 players)

— Game Mode: 2 vs 3 (for 5 players)

— Game Mode: 2 vs 2 + 1 (for 5 players)

< The Philosophy of DĒMOS

 

Simplified Rules for Learning (3 to 5 Individual Players)

 

  1. Game Content of DēmoS and Setup (48 cards) For this learning game, 12 figure cards (excluding the 2 ''Media'' cards) are extracted, shuffled, and placed in a face-down pile at the centre of the table. This is the Power Pile. Shuffle 36 number cards (excluding the Aces). This pack forms the People's Pack and is used for dealing. Designate a first dealer. The role of dealer rotates clockwise with each round. All actions, regardless of their nature, begin clockwise with the player to the left of the active dealer. The dealer distributes 5 number cards, one by one, to each player. Each hand always contains 5 cards. The number cards are collected and reshuffled after each round.
  2. Phases of Play A game proceeds in 2 distinct phases:
    • Main Phase: Acquisition of Figures, through a series of 2-round turns aiming to form a consecutive sequence of 3 cards.
    • Final Phase: The Election of the Winner, when all figures have been drawn.
  3. Main Phase: Acquisition of Figures
    • Round Progression (the 2 "discard" turns):
      • "Public Discard": Each player chooses 1 card from their hand that they do not wish to keep, places it face-up in front of them, and receives the first face-down card from the People's Pack.
      • "Secret Discard": Each player chooses 1 card from their hand to discard, places it face-down in front of them, and chooses either to receive 1 new card from the People's Pack, or to take 1 of the cards already placed in the Public Discard (including their own).
    • Round Resolution:
      • Each player chooses their best sequence of 3 number cards. Those who do not have one forfeit. The 2 remaining cards remain secret. The points for a sequence are calculated as follows:
        • 1 single suit = 12 points + the value of the smallest card (e.g., ♠7, ♠8, ♠9 is worth 12+7=19 points).
        • 2 suits = 8 points + the value of the smallest card.
        • 3 suits = 4 points + the value of the smallest card.
      • The player with the most points wins the round. In case of a tie:
        • The player with the greatest number of cards of the same suit in their complete hand (5 cards) wins.
        • In case of a perfect tie again: The player with the highest total points on the two unplayed cards in their hand wins.
        • In case of an absolute tie: Both players win the round ex aequo, unless there are not enough figures remaining, in which case the order of the dealing turn takes precedence.
      • The winning player(s) of the round draw 1 card from the Power Pile.
      • The round's points are recorded for each player's sequence.
  4. Final Phase: The Election of the Winner
    • Winner and Harmony of Powers: The winner of the game is the player who can present the strongest ELJ trio among those they have collected.
    • Hierarchy of the Harmony of Powers (1st Priority): 1st Priority: Tricolour ELJ Trio > Bicolour ELJ Trio > Monocolour ELJ Trio. 2nd Priority: In case of a tie, the player with the highest cumulative total of points across all rounds wins the game. If the tie persists, victory is shared.

 

 

Complete Game Rules (3 to 5 Individual Players)

 

  1. Game Content of DēmoS (54 cards)
    • 40 Number Cards: In 4 suits (♠, ♥, ♦, ♣), numbered from 1 to 10.
    • 14 Figure Cards: Composed of 3 types of figures – "E" (Executive), "L" (Legislative), "J" (Judicial) – each in 4 suits, plus 2 special "M" (Media) figures.

 

  1. Phases of Play A game proceeds in 3 distinct phases:
    • Main Phase: Acquisition of Figures.
    • Scandal Phase: The Media.
    • Final Phase: The Election of the Winner.

 

  1. Game Setup
    • Separation of Figures: Separate the 14 Figure cards, shuffle them face-down to form a single face-down pile at the centre of the table. This is the Power Pile.
    • People's Pack: Shuffle the 40 number cards. This pack forms the People's Pack and is used for dealing.
    • Designating the Dealer: Designate a first dealer. The role of dealer rotates clockwise with each round.
    • General Order of Play: All actions, regardless of their nature, begin clockwise with the player to the left of the active dealer.

