You plug in some general statements about a royal dynasty the Power Struggle and Early Bereavement events pop out. The process isn't straightforward, but it's pretty intuitive, and there's a decent tutorial. Ultimate General are insistent that the physical design of the wheels is fundamental to the game, and the physicality does add something, although it's a faff to keep digging them out, and the card isn't glossy enough to absorb spilt coffee. You set the cards to starting variables to determine the setup, and you use them later to determine story events. Game of Eyes gives us thirty-two maps, three-hundred and sixty-five units, thirteen factions, twenty-four resource types, and seven physical, non-digital Llullian wheels printed on glossy card. They note that some of the finest minds in twentieth-century computing - people like Donald Knuth - regard Llull's work as the beginning of information science. They claim to have discovered the design for a predictive philosophical chess game in Llull's unpublished writings, and 'extended' the design to work in digital form. How did we get to Game of Eyes, a surrealist RTS-chess-Tarot hybrid? Ultimate General Entertainment are based in Barcelona (Llull kick-started Catalan literature). You could rotate the circles, match the symbols, and the combinations would tell you elemental truths about the world - sort of like a cosmic decoder ring. Llull's great book and best-known work, his Ars Magna, included a symbolic alphabet that encoded fundamental concepts, written on concentric paper circles. According to Ultimate General Entertainment, who've just published the Game of Eyes, he was also a video game designer. Ramon Llull was a 13th-century troubadour, novelist, alchemist, friar, philosopher, and tutor to the king of Aragon.
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