Two advocacy organizations, one goal: end routine infant circumcision. Build a campaign from a shared supply and be the first to reach a national tipping point of public Support β before the rival org does.
Each turn has two phases, like Dominion: play your Campaign actions, then cash your Arguments and buy.
π¬ Arguments = moneyTalking points, papers, landmark cases. Play them in the buy phase for Influence to spend.
π£ Campaign = engineProtests, studies, books, socials. They give +cards, +actions, +buys, +influence β chain them to do more each turn.
πͺ§ Support = pointsLocal β State β National. It scores toward the win but does nothing in hand, so buying it too early stalls your engine.
Turn:1 play actions β 2 enter buy phase (Arguments auto-cash to Influence) β 3 buy with Influence & Buys β end turn. First org to the Support goal wins. Each game deals a different set of campaign cards, so the best engine changes every time.
In much of Europe routine circumcision is already rare, so the rival org campaigns gently. In the U.S. it's common and entrenched, so the rival pushes far harder.
A design prototype reskinning the deckbuilding loop onto intactivist advocacy (opposition to routine infant circumcision). Card flavor references real studies from the debate; some findings are contested. A conversation starter, not medical advice.
π£ Campaign actions β your engine played in the action phase Β· a fresh set each game
π¬ Arguments β your currency cash for Influence
πͺ§ Support β how you win points, but dead weight in hand