 

  1. Main Phase: Acquisition of Figures The Main Phase consists of a series of rounds (up to 14) that continue until the Power Pile is empty. Each round is composed of 3 discard turns aiming to form a consecutive sequence of 3 cards OR a Harmonious Square of 4 cards.
    • The Deal: The dealer distributes 5 number cards, one by one, to each player. Each hand always contains 5 cards. The number cards are collected and reshuffled after each round.
    • Round Progression (the 3 "discard" turns):
      • "Public Discard": Each player chooses 1 card from their hand that they do not wish to keep, places it face-up in front of them, and receives the first face-down card from the People's Pack.
      • "Secret Discard": Each player who wishes to do so chooses 1 card from their hand to discard, places it face-down in front of them, and chooses either to receive 1 new card from the People's Pack, or to take 1 of the cards already placed in the Public Discard (including their own).
      • "Unanimous Discard": The agreement of all players is necessary. Each player has a single veto per game, which, if used, cancels the turn. Otherwise, the Secret Discards are turned face-up. Each player must discard 1 card from their hand face-down, then chooses either to receive 1 new card from the People's Pack, or to take 1 of the cards already placed in the Visible Discards (including their own).
    • Round Resolution:
      • Each player chooses the best sequence of 3 number cards OR a Harmonious Square of 4 cards from their hand that they will reveal (those who do not have one forfeit). The remaining cards (2 if a sequence, 1 if a Harmonious Square) will remain secret. The points for a sequence or a Harmonious Square are calculated as follows:
        • Harmonious Square (4 suits, same number): Reveal 4 cards from your hand with the same number but different suits (for example, ♠7, ♥7, ♦7, ♣7). This combination is worth 30 points.
        • Sequence of a single suit: 12 points + the value of the smallest card (example: ♠7, ♠8, ♠9 is worth 12 + 7 = 19 points).
        • Sequence of 2 suits: 8 points + the value of the smallest card.
        • Sequence of 3 suits: 4 points + the value of the smallest card.
      • The player with the most points wins the round. In case of a tie:
        • The player with the greatest number of cards of the same suit in their complete hand (5 cards) wins.
        • In case of a perfect tie again: The player with the highest total points on the unplayed cards in their hand wins. (Note: If a player played a Harmonious Square, they only have one unplayed card.)
        • In case of an absolute tie: Both players win the round ex aequo, unless there are not enough figures remaining, in which case the order of the dealing turn takes precedence.
      • The winning player(s) of the round draw 1 card from the Power Pile.
        • Important: If a player wins the round with a Harmonious Square, they draw 2 cards from the Power Pile instead of just one.
        • Furthermore, if a player wins the round with a Harmonious Square, all other players must immediately reveal (turn face-up) the first Figure card (E, L, or J) they have acquired. If a player has not yet acquired a Figure, they are not affected by this effect.
      • The round's points are recorded for each player's sequence.

 

  1. Scandal Phase: The Media
    • Arrangement of Power Cards: Each player who has acquired power cards places them in front of them, spaced out, face down.
    • Revelation and Annulment of Media: Players announce and reveal if they possess Media cards. If a player has 2, their power mutually cancels out, and the 2 cards are discarded.
    • Media Action: Each holder of a "Media" card designates another player and one of their hidden "power" cards (E, L, or J). They then announce a new suit (♠, ♥, ♦, ♣) for this hidden card, which will be its suit for the final tally. The targeted card is turned face-up and the "Media" card is placed on top of it. This power card will obligatorily be part of the targeted player's final trio.

