The Glossotechnia deck
Glossotechnia is released under the least restrictive Creative Commons license, CC BY 4.0. That is, you can do anything with it (including manufacture decks and sell them for a profit) as long as you credit me (Jim Henry III) as the inventor of Glossotechnia.
This is a list and description of the cards found in my Glossotechnia decks. You are welcome to
create your own variant decks for faster play, greater accessibility to
younger players or those less familiar with linguistics jargon, etc.
Phoneme cards
Each Phoneme card consists of an IPA symbol written large, below which
are written a featural description of the phoneme and one or more
examples of that phoneme in words from English or other languages. If
the only perfect examples of the phoneme are in other languages, I try to
give an approximation in English as well. For instance,
Phoneme
e
close-mid front unrounded vowel
French "paté"
Approx. Eng. "may"
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Besides the specific phoneme cards, there are two Wildcards and a Fill
Gap card.
Phoneme
Wildcard
This represents any phoneme, specified at the time it is played.
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Phoneme
Fill gap
Specify a phoneme that clearly fills a gap in the
current phoneme inventory.
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The phonemes in my main deck are:
Vowels: i, I, y, e, ɛ, ø, æ,
ɑ, ɨ, ə, ɯ, u, ʌ, ʊ, o, ɔ
Consonants: m, n, ɲ, ŋ, N, p, b, t, d, c,
k, g, q, ʔ, Φ, β, f, v, θ, ð,
s, z, ʃ, ʒ, ʂ, ç, ʝ, x, h, l, r,
ɹ, j, w, ʘ, ɻ, ǁ
Other: Wildcard, Fill Gap
ɑ, i, u, æ, p, t, k, f, l, j, s, m, n and Wildcard all occur twice in the deck.
Phonemic Contrast cards
Phonemic contrast
Nasalization
Place above the vowel array. While in play, nasal and oral versions
of all vowels are available.
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Phonemic contrast
Tone
Place above the vowel array. While in play, tone is
phonemic. The player who plays this card specifies
how many and what tones are used. Anyone may
complicate or simplify the tone system with a Phoneme
Merge or Phoneme Split card.
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Phonemic contrast
Palatalization
Place above the consonant array. While in play, palatalized versions
of all consonants are available.
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The phonemic contrast cards are:
- Palatalization
- Labialization
- Aspiration
- Affricate [create affricate versions of all fricatives currently in play]
- Ejective [create ejective versions of all plosives currently in play]
- Voicing [can affect the vowels or the consonants, but not both at once]
- Nasalization
- Rounding
- Length
- Tone
The Voicing card occurs twice in the deck.
It might be better to let the player who places down one of these
cards optionally specify a subset of phonemes that the contrast
applies to; for instance, applying only to fricatives or plosives, or
alveolars or velars, or whatever, instead of all consonants.
Syllable cards
My original deck had a single set of cards for syllable structures:
each labeled with a large-print abbreviation like CV, CVC, etc,
followed by a smaller-print expansion of the abbreviation
("consonant-vowel", etc.). Later I've created decks with
two sets of onset and rime cards, which independently specify the
initial consonant or cluster of a syllable, and the vowel perhaps
followed by a final consonant or cluster.
Syllable onset
FP
fricative consonant
+ plosive consonant
Ex.: /fp-/, /st-/
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Syllable onset/rime
Wildcard
Specify a syllable onset or rime
structure available as long as this card is in play.
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Syllable rime
VN
vowel
+ nasal consonant
Ex.: /-an/, /-um/
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Syllable onsets: C, (null), PF, FF, FP, FPA, PN, FN, NP, NF, CA, NN, Wildcard
(C = any consonant, F = fricative, P = plosive, N = nasal, A = approximant)
C, (null), and CA occur twice in the deck.
Syllable rimes: V, VN, VC, VPF, VFP, VNF, VNP, VA,
VAC, C [syllabic consonant], Wildcard
V, VA, VN and VC each occur twice in the deck.
Syntax cards
Each syntax card specifies a word order to be used for the game
language. They have a large-print brief statement of the rule (e.g.,
"SVO"), below which are a more explicit statement of the rule and one or
more examples in English or pseudo-English of how that rule works.
Syntax
VSO
verb + subject + object
Seeks Bilbo treasure.
Eats Trey mangoes.
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Syntax
head-modifier
Adjectives follow nouns; adverbs follow verbs.
dragon scaly the
eats voraciously
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Syntax
postpositional
Postpositions follow their objects;
postpositional phrases precede their heads.
shelf on books
cave in treasure
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Syntax cards: SVO, SOV, VSO, OVS, OSV, VOS, V2,
Topic-Comment, Comment-Topic, [?]
head-modifier, modifier-head,
prepositional, postpositional, Wildcard
SVO, SOV, VSO, head-modifier, modifier-head, and prepositional all occur twice in the deck.
Sound change, Grammar change, Meaning change, and Action cards
I'm not going to give layout diagrams for these cards, because they're
all pretty straightforward: a small caption saying [Sound change /
Grammar change / Meaning change / Action], a title in large print,
and small-print text saying what the effect of the card is.
