Xenon Profiteer
Xenon Profiteer Rulebook
Table of Contents
Table of Contents
Warning
Before using this product, carefully read this manual and retain it for future reference. Parents and guardians of children should read this manual and make sure that the child follows all safety precautions.
This product has been designed with the highest concern for safety. However, any board game device, if used improperly, has the potential for causing fire, electrical shock or personal injury.
Use the Xenon Profiteer system in accordance with the instructions provided in the product documentation. Unauthorized modification of the rules herein will void your warranty.
Refer servicing to qualified personnel only.
Credits & Acknowledgements
Game Design: T. C. Petty III Graphic Design: Daniel Solis, (T. C. Petty III) Publisher: Eagle-Gryphon Games Platinum Playtesters: E. B. Singer, Rob Singer, Jim Neuschwander, Tim Hing, Steve Fisher, Steven Doughty, Brian Linnen, Mario Arnold, Seth Jaffee, Lanier Wexford, Ralph Anderson, Michael Mindes, Josh Tempkin, Kevin Brusky.
Special Thanks To Ben Pinchback for the initial idea (Xenon being element 54). To Chris Kirkman for passing on it and being supportive, to Daniel Solis for the organic balancing concept, to all the playtesters at Unpub, and anyone who took the time and energy to download and play the print and play beta version. To Ralph and Rick for believing in the game enough to publish it, to pretentious math rock, to Global Mogul & Credit Mobilier and to all those designers with a boring coastal European town name in the title of their game, keeping the boring dream alive. Thank you.
Components
Depending on your region, this system is packaged with the following components:
- 216 Playing Cards
- 25 Bid Tokens in 5 player colors
- 28 Coins of multiple denominations
- 1 Xenon Privilege Token
Basic Set-up
Lay out all (N), (O), (Kr), (Xe) cards in tall stacks face-up on the table to form a supply. These are drawn during the game to form packets of AIR. Place the ($) tokens near to form a supply.
Shuffle the Contract Deck and Upgrade Deck separately and place them face-down in the center of the table. Draw 4 cards from each deck and form a line of cards (in a 2-player game, draw and form a line of 3 cards) — a Contract Line and an Upgrade Line.
2-Player Set-up: Only 3 Cards per line.
Console Set-up
To the right is an example of the Distillation Console Standard Layout. As the layout expands, be sure that your facility is connected as shown.
Give each player a Central Console, five Bid Tokens in their chosen color, and $3.
Then, to form each player's starting System (personal deck of cards) give each player a Feed card, a Reflux card, and two packets of AIR. When complete, each player's System will consist of 10 cards. Each player shuffles separately, and then draws their starting hand of 5 cards. Return all unused Feed, Reflux, and Center Console cards to the box.
A player's System is laid out with a Discard pile to the left, the System (draw pile) in the center, Upgrades attached below/to the left, and Contracts attached to the right (with Completed Contracts and Stored (Xe) tracked underneath), and any Connected Pipelines beneath the System.
AIR
Anytime a player Introduces AIR to their System during the game, they receive one (N) card, one (O) card, one (Kr) card, and one (Xe) card, then place them into their discard pile. This is called an AIR packet. This represents the elements present in AIR that players will then Distill in an attempt to isolate the lucrative element Xenon (Xe).
Determine a starting player randomly.
Goal
Players are racing to upgrade their System and isolate the element Xenon in order to complete Contracts and collect valuable Xenon Points (star). The player with the most star at game end from a combination of Upgrades, Pipelines, and fulfilled Contracts will be the winner.
The game ends when a player has either built 5 Upgrades or completed 5 Contracts. The player that triggered the game ending, receives a Xenon Privilege token, and either places it face-up or face-down. All other players receive one final turn and then tally points to determine the winner (see Game End & Scoring).
Order of Play
The starting player begins the game by taking a turn. When her turn is complete, play continues in clockwise order to next player and so on. Each part of a player's turn is described on the Central Console and each action must be taken in order. On the backside of each Central Console is a new set of actions that represent "Overtime." When a player chooses to take "Overtime," she must follow this set of actions instead (see Overtime).
When your turn begins, lay your entire hand face-up on the table.
From Top to Bottom
A player's turn consists of taking the actions listed on the Center Console in descending order (from top to bottom). Players begin by Distilling, then choosing between AIR or WIPE, and finally choosing between BUY or BID.