 

  1. Final Phase: The Election of the Winner The game ends when all Figures (E, L, J, M) from the Power Pile have been drawn or after a predefined number of rounds.
    • Winner and Harmony of Powers: The winner of the game is the player who can present the strongest trio of the three components of power (E, L, J) among those they have collected. Each player chooses their best trio from their acquired figures.
    • Hierarchy of the Harmony of Powers (1st Priority):
      • Tricolour Executive, Legislative, Judicial (ELJ) Trio of 3 different suits.
      • Executive, Legislative, Judicial (ELJ) Trio with 2 of the same suit.
      • Executive, Legislative, Judicial (ELJ) Trio of the same suit (monocolour).
    • Tie-breaking in case of equality (2nd Priority): In case of a tie on the Harmony of Powers: The player with the highest cumulative total of points across all rounds wins the game. If the tie persists, victory is shared.

 

 

Complementary Rules: Team Play Mode

 

These rules are added to and modify the DēmoS Game Rules (3 to 5 players) to allow for team play. Unless otherwise stated, all basic game rules remain unchanged.

 

  1. Game Modes and Team Composition
    • 4-player game: Two teams of 2 players (2 vs 2).
    • 5-player game: Two options are possible:
      • Option A: 1 team of 2 players against a team of 3 players (2 vs 3).
      • Option B: 2 teams of 2 players + 1 Independent player (2 vs 2 + 1).

 

  1. Rules Common to All Team Modes These rules apply to all team game configurations.
    • Order of Play and Hand Distribution: The order of play and hand distribution conform to the general Game Rules (see "Game Setup" and "The Deal").
    • Team Communication: Communication between members of the same team is permitted, but it must be strictly time-limited (15 seconds) and discreet, inaudible to other teams. Players may consult only at the beginning of each round (before the deal) and when a collective team decision must be made (e.g., using the team Veto). It is strictly forbidden to show cards, use unprovided electronic devices (except to consult the rules of the game), or deliberately disrupt other teams' communication.
    • Main Phase: Acquisition of Figures:
      • The progression of the 3 "discard" turns (Public, Secret, Unanimous) conforms to the general Game Rules, with each player acting individually.
      • Regarding the Veto for the "Unanimous Discard", each team has only one Veto per game. Its use requires the agreement of all teammates (via brief and discreet consultation). If confirmed, the turn does not take place and the Veto is consumed.
      • The resolution of a round and the calculation of individual points conform to the general Game Rules (including the Harmonious Square at 30 points, the 1-suit sequence at 12 points + smallest, the 2-suit sequence at 8 points + smallest, and the 3-suit sequence at 4 points + smallest).
      • For determining the winner of the Round, the team with the player who has the most points wins the round. In case of a tie for the best individual score, the general tie-breaking rules apply (greatest number of cards of the same suit, highest total of the two unplayed cards). If the tie persists and the tied players are from the same team, that team wins the round. If they are from different teams, both teams win ex aequo; if figures are available, each team draws one figure (priority given by the dealing turn order in case of insufficiency).
      • For acquiring Figures (E, L, J, M cards), the winning team's player draws one card from the Power Pile. The team collectively decides which player the drawn Figure is assigned to (placed face down in front of that player), as each player keeps their figures individually.
        • Important: If a player from the winning team has won the round with a Harmonious Square, their team draws 2 cards from the Power Pile instead of just one. The team decides the allocation of these 2 figures.
        • Furthermore, if a player has won the round with a Harmonious Square, all players from ADVERSE teams must immediately reveal (turn face-up) the first Figure card (E, L, or J) they have acquired. If an opposing player has not yet acquired a Figure, they are not affected by this effect.
      • The allocation of Round Points conforms to the general Game Rules.
    • Scandal Phase: The Media:
      • The arrangement of power cards, the revelation of Media cards, and their annulment conform to the general Game Rules, except for the Independent player who, if they hold both Media cards, does not discard them but places them face-up in front of them.
      • The Media Action allows the holder of a "Media" card to designate another player and one of their hidden "power" cards (E, L, or J), then announce a new suit (♠, ♥, ♦, ♣) that this card will have for the final tally. The player can target an opponent (to disrupt) or a teammate (to help with harmony). The targeted card is then turned face-up with the "Media" card on top of it, and it will obligatorily be part of the targeted player's final trio.

