A mind map for a card game meant to feel like an RPG about doing Lupin style Heists. Might change into a rulebook later.
You have some sort of class that gives you a win condition and a specal gimmick of some sort like certain cards working a certain way. Chosen at the start of the game or by the playmat if using the destinations concept described below.
Stealing this term from MtG. They stick to the story and stay on the field. They effect the long-term play of the game.
Representation of physical objects and favors and long-running plans.
Contacts is a poor choice because they don't inherently represent friendship or utility but they definitely represent people introduced to the story by your gameplay.
They don't explicitly need to be known about by the party or the individual. They might be planning to fuck over the player
Sorceries in MtG terms. You cast them and effects happen. They usually target a Permanent or an Identity.
This is just stuff I think might be interesting to play around with at some point.
Planechase style representation of locations that can act like a play mat or a adventure path kinda thing that heavily influences the story somehow or helps guide play. They usually represent a pre-made plan thats very vague, or a physical location to investigate, or a high profile person to deal with.
When you win you get stickers you can put on your Custom Identity Card to give it the feeling of leveling up. Could be cool that its split amongst the winners, giving incentive to play negatively to the group or not. Then maybe have identity cards have something to mitigate the impact of that so that ending a session keeps everyone at a similar power level? Like a Leader kinda guy can get a better usage out of the vault like being able to double up on anything for each player.