← All work
01 / Core projectPlayable prototype

Norms & Negotiations

《规训牌局》

A tabletop game about who pays for “should”.

RoleGame design, rules, card copy, visual direction
Format3–4 players / 8 rounds / ~40 min
StatusPlayable prototype
Year2026
Cover of Norms & Negotiations, showing four players around a table
Norms & Negotiations / 规训牌局Box cover and visual system, 2026

01 / Context

We usually describe choices as personal. But by the time an option appears, norms have already priced it.

I wanted players to feel that distribution — not sit through a lecture about it. The game turns “should” into something you can negotiate, refuse, or quietly pass on to someone else.

02 / What I did

I designed the system. Four social positions. Thirty-six Life event cards. Twenty-four secret Breakout cards. A shared pressure track. Eight rounds. One rulebook.

The point was not to illustrate a theory. It was to make a small machine where players could disagree about what a cost is, who should carry it, and whether a rule can be rewritten.

03 / How it plays

Each turn starts with a Life event. Then a player chooses a standard action, may play one secret Breakout card, and checks the consequences.

Pressure is shared. A choice that protects one person can make the room tighter for everyone else. That is the part I care about: the moment a private decision becomes a public atmosphere.

4Social positions
36Life cards
24Secret cards
8Rounds

04 / What changed

The project now exists as a complete prototype: rules, cards, box, and a visual system. It moved from an argument into a system that other people can enter, misread, and re-rule.

I am not claiming an impact yet. The next thing to test is whether the table changes what players notice after they leave it.

05 / What I’m asking now

Can a game make a norm visible without turning it into a quiz? Can the pleasure of negotiation survive the seriousness of the subject?

If you want to playtest the next version, say hello.