 

  1. Game Mode: 2 vs 2 (for 4 players)
    • Composition: The 4 players are divided into 2 teams of 2. The distribution can be decided freely or by drawing lots.
    • Specific Rules: All 'Rules Common to All Team Modes' (Section 2 above) apply. No additional specific rules are to be noted for this game mode. The winner is the team that can collectively present the strongest "Harmony of Powers Trio" (according to the hierarchy of 3 suits > 2 suits > 1 suit, as defined in the basic game rules). In case of a tie for the best harmony, the team whose player has the highest cumulative total of points across all rounds wins the game. If the tie persists, victory is shared.

 

  1. Game Mode: 2 vs 3 (for 5 players)
    • Composition: The 5 players are divided into one team of 2 players and one team of 3 players.
    • Advantage for the 2-player Team: To compensate for the numerical disadvantage, the 2-player team has 2 Vetoes per game (instead of just one for the 3-player team).
    • Specific Rules: All 'Rules Common to All Team Modes' (Section 2 above) apply. The winner is the team that can collectively present the strongest "Harmony of Powers Trio" (according to the hierarchy of 3 suits > 2 suits > 1 suit, as defined in the basic game rules). In case of a tie for the best harmony, the team whose player has the highest cumulative total of points across all rounds wins the game. If the tie persists, victory is shared.

 

  1. Game Mode: 2 vs 2 + 1 (for 5 players)
    • Composition: Two teams of 2 players and one Independent player.
    • Objective of the Independent Player: The Independent player can win the game in several ways. They can either achieve the 3-suit Harmony of Powers themselves (absolute priority for all players), or, if this ideal is not achieved by any player, they can win by fulfilling one of their specific secondary victory conditions:
      • Option 1 (The People's Spokesperson): They have the highest cumulative total of points across all rounds among all players (including team members).
      • Option 2 (The Media Controller): They have collected both "Media" cards and at least one "Judicial" card at the end of the game.
      • Option 3 (The Dissident): They hold a "Bicolour Harmony of Powers Trio" (an ELJ trio with 2 of the same suit).
    • Independent Player's Veto: They have their own Veto (only one per game) which they can use during the "Unanimous Discard" for their own benefit or to block an action unfavourable to their objectives.
    • Independent Player's Media Action: If they possess a "Media" card, they use it like other players (designating another player's hidden power card (E, L, or J) and changing its suit). Their objective is to direct this action to benefit their own victory conditions (e.g., breaking team harmonies or targeting cards for their secondary objectives).
    • Impact on Determining the Winner: The Final Phase proceeds in several verification steps, in order of priority:
      • Priority 1: The 3-Suit Harmony of Powers.
        • Each player (whether Independent or a team member) checks if they can form a 3-suit ELJ trio among their acquired figures.
        • If at least one player presents such a trio, the game is won by their side. The winner is then:
          • The Independent player if they have formed a 3-suit ELJ trio.
          • The team whose player has formed a 3-suit ELJ trio.
        • In case of a tie (several players, Independent and/or members of different teams, have a 3-suit trio), the player (and thus their team or the Independent player) with the highest cumulative total of points across all rounds wins the game. If the tie persists, victory is shared.
      • Priority 2: The Independent Player's Specific Secondary Victory Paths.
        • If no player (Independent or team member) has been able to form a 3-suit ELJ trio (i.e., if Priority 1 has not determined a winner), then the Independent Player checks if they have fulfilled one of their own victory options: People's Spokesperson, Media Controller, or Dissident, in which case they win the game.
      • Priority 3: Residual Trios of Teams.
        • If no winner has been determined in Priorities 1 or 2, each player checks if they have a Monocolour ELJ Trio. In case of a tie, the team with the highest cumulative total of points across all rounds wins the game. If none of the above conditions are met, the game ends with no winner.