Each Console is double-sided allowing for a player to take OVERTIME which is a slightly altered turn sequence (see Overtime).
DISTILL
The first part of your turn is Distilling and involves removing element cards from your hand, returning them to the general supply. The goal of this part of the turn is to remove all elements except (Xe), or if that is impossible, attempt to remove the most elements at once.
On each Central Console, elements are ranked from top to bottom in Distillation priority: (N), (O), (Kr), (Xe). An element that would be removed from AIR first in the real process of Air Separation is always removed first when Distilling (in descending order (N), (O), (Kr)). ALL cards representing this element are removed and returned to the supply.
For example, if you draw a hand of (N), (N), (O), (Kr), (Xe), you will return both (N)'s to the general supply. Keep in mind that some Upgrade abilities (like "Reflux") may also be used to help aid in Distillation.
Isolating Xenon
When you have no other elements besides (Xe) in your hand, you have isolated Xenon. Immediately take any (Xe) and place it face-up to the right of your Central Console (or underneath any attached Contracts). These (Xe) cards are in cold storage, waiting to be used to fulfill Contracts.
Upgrade cards do not count as elements when Distilling or isolating Xenon.
For example, if you draw a hand of (O), (Xe), (Xe), ("Feed"), ("Reflux"), on your first turn, you must return (O) to the supply. Since you do not have any elements other than (Xe), place both (Xe) to the right of your Central Console.
OVERTIME
As mentioned above, you may look at your hand and decide that Distilling once will not be enough to isolate Xenon or remove enough key elements from your System. You may, before Distilling, decide to flip your Center Console to the reverse side. This will allow you to DISTILL twice in one turn, but you then MUST take the restricted actions listed in order on the card (Bid x2, Reshuffle).
However, Overtime must not be taken two turns in a row. To note this, leave the Center Console on Overtime until the beginning of your next turn when the card will be flipped and your turn will be performed as normal.
Overtime is good to use when extra Distillation is needed and will also allow you to reshuffle cards from your discard pile, giving an opportunity to draw key Upgrades near game end.
AIR or WIPE
After Distilling, you must then decide whether you will Introduce AIR into your System for 2 ($) or WIPE a line of cards face-up beside the Contract or Upgrade deck, revealing more options for you to purchase later in your turn. You must only take one of these actions.
AIR
Add a packet of AIR to your System ((N),(O),(Kr),(Xe)) by placing it into your discard pile to the left of your System. Anytime that you Introduce AIR into your System you will also receive 2 ($).
WIPE
Choose the Contract or Upgrade line of cards. Remove all cards from that chosen line, with the exception of any cards that have a Bid Token on them, and place all cards into a discard pile nearby that deck. Then, draw cards from that deck to refill the line back up to 4 cards (3 cards in a 2-player game).
Overtime Note: You cannot take the AIR or WIPE actions during Overtime.
BUY or BID
Then, you must decide whether to BUY a Contract, Pipeline, or Upgrade, or BID by placing a Bid Token onto any card in either line-up. You must only take one of these actions.
BUY
In the upper left-hand corner of a card, within the hexagon, is the price in ($) tokens to purchase that card. To purchase a card, return ($) tokens equal to the cost on the card and retrieve that card from the line-up. Depending on the type of card, it will then be placed into a different area of your Facility.
Upgrades
Upgrades are cards with abilities that may be used during your turn to increase the efficiency of your Air Separation Facility. In the upper-left-hand corner is the cost to add this card to your System. If this cost in ($) is paid to the supply, place the card directly into your System discard pile.
Upgrades that are placed into your System, along with the two starting Upgrades ("Feed" & "Reflux"), can be played for their ability when they are drawn into your hand. To play an Upgrade for the ability text on the card, simply place it into your discard pile when appropriate and perform the ability.
INSTALLing
Most Upgrades will also have a cost in the lower-right-corner. This is the total cost to INSTALL the Upgrade. If the Upgrade has this cost, you may BUY the Upgrade for this higher price from the Upgrade line and immediately INSTALL it to the left of your Center Console (connected by gray pipes). You may use the ability of an Installed Upgrade every turn, for the rest of the game. Cards in pink have no INSTALL cost and can never be Installed.
Anatomy of an Upgrade: Card Title (top); BUY Cost (top-left hexagon); Cost to INSTALL from Hand (small circle, top-left); Ability Phase (icon showing when the ability is used, e.g. DISTILL); Ability Text; Flavor Text; INSTALL Cost (bottom-right).
