Here I will try and keep up to date the my progress on the design of this board game.

Wednesday, March 19, 2008

Made some progress

I have been working hard on this game. It has been coming along pretty good. Each time I play it I change small parts of the rules almost with every turn I take. Mostly just tightening up the quantities of stuff.

While I am excited about the game on some levels I am not sure the world will like it. I mean its not about Space Pirates or anything cool.

The following are the rules after the first play test.

The biggest difference was players were aloud to move between the three action areas at will fundamentally changing a couple parts. For example there is no longer a simultaneous build and reveal phase. This might mean I do not need screens.

I have not had time to blog and just kept working on the game. The current set of rules are V0.04 which I will post later.

I only post this here for me to refer to if needed later.
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PRODUCTION v 0.02
By Dwight Sullivan
3/17/08

CONTENTS
· Production board – Here the players produce and collect raw materials.
· 6 Truck chits – These indicate which factories are currently producing something.
· 30 orange timer counters (small wooden cubes) – These are placed on the truck chits to show how much time is left before the factory will deliver their Raw Materials to the dock.
· 200 Raw Materials counters; 50 brown, 50 black, 50 white, and 50 tan (small wooden cubes) – These are used to produce Gizmos.
· 180 Gizmos; 30 blue, 30 green, 30 purple, 30 yellow, 30 red, and 30 orange (larger wooden cubes) – Building these increases the supply of them and eventually increases the potential for the demand.
· Values board – Here we keep track of the value of all the stocks and their potential values.
· 12 sliders; 6 black and 6 white – Sliders go on the value board to indicate what the current values are.
· Money; several denominations – Use money to buy stocks.
· 150 stocks; 25 blue, 25 green, 25 purple, 25 yellow, 25 red, and 25 orange – Buy stocks to be the highest board member.
· 5 screens; 1 of each blue, green, purple, yellow, and red – hide your holdings.
· 6 Board member markers; 1 of each blue, green, purple, yellow, red, and orange – These show who is the current board member for each company.
· 4 Quarter cube indicators – These go in to the bag at the start of each Quarter. When they come back out the quarter ends.
· Current turn indicator – This points at the turn marker of the current player. When that player is done with their turn this moves to point at the next player.

SET-UP
Place boards in the middle.

One player should take all the money and be the banker. Another person should take all the stocks and distribute them as needed.

Give all players:
- 1 Screen
- 1 stock of the screen color (Should this be 3?)
- Board Member marker of screen color
- $50
- 1 Raw Material of each type
- 1 turn order marker

Put 1 Raw Material per player of white, black, and tan in the bag. No brown. Each player draws out 3 randomly to start with. The bag should now be empty.

Place all white sliders on the STOCK PRICES tracks on the Value board. Place the black on the POTENTIAL tracks. All sliders should mark values $8 to $17.


NEW ROUND START
Place all player order markers randomly in the 1st turn area

Add to the bag 3 of each color gizmo (larger cube). If there are not enough then add all that are remaining. It is ok if the bag was not empty before adding them.

Add to the bag the next quarter cube indicator.


GAME PLAY
They game is played in quarters. After the fourth quarter, the player with the most money wins.

There are 3 main areas of the game Raw Materials, Production and Market. Players are allowed to bounce around between them taking actions until the quarter ends.


RAW MATERIALS
On your turn you may move your turn order marker to the PRODUCTION turn area instead of taking a RAW MATERIALS turn.

Otherwise:
If not all four raw Material types have trucks you must start one that doesn’t have a truck.

Otherwise you must do one of the two:
Start a truck
Advance a truck

Then if there are any you may take any one raw material from any dock.


Start a truck – Choose a raw material type. Place one of that type on a factory. Place a truck on the road leading from that factory. Place 3 to 5 time counters on the truck. You may not start a truck where there already is one.

Advance a Truck – Remove one time counter from any truck. You cannot choose this action if there are no trucks.

If you remove the last counter then remove the truck and place 8 cubes of the correct type on the dock.

You immediately get one of the 8 and if there is a board member of the color of that factory he gets one of the 8 too.


PRODUCTION
On your turn you may move your turn order marker to the MARKET turn area instead of taking a PRUDUCTION turn.

Otherwise you may do one of these two actions:
1. Build Gizmos
2. Buy Stock

Build Gizmos – On your turn using the conversion chart you convert Raw Materials into Gizmos of the specific companies. You may only build one company at a time.

The potential value of company you built goes down one.

Then you may keep 0 to 1 and place the rest of those you bought in to the ready to ship pile.

Buy Stock – You may buy up to 3 of one color stock.

Then adjust the Board Member marker if needed.


MARKET
At the start of Market if there are 10 or more Gizmos in the ready to ship pile the first player will ship them.

Shipping – Count the cubes in the read-to-ship pile. Place these in the Market bag.

Add 5 to the count. Draw out this amount from the bag to show the demand.
The most and all tied for most move up 3
The 2nd highest amount and all tied move up 2
The 3rd highest amount and all tied move up 1

All colors represented will move up at least one.

If there is no shipping or after shipping players in turn can sell Stock.

Sell stock – You may sell as much stock as you want of one color.

Move the Board Member Marker as needed.

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