 

 

The Philosophy of DēmoS

 

The game DēmoS takes its name from the Greek dêmos (δῆμος), which refers to "the people," and places itself at the heart of the concept of "democracy" (the power of the people). It reinterprets the symbolism of playing cards to embed the gaming experience within contemporary political dynamics.

 

  1. The Anachronism of Traditional Cards: An Unconscious Feudal Heritage

An analysis of the iconography of traditional playing cards reveals a symbolic permanence that is striking in the democratic era. The figures of the King, Queen, and Jack (KQJ) are not mere abstract representations of hierarchical values; they embody a system of power that is intrinsically monarchical, patriarchal, and feudal. The King dominates, the Queen, though powerful, is subordinate to the masculine, and the Jack represents a status of service or noble youth. This structure reflects a society where authority stemmed from birth and lineage, not from popular sovereignty or citizen equality. The notable absence of "the people" as an actor of power—with number cards reduced to a quantitative value without symbolic prestige—further underscores this outdated vision.

Similarly, the suits (Spades, Hearts, Diamonds, Clubs), whose origins date back to the European Middle Ages, perpetuate an obsolete social classification. Historically, they symbolised the constituent bodies of medieval society: the nobility and military (Spades), the clergy (Hearts), the bourgeoisie and merchants (Diamonds), and the peasantry (Clubs). Although their original meaning has largely faded from memory for most contemporary players, these symbols continue to convey, subliminally, a rigid and hierarchical social division.

The persistence of this iconography in the daily use of playing cards is remarkable. It constitutes a striking example of cultural anachronism, where artefacts of entertainment continue to propagate representations of an abolished social order. Traditional games have not evolved symbolically at the pace of the societies that play them, thus passively maintaining a form of "symbolic political illiteracy" in the realm of leisure. The idea of "panem et circenses" (bread and circuses), while focusing on providing "bread" (subsistence) and simple entertainment ("circuses"), has neglected to adapt the symbolic content of these very games to the ideals of emancipation and citizen participation.

 

  1. DēmoS: A Contemporary Reinterpretation of Power

It is in response to this symbolic heritage that DēmoS positions itself as a deliberately modern and conceptual game design proposition. The major innovation lies in the conscious replacement of the monarchical KQJ triad with an institutional triptych: Executive (E), Legislative (L), and Judicial (J). These figures are not hierarchised among themselves; their value lies in their complementarity and their ability to form a coherent structure. This approach directly reflects the democratic principle of the separation of powers, emphasising the interdependence and balance necessary for the functioning of a modern state.

Concurrently, the role of the number cards, designated as the "People's Pack," is revalued. They cease to be simple "low" cards to become the driving and quantitative force of legitimacy. Game mechanics, notably the formation of sequences and the accumulation of points, attribute crucial importance to "numbers," a metaphor for popular support that conditions the victory of rounds. The integration of "Media" cards furthermore introduces an essential contemporary dimension. Representing the "Fourth Estate," the Media illustrate their capacity to influence public perception and shape political discourse, adding a relevant strategic layer to modern power dynamics.

Thus, DēmoS, in its most elaborate game version (2 vs 2 + 1), reconstructs the ambiguous path to power (electoral campaigns), most often based on a strong single theme, although Social, Economic, Security, and Environmental balance is the providential objective. But intrigues, calculations, vetoes, scandals, currents of opinion, and dissidence come to disrupt it. Yet, in the end, one must govern in the balance of at least three of four major themes to win: Social, Economic, Security, and Environmental.

In essence, DēmoS is not merely a strategy game; it is a conscious cultural artefact that proposes a thematic and symbolic reinterpretation of the card game, rooted in the principles and dynamics of contemporary democratic societies. It offers players the opportunity to interact with an iconography that reflects not a fixed past, but an evolving vision of power and citizenship. In doing so, DēmoS invites a playful reflection on how games can, beyond mere entertainment, educate and raise awareness of the foundations of social and political order.

