Professional Documents
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Theme: Personas
Game Title: Identity Crisis
Players: 4-8
Synopsis:
In this game Patient X has been committed to a local mental hospital. The players represent the four to eight
different personas created by Patient X in an attempt to deal with the vast amount of troubles he/she has
had to endure growing up. The object of the game is to navigate the mental hospital recreated in his/her mind
and be the last persona left at the end of the game. This persona will be the one that is the patients true and
original personality effectively curing the patient of his/her multiple personality disorder.
A. Goals
1. To get as many influence tokens as possible each turn.
2. To be the first player to reach 20 influence tokens or the last player with influence tokens.
B. Actions
1. Players receive a number of influence tokens each turn based on their personas.
2. Players may move Patient X a number of spaces based on their individual persona movement
conditions.
3. Players may enter a room.
4. Players draw from the room deck once every time the enter a new room.
5. Once per Game players may use their personas influence ability.
C. Terminating Conditions
1. Running out of Influence Tokens
2. Being lost to a Painful Memory.
3. If there are no remaining rooms to enter everyone loses.
D. Objects
1. Game Board
2. Persona Cards
3. Memory Decks
4. 8 sided dice
5. Influence Tokens
E. Rules
1. Players may not move more than the allowed movement of their persona
2. Players may use their personas influence ability only once per game.
3. Players may not enter more than one room per turn.
4. A room may only be entered once per game.
5. Player can only win with having 20 or more influence tokens If they have this number after receiving
their tokens per turn.
6. Players lose a number of influence tokens based on their persona if they do not enter a room in a given
turn.
F. Setup
1. Game Board and Room deck are setup.
2. Memory Decks are setup.
3. Patient X is placed at starting location.
4. Players roll 8 sided die to see what persona they take on.
5. Players receive five influence tokens.
6. Players roll die again to see who goes first. Highest roll goes first then it becomes turn based going
counter clockwise.
Start
Game Board
Setup
Setup
Room Deck
Setup
If not game is
over everybody
loses.
Patient X Set
to Staring
Point
Players
Receive 5
Influence
Tokens
Players Roll To
see who goes
first
Any Rooms
left to
enter
Yes
Play/Go/Start
of Turn
Player
Receives
Influence
Tokens
No
End of Turn
Memory Decks
Setup
No
Only 1
Player
Remaining
Yes
Game Over
Yes
Influence
Tokens >
20
No
No
Player gains a
number of
Influence
Tokens
Player out of
Influence
Tokens
Yes
Player
Chooses how
far to move
Patient X
Player Is
removed from
Game
No
Player loses a
number of
Influence
Tokens
Pleasant
No
Player
entered a
room
Yes
Player
Draws a
Memory
Card
Painful
Player Draws a
Room Card
Winning for
have 20 or
more Tokens
can only occur
during this step
Pleasant
Memory
Room 14
Room Cards
Painful
Memory
Room 26
Influence
Tokens
Room 12
Room 24
Room 17
Room 25
Room 10
Room 22
Room 15
Room 23
Nurse Desk 1
Room 11
Room 8
Room 9
Room 6
Nurse Desk 2
Each
2x2
square
is one
space
Room 5
Room 4
Room 3
Room 20
Room 21
Room 2
Room 18
Patient X
Start
Room 1
Room 19
Actions
1. Players receive a number of influence tokens each turn based on their personas.
This is not a meaning full choice this happens every turn for every player still in the game and the player has
no influence on this.
2. Players may move Patient X a number of spaces based on their individual persona movement
conditions.
In my opinion this is a meaningful choice. Even though the player has a maximum amount of space they can
move there is no restraint on the minimum or the direction. The player can move Patient X away from
available rooms and lose Influence Tokens themselves in an effort to put out another player if they so
choose to do so.
5. Once per Game players may use their personas influence ability.
This is definitely a meaningful action. The players having access to a mechanic that they are limited to using
only once per game fits the criteria for a meaningful choice almost to a tee. Choosing when to use this
ability in most if not all cases will directly effect the outcome of the game.