Upgrades with a cost in the lower-right corner, including the Starting Upgrades, may also be Installed from your hand on a future turn for the difference in price between the upper-left and lower-right amount. This cost is conveniently noted in a small circle in the upper-left corner. Pay the required cost in ($) tokens and INSTALL it to the left of your Center Console. This action may be performed at any time during your turn and it does not require a Buy action to Install an Upgrade from your Hand.
Each Installed Upgrade is worth 1 star at game end.
Pipelines
Pipelines represent underground pipeline contracts with local businesses created to transport Nitrogen (white), Oxygen (gray), and Krypton (black) respectively. A Pipeline is purchased for the cost in the upper-left corner and is immediately attached to the underside of your Central Console.
Once attached, your hand size increases by one card. There are three types of Pipelines, represented by white, gray, and black, and you cannot buy a duplicate of any one color. This will allow you to increase your hand size up to a maximum of 8 cards during the game. Splay them to the left as you attach them, to note what colors you have collected.
Pipelines also become increasingly more valuable as you collect them.
If you have 1 Pipeline at the end of the game, you will score 1 star. But, if you have 2 Pipelines, you will score 2 star for each Pipeline (thats 4 star total, or 9 star total if you own 3).
Contracts
Contracts are electronics, medical, and government customers that require your valuable, highly-purified Xenon as raw material to create their specialty products. Contracts are the main source of star and can be highly lucrative. When completed, by collecting enough (Xe), they will provide a certain amount of star's at game end, and you will immediately collect ($) equal to the number in the circle at top-right.
Contracts have zero cost and simply require a BUY action to take from the line. When taken, they are attached to the right of your Center Console. As noted by the single Pipe opening on each card, you must only work on ONE Contract at a time. Splay any stored (Xe) cards underneath the Contract to denote how close you are to completing the Contract. You do not need to have any stored (Xe) in order to BUY a Contract.
Anatomy of a Contract: Card Title; Flavor Text; Cost in Xenon to Complete; Ability Phase; Contract Type; Earned ($) when Complete; Points when Complete.
When you have enough stored (Xe) to complete a Contract, immediately take any ($) listed in the top-right circle, and flip the card to the backside. This will open another connection to the right and allow you to later BUY another Contract. Return all (Xe) used to complete the contract to the supply. Incomplete Contracts do not Score points at Game End.
BID
You have five Bid Tokens in your color. When taking a BID action, you must place (or move) one of your Bid Tokens onto a card in either line. Each Bid action allows you to place one Token. However, there is no limit to the amount of Bid Tokens that may be placed onto a card and several players may have Bid Tokens on the same card.
Bid Tokens have multiple advantages:
- When a Bid Token is placed onto a card, that card is not discarded when a player takes the WIPE action (see WIPE).
- Also, if another player would like to BUY a card with one or more of your Bid Tokens on it, she must pay you 1 ($) for each of your Tokens on the card.
- Finally, if you decide to BUY the card, you receive a discount of 1 ($) for every Bid Token of yours on the card. This also means that if you BID on a Contract which has a cost of zero, sometimes you will receive ($) for BUYing that Contract on a later turn.
If you, or another player ever BUY a card with your Token on it, return that Token to your personal supply.
Overtime Note: During Overtime, you must Bid twice. This is two separate Bid actions and you must place a Bid Token for each action.
In the example above, you have placed one Bid Token onto the Expansion Turbine. If another player were to Buy this Upgrade, they would need to pay the Cost of the card to the supply, and pay you an additional 1 ($). If you Buy this upgrade, you will receive a discount of 1 ($), meaning that it will cost you a total of 1 ($) or 6 ($) depending on whether you INSTALL it. The Bid Token is then returned to your supply.
In this example, the yellow player has placed 2 Bid Tokens, and the Pink player has placed 1 Bid Token onto the Expansion Turbine. If another player would like to Buy this Upgrade, they would have to pay Pink 1 ($) and Yellow 2 ($) in addition to the cost. If Yellow were to Buy this upgrade, she would receive a discount of 2 ($), but would need to pay Pink 1 ($) in addition to the cost.
End of Turn
Once you have taken all necessary actions listed on your Center Console, your turn is over and play passes to the next player. To prepare for your next turn, you must decide which, if any, cards to discard and redraw from your System back to your hand size.
