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Madison Kramig

Integrity
Arete
Description: In a card game inspired by Aristotles Nicomachean Ethics, the players must collect
some variation of each of ten qualities in order to become a complete man.
Rules:
Goal: Each player aims to collect one card of each of ten qualities.
Materials: 2 players, a deck of Arete cards
To play:
o The players select a dealer. The dealer shuffles the deck of cards and deals 10
cards to each player. The dealer then places the remainder of the deck in the
center. This becomes the draw pile. The dealer flips the top card of the draw pile
over and places it next to the draw pile, thus creating the discard pile.
o Play begins with the other player. This player takes the first turn. A turn consists
of choosing to pick up either the top card from the discard pile or to draw a card
from the draw pile. The player must then discard a card from their hand. If the
card discarded is a switch card, the player must proceed to perform the effects of
that card.
o Play then passes to the next player, who must take their turn as described
previously. Play continues in this cycle.
o If a player has one card from each of the ten quality sets, they may declare so
upon discarding, by announcing Arete. Once this happens, their opponent may
draw one more card from the draw pile and then discard a card from their hand. If
the card discarded is an action card, no action is taken. Play has now ended.
o Once play end, both players reveal their hands. If only one player has one card
from each of the ten quality sets, that player wins. If both players have one card
from each of the ten quality sets, each hand is scored according to the cards in it
and the player with the higher score wins.
o If there are no more cards in the draw pile, both players reveal their hands and
total their scores. The player with the higher score wins.
o If the hands are scored and both players have the same score, the result of the
game is a tie.

Scoring:
Card Type
Virtue
Vice
Eudaimonia
Kakia
Replay

# in
Deck
10
21
1
3
4

Reveal

Reinvent

Rebirth

Replace

Switch

Effect

Score

Quality card
Quality card
A wild card that may be used to represent any quality set.
A wild card that may be used to represent any quality set.
Action Card: The player may take another turn. An action
card may not be picked up from the discard pile after it has
been played.
Action Card: The opposing player reveals their hand. An
action card may not be picked up from the discard pile after it
has been played.
Action Card: The player selects as many cards from
their hand as they choose. They shuffle these
into the draw pile and then proceed to draw
cards until they once again have ten cards in
their hand. An action card may not be picked up from the
discard pile after it has been played.
Action Card: The opposing player must shuffle all of
their cards into the draw pile and then draw ten
new cards. An action card may not be picked up from the
discard pile after it has been played.
Action Card: The player replaces one of the cards in
their hand with any card currently in the discard
pile. The card removed from their hand is placed
in the same position in the discard pile that the
taken card previously occupied. An action card may
not be picked up from the discard pile after it has been played.
Action Card: The player that discards this card gives the
opponent a card from their hand and chooses a card at random
from their opponents hand to add to their own. The card the
player just gave to the opponent may not be selected. An
action card may not be picked up from the discard pile after it
has been played.

+2
-1
+4
-2
+0
+0
+0

+0

+0

+0

Quality sets:
Quality Set
Confidence
Pleasure
Charity
Wealth
Honor
Ambition
Anger
Conversation
Self-expression
Social Conduct

Vice 1
Cowardice
Insensibility
Stinginess
Paltriness
Smallness of Soul
Lack of Ambition
Irascibility
Boorishness
Self-deprecation
Surliness

Vice 2
Virtue
Rashness
Courage
Self-indulgence
Temperance
Wastefulness
Generosity
Tastelessness
Magnificence
Vanity
Pride
Over-Ambition
Proper Ambition
Indifference
Good Temper
Buffoonery
Wittiness
Boastfulness
Truthfulness
Obsequiousness*
Friendliness
Flattery*
*There are two modes of excess for Social Conduct, and therefore three vice cards.

Meaningful Action Analysis:


Draw: Although the choice to draw a card instead of picking up the top of the discard is
somewhat meaningful, the actual act of drawing a card is not due to the randomness and
lack of control.
Pick up: Picking up a card from the discard pile is a meaningful action, because the
player chooses to forego the randomness in drawing a card and picks up a card according
to its potential usefulness to their hand.
Discard: Discarding is a meaningful action. Not only does the player have complete
control over the card they discard, but also the card then available to their opponent in the
form of the top of the discard pile.
Declare: Declaring a complete hand is a meaningful action. The player has a choice in the
subject of when to make this declaration and may choose to wait in order to increase the
score of their hand.
Deal: (INV) Dealing the starting cards is not a meaningful action in that there is no
choice involved.
Reveal: (INV) The players revealing their hands is not a meaningful action in that there is
no choice involved.
Scoring: (INV) The players scoring their hands is not a meaningful action in that there is
no choice involved.

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