Sound change
- Sound shift: Play a phoneme card that matches at
least one feature with a phoneme already in play, discarding the old
one and replacing the old phoneme with the new one in existing words.
Draw another card at the end of your turn.
- Phoneme Merge:
Discard a phoneme card currently in play, specifying another phoneme in play with which
it merges. (The two must match on at least one feature.)
- Phoneme split:
Play a phoneme card that matches at least one feature with a phoneme already
in play. Specify the context(s) where the old phoneme changes to the new one
in existing words.
Draw another card at the end of your turn.
- Eliminate cluster: Discard a syllable onset or
rime card currently in play which allows two or more consonants in a
row. Specify how you want this to affect existing words with that
kind of cluster. (E.g., insert a vowel; delete the first or second
consonant; ...)
- Eliminate contrast: Send a Phonemic Contrast card
currently in play to the discard pile, eliminating this contrast also
in existing words.
- Chain shift: Play a phoneme card from your hand,
and send a phoneme card in play to the discard pile. Specify a chain
of sound shifts affecting any number of phonemes.
Draw another card at the end of your turn.
- Syncope: Specify a phoneme and a context in which
it will disappear. (The current syllable patterns must allow the
resulting clusters or diphthongs.) If the phoneme no longer occurs
in any words, send its card to the discard pile.
- Metathesis: Specify a sequence of two phonemes,
or two types of phoneme, and optionally a limiting context; these sounds
swap positions in existing words.
- Decrease Phoneme Limit -1: If the maximum number
of phoneme cards are already in play, send one to the discard pile and
merge that phoneme into another.
- Decrease Phoneme Limit -2: If the maximum number
of phoneme cards are already in play, send two to the discard pile and
merge each of those phonemes into another.
- Increase Phoneme Limit +1
- Increase Phoneme Limit +2
Grammar change
- Add inflection: Instead of coining a new word,
think of an inflection (prefix, suffix, mutation, infix...). Then
show what it means and how it's used with two or more previously
coined words.
- Add inflectional category:
Specify a category (e.g., case, number, tense, aspect, etc.)
for which the language will inflect, and the types of words to
which it applies. [Not playable if Isolating.]
- Drop inflection: Pick an inflection (prefix,
suffix, mutation, infix...) previously introduced and eliminate it
from the language.
Optionally, you may use your word-coining turn
to show how the same meaning is expressed with stand-alone words.
- Secondary word order: Play a syntax card from your hand
without discarding a syntax card of the same type already in play.
Specify the conditions when this alternate word order is used (e.g., questions,
subordinate or relative clauses, superlatives, emphasis, etc.).
Draw another card at the end of your turn.
- Back-formation: Specify a morpheme that occurs
within one or more previously coined words, in place of coining a new
word.
Meaning change
- Extend meaning: Instead of coining a new word,
take an existing word and give it a new sense or broader meaning
(This may or may not be related to its original meaning.)
- Restrict meaning: Instead of coining a new word,
take an existing word with a broad meaning or multiple meanings and
give it a more restricted sense.
Action
- Constraint:
The player you designate must, on their next turn, coin a word of a specified part
of speech or in a specified semantic domain — your choice.
Place this card in front of the designated player, who will discard it after their
next turn.
[We may need to rename this card if "constraint" has another
meaning in the revised rules...]
- Discard anything: Send any card in play to the discard
pile, specifying how this loss affects the language and existing words.
(This can cancel a Constraint that's been placed on you (or another player).)
- Loanword: Instead of coining a new a priori
word, borrow a word from any other language. (Adapt its sound to the phonology
of the game-language.)
- Swap challenge: Trade your translation challenge card for
another player's.
- New challenge: Discard your translation challenge card
and draw a new one.
- Rotate Challenges: Each player must pass their Subject
card to the player on their right.
- Rotate Challenges: Each player must pass their Predicate
card to the player on their left.
- Free pass: On this turn, you may use English (or any other
language) to define a new word with no penalty.
- Lookahead:
Look through the deck, find a card and immediately play it. Then reshuffle the deck.
- Replay: Look through the discard pile, pick a card, and
immediately play it. Then reshuffle the discard pile into the deck.
- Draw 4: Draw four cards, then play one and discard three.
- Draw 3: Draw three cards, then play one and discard two.
Sound Shift (3), Phoneme Split (2), Phoneme Merge (2), Eliminate
Contrast (2), Add Inflection (2), Add inflectional category (3),
Secondary Word Order (3), Extend
Meaning (2), and Constraint all occur more than once in the
deck.
Typology cards
- Isolating: While in play, no new inflections may be
coined. The player who plays this card may optionally eliminate any
number of existing inflectional and derivational morphemes without
replacing them.
- Fusional: While in play, any player may coin a
fusional affix or mutation on any turn instead of a new root word.
- Agglutinative: While in play, any player may optionally coin
an agglutinative affix on any turn instead of a new root word.