Restock
Fill in any empty spots in the Contract or Upgrade lines with newly drawn cards until there are a total of 4 cards in each line (3 cards in a 2-player game).
Discard(?)
You do not have to discard the remaining cards in your hand. You may keep or discard any number of cards.
Draw
At the start of the game, a player's hand size is 5. Draw cards from the deck until you have 5 cards. If this would cause the deck to become depleted, shuffle your discard pile to form a new draw pile and continue until you have drawn 5 cards (or have no cards left to draw in your deck). If you have built a Pipeline, increase your hand size by one card for each Pipeline attached to your Console.
Overtime Note: Before drawing to your hand size, Reshuffle your discard pile and System together to form a new Draw pile. You cannot use Overtime twice. Be sure to flip the Center Console when you begin your next turn.
The next player then begins their turn, and the game continues.
Game End & Scoring
The game end is triggered when one player builds 5 Upgrades or completes 5 Contracts.
Xenon Privilege Token
The player that triggers game-end completes their current turn and is given the Xenon Privilege Coin. Before Redrawing, that player must immediately decide to place this coin onto her Center Console with one of the two sides face-up. No matter which choice, all other players will receive one final turn.
+3 star side: If the player decides to place the coin with this side face-up, this is her final turn and she will receive 3 extra star during Scoring.
Final Turn side: If the player decides to place the coin with this side face-up, they will instead receive one Final turn after all other players.
Scoring
All players flip their Completed Contracts face-up and tally points as follows:
- All INSTALLED Upgrades are worth 1 star.
- Receive 1 star for every $5.
- Check for any special ability text that may award additional star's if installed.
- Award 3 star to the player with the Xenon Privilege Token if that side is face-up.
- All completed Contracts are worth star equal to the value printed on the Card. No points are awarded for incomplete Contracts.
- All Pipelines are worth 1, 2, or 3 star, depending on how many that player has collected. For example, if a player has built 2 pipelines, each of her pipelines is worth 2 star (for a total of 4 star).
Winner
The player with the most Xenon Points wins! If there is a tie, the player with the most remaining, isolated, (Xe) in their Facility wins. If there is still a tie, the player with the most remaining Money wins.
Appendix: Clarification
Abilities & Upgrades
Upgrade cards, for the most part, have special text with abilities that can be activated during a player's turn. If an Upgrade is drawn into a player's hand, as a free action, she may then place it into the discard during the appropriate part of her turn to use the ability.
For example, John has completed his DISTILL action for the turn and decides that he would like to Introduce AIR into his System (instead of WIPE) since he needs some money. John discards the "Feed" card from his hand, which allows him to Introduce AIR Twice when Introducing AIR. He then collects two packets of AIR, placing them into his discard pile and collects a total of 4 ($).
Reshuffling
When a player uses an ability that causes her to draw extra cards, but the appropriate deck runs out, immediately shuffle all cards in the discard pile to form a new draw pile and continuing drawing the correct card amount. However, if a card was just played to cause a System to reshuffle, do not reshuffle the card that was played into the System. This card will form the start of a new discard pile.
Hand Size
If abilities would cause a player to draw more cards than her hand size, she is not forced to discard and continues her turn as normal. Hand size is only used to determine how many cards are redrawn.
Bid Tokens
Bid Tokens, especially when a player runs out of Bid Tokens, may be moved from one card to another. To avoid small exceptions, a player does not have to place or move a Bid Token if they have none left in their supply to place.
INSTALL Timing & Rules
Some cards, when Installed directly from the Upgrade line will allow a player to immediately use that ability the same turn. For example, John decides to pay 7 ($) for the "Expansion Turbine". Since the Expansion Turbine allows John to "add (Kr) + (Xe)" to his System any time on his turn, he may then immediately retrieve a (Kr) and (Xe) from the supply and add it to his discard pile.
Installing an Upgrade from a player's hand is a free action, in that it can be performed at any time on her turn. It does not count as a BUY action. Again, like in the previous example, if John has the ($) to INSTALL an Upgrade, this Upgrade may be used immediately. If John were to instead pay 4 ($) at the start of his turn and he had the "Reflux" card in his hand, he could INSTALL the card and immediately use it before taking the DISTILL action. Or, in some cases, it makes more sense to DISTILL first, then discard another card from his hand, allowing him to isolate (Xe). Whichever order is the most beneficial for the player is the correct order.