 

Symbolism of Cards according to DēmoS

  • Hearts (): Social values, well-being, health, education, culture, quality of life, community ties.
  • Spades (): Security, defence, public order, sovereignty, protection of rights, stability.
  • Diamonds (): Economy, prosperity, trade, innovation. Embodies employment, wealth, asset management.
  • Clubs (): Agriculture, environment, natural resources, sustainability. Connects humanity to nature and climate issues.
  • Executive (E): Sets the course, defines strategy, directs the nation's action.
  • Legislative (L): Forum for dialogue and deliberation. Representation of the people and drafting of law.
  • Judicial (J): Balances rights, applies law, protects against arbitrary rule. Guarantees freedoms and fairness.
  • Media (M): Surveillance, investigation, information. Universal reach, immediate influence and impact on truth, whether true or false. Rumour and social networks.

 

 

Creator's Suggestion: The most experienced and politically engaged players may assign a specific value to the figures (Social, Economic, Security, and Environment) according to their common or personal opinion. For example, they may award an additional 10 points to sequences of a player's favourite and pre-announced suit, and/or grant primacy to the player who, prior to the game, declared their harmonious figure trio and target suits. This promises lively but enriching debates, provided they remain fair play, as all good players should.

 

 

 

ENJOY THE GAME!

 

 

DēmoS: Quick Reference Guide

 

🏆 Core Objective

  • Individual Play: Aim to collect the most harmonious E-L-J (Executive, Legislative, Judiciary) trio. Priority: 3 different suits > 2 suits > 1 suit.
  • Team Play: Your team must collectively achieve the most harmonious E-L-J trio.
  • Independent Player (2 vs 2 + 1): Win with a 3-suit E-L-J trio, OR by alternative conditions: highest cumulative points, 2 Media cards + 1 Judiciary card, or a two-suit trio.

🎲 Key Gameplay

  • Setup:
    • Power Pile: Shuffled Figure Cards (E, L, J, M).
    • People's Deck: Shuffled Number Cards.
    • Each player receives 5 Number Cards.
  • Game Phases:
    • Main Phase: Acquire Figure Cards through rounds.
    • Scandal Phase (Full/Team Rules): Media card actions.
    • Final Phase: Determine the winner (based on E-L-J harmony).

🔄 A Round in Brief

  • Discard Rounds:
    • Public Discard: Discard 1 card face-up, draw 1 from the People's Deck.
    • Secret Discard: Discard 1 card face-down, draw 1 from the People's Deck OR take 1 from the Public Discard pile.
    • Unanimous Discard (Full/Team Rules): Discard 1 card face-down. Requires agreement (each player/team has 1 Veto per game). Draw 1 from the People's Deck OR take 1 face-up card.
  • Winning the Round:
    • Present the best sequence of 3 consecutive Number Cards.
    • OR a Harmonious Square (4 cards of the same number, 4 different suits) if playing full rules (30 points, draw 2 Figures, forces opponents to reveal a Figure!).
    • Sequence Scores: 1 suit (£12 + lowest card), 2 suits (£8 + lowest card), 3 suits (£4 + lowest card).
    • Tie-breaker: Player with more cards of the same suit in hand, then total value of the 2 unplayed cards.
    • The winner draws a Figure card.

🗞️ Scandal Phase (Full/Team Rules)

  • If you hold a Media card, choose a hidden Figure card (E, L, or J) from another player and change its suit. This card becomes mandatory in their final trio.
  • Two Media cards cancel each other out (unless held by the Independent Player).

🎉 Final Phase: Determining the Victor

  1. Priority 1: The E-L-J trio of 3 different suits (immediate winner). In case of a tie, cumulative points decide.
  2. Priority 2 (2 vs 2 + 1 Mode): If no one has a 3-suit trio, the Independent Player can win if they meet their specific conditions.
  3. Priority 3: If no winner yet, check for two-suit then one-suit E-L-J trios. Cumulative points decide ties.

Create Your Own Website With Webador