- Polysynthetic: While in play, if the previous
player coined a root word, you must coin an affix or mutation.
Fusional and Agglutinative each occur twice in the deck.
Suprasegmental
- Initial stress: While in play, the first syllable of
each word gets the primary stress.
- Final stress: While in play, the last syllable of
each word gets the primary stress.
- Penultimate stress: While in play, the
second-to-last syllable of each word gets the primary stress.
- Lexical stress: Any syllable of a word can be stressed;
stress can distinguish otherwise identical words.
- Wildcard: Specify any stress or tone system for
the language, in effect as long as this card is in play. Other players
may complicate or simplify the system with Phoneme Split or Phoneme Merge
cards.
[Is this clear enough?]
Possible cards not yet playtested:
- Phonotactic constraint cards, that let a player set limits on
the phonotactics...? For instance, if a FP syllable onset card is in
play, a player could use any fricative followed by any plosive
regardless of their point of articulation or voicing; a phonotactic
constraint card might let a player say "consonant clusters must
be of the same voicing". Or it could be used to set a vowel
harmony rule, etc. — Maybe separate cards for "same voicing",
"same point of articulation", "vowel harmony" etc.,
or just a few wildcards?
- Epenthesis: Play a phoneme card from your hand
and specify a context where it will appear within existing words.
Draw another card at the end of your turn.
-
"Add derivation" card similar to the "Add
inflection" card. [In practice, so far the "Add inflection" card
seems to be used as often as not to coin derivational rather than
inflectional affixes.]
- Cards for other types of sound change not yet provided for,
e.g. processes that replace one
phoneme with a sequence of phonemes or vice versa.
- Typology or syntax cards for accusative / ergative / active /
tripartite / trigger alignment?
- Syntax cards like Topic-Comment and Comment-Topic, for pragmatic
word ordering as opposed to the SOV, SVO, VSO etc. word orders.
- The suprasegmental cards to define use of tone and stress
have been used, but only in one game; they need more playtesting
and perhaps refinement.
- More specialized Meaning Change cards like Pejoration and
Amelioration, Archaicize or Revive Archaism...?
- Culture change cards, to be used in combination
with rules for devising a culture for the fictional speakers of the
game-language
Alternate deck compositions
Instead of having a set of cards for specific, individual phonemes,
with wildcards and contrast cards that extend the potential phoneme
inventory beyond the phonemes enumerated in the deck, I originally
considered having a deck with no phoneme cards at all, but sets of
"Point of articulation" and "Manner of
articulation" cards. If for instance the Bilabial, Alveolar and
Velar Point of Articulation cards, and the Plosive and Nasal Manner of
Articulation cards, are in play, the consonant inventory would
therefore be /p t k m n ŋ/. Additional Phonemic Contrast cards
like Voicing could extend the consonant inventory further. The vowels
would require a three-dimensional set of contrasts, perhaps, based on
height, front/backness, and open/closeness, plus the existing contrast
cards for rounding, length and nasalization. The problem with this is
that it would generally produce a very schematic, boring phoneme
inventory; but the existing system tends to produce ridiculously
asymmetric phoneme inventories. Ideally we want something in between,
which produces more naturalistic phoneme inventories. The "Fill
Gap" phoneme wildcard is an attempt at fixing this. Maybe there
need to be more such cards, more Phonemic Contrast cards, and
(relatively) fewer Phoneme cards in the deck?
David Salo suggested making the phonological part of the deck based on
Optimality Theory. Instead of phoneme or contrast or syllable
rime/onset cards, there would be constraint cards, and cards that
promote or demote a constraint, swap the priority of two adjacent
constraints, etc. New constraint cards could perhaps be added
anywhere in the hierarchy, or perhaps only at the top and bottom... I
borrowed a
book on Optimality Theory to read up on it, but I'm still
not sure how to implement this with a manageable number of constraint
cards, or explain the rules of such a version of Glossotechnia
in many fewer pages than René Kager takes to explain Optimality
Theory in his book on the subject. A group of players who are all
already familiar with OT could use such a deck, though.
I've thought about creating a deck for non-linguistically sophisticated
players which would use English or pseudo-English orthography in place of IPA
characters on the Phoneme cards (maybe called Sound cards in this version?), and
a simpler set of Syllable cards in place of the Onset/Rime cards -- maybe
without distinction of manners of articulation in consonant clusters, so the
types would be simply enumerable as CV, CVC, CCVC, CVCC, CCVCC... The existing
game was well received by my younger cousins at family reunions from 2007
onward, including a couple of players as young as six and eight, and a
simplified deck might be something children in early grades could learn to play
with without having to have an amateur linguist like myself explain things
constantly. Another possibility is to leave out the phoneme and
syllable cards entirely, and modify the Sound Change cards so they simply refer
to altering "sounds" in existing words, without reference to playing
or discarding phoneme cards.
Main Glossotechnia index page
Glossotechnia rules
Main Conlang page
My home page
Last modified October 2023