However, a player cannot Install an Upgrade and retroactively apply it to an action earlier in the turn. In other words, a player cannot BUY and Install an Upgrade, and then use that Upgrade to Distill All (N) in Hand with "Pressure Swing Adsorption" on that turn.
Also, a player cannot INSTALL the same Upgrade twice. That player may Buy a duplicate Upgrade card, possibly to block others from Buying it, and keep the card in her System, but this card can never be Installed.
Timing Golden Rule
If two or more abilities would occur at the same part of a turn, they are always resolved in the order most beneficial for the player.
Appendix: Card List
Each card's cost is printed as a BUY price (top-left) and, for most Upgrades, a total INSTALL price (bottom-right) for buying and installing it directly from the line in one action — see INSTALLing.
Feed (Starter) — Install $8 — AIR: Introduce AIR twice. (Receive $4 Total). Flavor: Air goes in.
Reflux (Starter) — Install $4 — DISTILL: Discard a Card (from your Hand). Flavor: Vapors condensate and return to the boiler to increase separation efficiency.
Silica Gel — BUY $3 / INSTALL $7 — DISTILL: Distill All O in Hand. Flavor: A small stream of the liquid oxygen is circulated continuously through a silica gel adsorption bed to remove traces of acetylene, which might otherwise accumulate to hazardous levels in the oxygen reboiler.
Pressure Relief Valve — BUY $0 / INSTALL $5 — DISTILL: Look at top card of System. Draw or Discard. Flavor: Pressure Relief Valves (PRV) prevent over-pressurization in a cryogenic liquid transfer or storage system.
Expansion Turbine — BUY $2 / INSTALL $7 — ONCE PER TURN: Add Kr + Xe to your System. Flavor: The pressurized stream of air is super-cooled through rapid expansion. Products may be obtained as cryogenic liquids by incorporating this additional refrigeration.
Pressure Swing Adsorption — BUY $3 / INSTALL $8 — DISTILL: Distill All N in Hand. Flavor: Pressurized air is passed through a carbon molecular sieve, allowing the nitrogen to pass through while other gases are trapped within the column.
Reboiler-Condenser — BUY $1 / INSTALL $6 — DISTILL: For each O removed gain $1. Flavor: The separated oxygen is boiled in the reboiler-condenser to provide both product gas and reboil vapor for the upper column.
Vapor-Compression Refrigeration — BUY $3 / INSTALL $7 — DISTILL: For each N removed place a Bid Token. Flavor: A small part of this nitrogen flows to the main heat exchanger, where it warms and expands through a turbine to provide process refrigeration.
Sales Executive — BUY $2 / INSTALL $6 — BID: You may place/move three of your Bid Tokens. Flavor: Sales executives sell their company's goods and services.
Agent — BUY $2 / INSTALL $7 — BID: You may Bid and Buy. Flavor: An agent is authorized to act on behalf of another (called the principal) to create a legal relationship with a third party.
Card Clarifications
Expansion Turbine — These cards are placed into your discard pile.
Vapor-Compression Refrigeration — Placement of Bid Tokens does not count as a "BID" action. Cards such as the Sales Executive and Agent do not interact with it.
Sales Executive — During OVERTIME, this action may also be performed twice.
Agent — When taking the BID action, you may BID & BUY. During OVERTIME, this action may also be performed twice.
Card List (Cont.)
Investment Portfolio — BUY $1 / INSTALL $7 — IF INSTALLED: Gain +1 star for every $2 you have at Game End (Instead of every $5).
MDMA Representative — BUY $2 / INSTALL $9 — IF INSTALLED: Gain +1 star for each of your Completed Contracts at Game End.
Perfect OSHA Inspection — BUY $3 / INSTALL $8 — IF INSTALLED: Gain +3 star at Game End.
Lobbyist — BUY $2 / INSTALL $8 — IF INSTALLED: Gain +1 star for each of your Bid Tokens on Contracts at Game End.
Structure Packed Columns — BUY $4 / INSTALL $9 — ONCE PER TURN: Complete a Contract using one fewer Xe. Flavor: Packing offers the advantage of a lower pressure drop across the column (when compared to plates or trays), which is beneficial while operating under vacuum.
