NSBA ยท design summary ยท for comment

A Science Bowl card game

Hearthstone, but Science Bowl. Built on the NSBA card collection โ€” 249 cards of real players across four seasons, each carrying that player's actual per-category performance.

Draft design ยท 30 July 2026 ยท feedback wanted on the four open questions at the end

The shape of it

Your deck is your team. Every card is a real NSBA player with six category scores, a speed rating, and a stamina pool. Games run 2 to 10 players, live and synchronous, over 24 questions.

Kian D
SOG ยท NSBA4
BIO59
CHEM62
ENERGY48
SPACE90
MATH55
PHYS57
  • Six category scoresDerived from that player's real buzz record โ€” what they actually answered, season by season.
  • SpeedDecides buzz order when more than one player commits.
  • StaminaA pool that never refills. Spend it and the card eventually retires for good.
Card anatomy. This player is an earth & space specialist โ€” strong in one place, ordinary elsewhere.

How a question plays

1
The last winner picks the categoryAnnounced before anyone commits, so the whole table can react to it.
2
The moderator announces the difficultyRegionals RR, Regionals DE, Nationals RR, or Nationals DE.
3
Everyone commits, face downOne card from your four fielded, plus an intensity: passive, normal, or aggressive.
4
All reveal at onceBuzz order by speed. The first player to clear a hidden skill threshold converts.
5
Score and pass+4 for a correct answer, โˆ’4 for a neg, and the question passes down the buzz order.
BIOLOGY CHEMISTRY PHYSICS EARTH & SPACE MATH ENERGY

The three mechanics doing the work

Stamina never resets

Every commit costs 1, 2, or 3 stamina depending on intensity. Cards retire permanently when the pool empties. Your best player will burn out, and your bench has to carry the endgame. This is what stops the game being "play your best card 24 times".

Difficulty is a deck, not a dice roll

24 difficulty cards of known composition, shuffled. Only the order is hidden, and the remaining counts stay visible โ€” so "three hard questions left, I should hold my chemistry specialist" is a plan you can actually make.

Regionals RR ยท 3 Regionals DE ยท 7 Nationals RR ยท 9 Nationals DE ยท 5
One game's difficulty deck. Same mix every game, different order โ€” so a specialist's payoff window always exists.

The threshold is hidden

You are told the bucket, never the exact bar. So a mid-tier player can steal a Nationals question on a soft draw, and a star is never guaranteed an easy one.

Why intensity is the interesting choice

Aggressive buzzes earlier but lowers your effective skill. That trade flips depending on what the moderator just announced โ€” and you know which situation you're in before you commit.

Regionals RR โ€” easy

Nearly everyone clears the bar anyway, so knowledge barely matters and the round is a pure speed race. Buzzing earlier costs you almost nothing.

AGGRESSIVE โ‰ˆ free
Nationals DE โ€” hard

You are scraping the threshold. The accuracy you give up is exactly what loses you the conversion โ€” and a miss is โˆ’4.

AGGRESSIVE โ‰ˆ punished
Same button, opposite correct answer. This inversion is the core decision the design rests on.

The questions are real

Not flavour text โ€” actual Science Bowl tossups pulled from recorded games. And each one's difficulty is measured, not guessed: every recorded buzz notes where in the question it landed, so a question a real room only ever answered at the very end is rated hard, and one people buzzed mid-read is rated easy.

452real tossups
295recorded games parsed
9,069real buzzes behind the difficulty ratings
249player cards, four seasons
203 of the 249 cards carry real per-category stats; the rest are marked as estimated.

What we're unsure about

These are the honest weak points. Opinions on any of them are the reason this document exists.

the big one Is picking a card actually a decision?

The category is announced before you commit, so you may simply send your best player in it โ€” a lookup, not a choice. It only becomes interesting when stamina is scarce or two cards are close. Is that often enough to carry a whole game?

scale Does a 10-player game work?

Only about 1.5 cards get an attempt per question, so most of the table may just watch. A big lobby might be fundamentally low-agency no matter how it's tuned.

learnability Is it too much to learn?

Six stats, four difficulty tiers, three intensities, and stamina to manage. The per-round decision is only two choices, but there's a lot to hold in your head before either feels meaningful.

replayability Do decks converge?

Simulation has two generalist cards taking 60% of top-tier picks. Generalists being strong is realistic for Science Bowl โ€” but if everyone builds the same deck, every game looks the same.

The rules above are settled enough to play; the numbers are still being tuned by simulation. Nothing here is final.