I currently like the idea that there are 6 compaines and 3 different High tech gizmos. Two compaines per gizmo.
So I asked Mike K. to come up with some other high tech gizmos that people could build during that game and this is what he came up with:
MIND CONTROL DEVICE
DIMENSIONAL PORTAL DEVICE
GRAVITY GUN
GIANT DEATH RAY
ROBOT WORKERS
EMP BLASTER
NANO-BOTS
HOLOGRAM GENERATORS
BUGGING EQUIPMENT
Some cool ideas there especialy since he doesnt know a whole lot about the game.
I took a few passes at the Market Board:
I have the cubes for the gizmos and the "Market bag"
I still need a Production board and some screens. I also need to finish
painting small cubes for the raw materials.
I also glued together some cubes to make the sliders.
After playing aroud a bit with these pieces (half the game) the flow of the game has changed a bit:
Before round 1 turn order is determined. The deeper you are in the turn order you will need to be a bit compensated.
Produciton -
Raw materials -> Gizmos (this is the other half of the game and will be fleshed out soon. Players will change the turn order here.)
Players convert in secret and do a simultaneous reveal. Then they figure out which companies potential value will move.
The company with the most produced moves down 5 levels; 2nd most 3 levels; 3rd most 1 level; all other companies move up 2 levels.
Buy Stock -
Players buy stock in turn order. Going first gets you cheaper stock but going last lets you see where the stock is going.
Value sliders move toward potential. They move 1 per stock bought after each player is done.
Market -
Players ship gizmos (put some from behind their screen into the market bag) Since this is secret turn order is not important.
Someone pulls out X (10??) cubes from the bag to see what the current "Demand" is. These cubes then go out of play changing the ratio in the bag.
The potential sliders move again. The company of the highest demand move up 5; 2nd most up 3; 3rd up 1; all others down 2.
Sell Stock -
Players sell stock in turn order. Going first gets you better stock prices but going last lets you see where the stock is going.
Value sliders move toward potential. They move 1 per stock sold after each player is done.
Here I will try and keep up to date the my progress on the design of this board game.
Sunday, March 2, 2008
I have begun to hobble together some parts
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