The following cards are pink — they have no connections and can never be Installed:
Independent Contractor — BUY $2 — Remove from System to Install a card from your Hand at no cost.
Plant Process Engineer — BUY $1 — WIPE: Draw 6 cards to fill a Wiped Line. Discard any remaining.
Mass Flow Controller — BUY $3 — Draw 3 cards from your System.
Buyer — BUY $1 — BUY: You may purchase up to 3 cards this turn.
Reclaiming — BUY $2 — Add Xe to your System.
Card Clarifications
Structure Packed Columns — At minimum, 1 (Xe) must be paid to complete a Contract. Structure Packed Columns must not be used to reduce this cost below 1 (Xe).
Independent Contractor — "Remove from System" means to place the card into the general Upgrade discard pile.
Plant Process Engineer — Instead of drawing the exact same amount of replacement cards when WIPEing a line, draw 6 cards. You choose which cards are placed and which extra cards are discarded.
Cannot Be Installed
Cards in pink are without connections and can never be Installed.
Final Page
Where's Argon?
Certain savvy individuals may discern that Argon is not included as an element in the game components of the Xenon Profiteer system. Argon was originally included in early versions, but was eliminated after testing proved to make the inclusion too volatile for general consumption. For purists, Argon would be the next logical step in distillation as it is the third most prevalant element in dry air (0.934 percent). The choice to include Krypton instead was a painful and heartfelt process but based on the difficulty of separation of such trace elements.
Care and Handling
- Observe all warnings, precautions, and instructions.
- Use in a well-lit area.
- Be careful when carrying the game. If you do not have a good grip, the game may drop causing potential damage or injury.
- When opening or closing game, always hold it by its sides.
- Do not place on a carpet or rug with long fibers.
- Do not allow dust to build up on game.
- Do not place heavy objects on game.
- Do not admit fault.
- Avoid inserting game device into other game devices as unintended consequences may occur. Additionally, there is a risk of exposure to laser radiation as well as electric shock.
- Never forget.
General Disclaimer
All gameplay and science are fact, unless proven otherwise. Xenon Points are not redeemable for cash and may not be used for any other purpose.
References
Yarris, Lynn "New Medical Imaging Technique Could Allow NMR/MRI to Trace Phenomena in Blood and Tissue" <http://www2.lbl.gov/Science-Articles/Archive/xenon-imaging.html Lynn Yarris, [email protected]> 16 December 1996.
Harris, Tom. "How Plasma Displays Work" 19 March 2002. HowStuffWorks.com. http://electronics.howstuffworks.com/plasma-display.htm 06 October 2014.
Ledgard, Jared "The Preparatory Manual of Explosives: Radical, Extreme, Experimental Explosives Chemistry Vol. 1" Lulu.com. 2010.
Popa, Bogdan "Battle of the Headlights: Halogen vs. Xenon vs. LED" http://www.autoevolution.com/news/battle-of-the-headlights-halogen-vs-xenon-vs-led-26530.html 16 November 2010.
Ivanova, Svetlana "Producing Nitrogen via Pressure Swing Absorption" American Institute of Chemical Engineers. 2012.
Robert M. Thorogood "Air separation" AccessScience http://www.accessscience.com McGraw-Hill Education, 2012.
Hill, Katie "Ion Transport Membrane Technology" http://www.gasworld.com/ion-transport-membrane-technology/4061.article 2009.
"How Do Pressure Swing Adsorption Nitrogen Generators Work?" http://www.peakscientific.com/news/148-how-do-pressure-swing-adsorption-nitrogen-generators-work/ Peak Scientific. 2015.
"PS4: Safety Guide" Sony Computer Entertainment. 2014.
"Xenon-133 Fission Radiochemical Xenon Gas" http://www.nordion.com/our_products/medical_isotopes_xenon133.asp Nordion. 2014.
"Xenon HiD Flashlights" http://www.larsonelectronics.com/c-72-Xenon-HID-Flashlights.aspx Larson Electronics. 2014.
Mackenzie, F.T. and J.A. Mackenzie (1995) Our changing planet. Prentice-Hall, Upper Saddle River, NJ, p 288-307.
And of course the endlessly quotable and inspiring Wikipedia.com which started this entire game design process. Flavor text on cards may include paraphrasing and altered quotes from the sources listed above as including the direct citation would inhibit the graphic design space. Many thanks to the individuals and organizations that provided inspiration for the game.