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The Aurora System is a currently-hypothetical tabletop-style card game system about would-be civilizations of various ideologies attempting to win over a larger population of people. It is intended as a kind of Communist or anarchist counterpart to games like Arcmage and Magic: the Gathering. The Aurora System interprets civilizations and societal transitions through the lens of metatransitional socialist realism, meaning that a work is open to portraying populations of people transitioning into more than one possible ideology and the overall world as transitioning into multiple different rival ideologies at a time.

As a card game system, Aurora is meant to encourage telling interesting stories more than optimization; the real intent of the game is to feel like a hybrid between a basic tabletop RPG and a card game. Players are asked to score the game by how interesting the narrative was. Mechanics and event cards are supposed to build up into vague narratives, and new cards are to be introduced based on what kinds of un-explored narrative possibilities previous gameplay and combinations of things within previous games have suggested. (I tentatively call this game structure a "role-playing card game", abbreviated as either TTRCG or RCG.) The overall goals of the Aurora system are closely aligned with the goals of Wavebuilder and LithoGraphica's ontology project; LithoGraphica propositions and source text Items can be used to inform new cards.

The Aurora System is still very early in its development, but may be slowly returning to an active development state along with the development of its Auldernet scenario.

Blocs

Blocs are categories separating (or combining) characters of different ideologies into their respective "sides" or "factions". There are a few major Blocs with distinct colors, and then there are minor blocs which share the same color as another Bloc to allow them to be part of it in some cases.
Every scenario created for the Aurora System has its own set of Blocs, but those Blocs are always grouped back into the six major Blocs with rule text like "Fire-bloc-similar" or "Element IV" to allow some small amount of crossover between cards from different expansions.

  • Space bloc / Element I - freedom, anarchism
  • Water and Sky blocs / Element II - fluidity / patience, Third World Marxisms, Liberal-republicanism
    • Water bloc - Maoism or Dengism
    • Cloud bloc - Menshevism
    • Rain bloc or Cyber bloc - identity movements, political agorism
    • Wind bloc - bravery / ambush tactics, Third World Marxisms
  • Earth bloc / Element III - persistence, mainstream Marxism-Leninism
  • Fire bloc / Element IV - passion, Trotskyism
    • Lightning bloc - revisionist Trotskyism / "Zinovievism"
  • Poison bloc / Element 0 - destruction, Toryism, fascism
  • Analog bloc / Element pronounced Aleph - high-level meta-analysis, meta-Marxism [1]