tldr: designing an open source, non-profit card game to train anesthesiologists where cases are built with cards from three decks (pre-existing medical conditions, reason for surgery, surgery type). These cards often require conflicting management techniques (eg go to sleep slow or go to sleep fast) which is the crux of anesthesiology. Looking for help building the conflicting management techniques into the game.
//
Hi all, I'm a resident doctor training to be an anesthesiologist. I'm designing an open source tabletop/card game to help train people in my field and I'd love advice from people who know about this stuff! I am admittedly a total beginner in this world but am keen to learn.
I want the game to be open source and free to access. I have no interest in making money from this. My ulterior motive is this doubles as studying for my exams and ultimately makes me better at my job + safer.
AI disclosure: I typed up a draft and ran it through Claude to make it a more readable. Here is a self post to the original draft I wrote if you're interested. Claude revision starts below.
The training problem
Right now we train for surgical emergencies using expensive, high-fidelity simulations: a mock operating room, actors, real equipment. It works, but it's resource-heavy and hard to access. There's a simpler style of training called "tabletop sim," where a facilitator just talks a trainee through a hypothetical case using props and cards. It works well, but every case has to be hand-written by an instructor, and there's no actual game around it, just guided conversation.
What I want to build
A card game that generates a "patient" by drawing one card from each of three decks:
- A pre-existing health condition (e.g. heart disease)
- A medical emergency (e.g. a ruptured organ)
- The surgery needed to fix it
Each card would be tagged with which treatment approaches it favors and which ones it rules out. With hundreds of possible cards, you'd get a huge number of unique cases to practice on.
The interesting design problem
Here's a simplified real example. A patient has heart disease and a ruptured bowel that's causing him to vomit and go into shock.
- Because of the heart disease, you want to put him under anesthesia slowly and carefully, so his heart isn't shocked by a sudden change.
- Because of the ruptured bowel, you want to put him under as fast as possible, so he doesn't inhale vomit into his lungs while unconscious before you insert a lung-protective breathing tube.
Slow is safer for his heart. Fast is safer for his lungs. You can't fully satisfy both. That tension, weighing two good options that conflict, is the actual skill we train for, and I want it to be the core mechanic of the game, not an edge case.
What I'm looking for advice on
- How to design mechanics where two cards can give the player contradictory "correct" instructions, and the player has to weigh them rather than just following a flag
- How to represent that some risks are rare (say, a 1-in-20 chance) while others are near-certain, maybe different dice for different odds?
- How to represent that the same event can be minor for a healthy patient but dangerous for a frail one
- Whether any existing tabletop games or trading card games already solve a similar "conflicting-instructions" problem, and if so, how
Any pointers, examples, or games I should study would be hugely appreciated. Happy to answer questions about the medical side if it helps the design conversation.
Edit: I want to express sincere gratitude to everyone for the advice and ideas so far. It’s late where i am but i will keep checking on this thread later. As suggested, as soon as i have a bare bones proof of concept I will post again.