(Note: This Challenge has been completed.)
Game Design Showdown
April 2006 Challenge - "Money-Mobile"
I've seen a lot of auto repair bills lately ... I was curious what the great minds at BGDF might do with such a game ... ;-)
Theme: Running an Automobile Repair Shop
Genre: Board or Card Game; VP Collection
Mechanics Limitations:
- Best of Both Worlds - Players take on the roll of both an operator of a repair shop *and* as customers of the other players' shops.
- Bidding & Negotiation - The Game must include both bidding and negotiation elements ... but they can be for different things in the game (ex. bid for spare parts; negotiate on repair costs).
- Show Me the Money - Some sort of central currency needs to be used ... however, it cannot be the primary source of scoring (no "person with the most money wins").
- VP Collection - As mentioned in the Genre, above ... winning should be based upon scoring VPs throughout the game.
End Date: 20-April-2006, Noon EST (approximately)
Voting: 20-April-2006 through 27-April-2006
This Challenge has been completed.
To comment on or critique the entries, use the following thread:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=4062.
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Please be sure to read the GDS Overview thread for more information:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=2230
More discussion, questions and "clarifications" regarding this challenge can be found on this thread:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=4035
Enjoy!
-Bryk
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Entry #1 - Top Gear
Compete to repair the most valuable cars for the lowest price. Trade parts with other players, buy them wholesale or sell them for scrap. And try not to go bankrupt before the game is over, although that’s not critical. After all, it’s not what you’ve earned but what you’ve done…
Components
?? Car cards (each card requiring various spare parts and worth various VP values.)
One “End of Game” card.
Active player marker.
?? spare part cards (exhaust, brake-pads, spark plugs, battery, jokers etc.)
Money (in a variety of denominations, in units of 10.)
Set Up
The last player to have totaled their car takes the active player marker.
Give each player X money and X spare part cards to begin the game. Each player also receives 2 Car cards. The remaining Car cards are then split into four and the End of Game card is shuffled into the third stack before the cards are restacked and placed in the middle of the table.
Negotiation Round
Advanced game: Each player puts one Car card face-up in front of them.
Each player puts 3 spare part cards from their hand face-up in front of them.
The start player now offers cash and/or any of their spare part cards (in hand and/or in front of them) for all the spare part cards in front of another player (Car cards are not negotiable!)
That player may accept or make a single counter-offer (which must include all their face-up spare part cards) which may be accepted or rejected.
All cash and/or cards are then exchanged. All traded cards remain face-up in front of players and may be used in later deals (even if they came from another player’s hand.)
In clockwise order, each player has a chance to make an offer. Then all spare part cards face-up in front of each player are taken into that player’s hand.
Basic game: The active player chooses a Car card from their hand and places it face-up in front of them.
Repair Round
If the active player does not have a Car in front of them, they must either play a Car card from their hand or pass the active player marker clockwise. Once a player has passed, they cannot re-enter the Repair round even if they successfully bid to repair another Car later.
The active player makes a bid for repairing the Car face-up in front of them.
Bids now proceed clockwise, but each player must bid lower than the previous bid or pass. If they pass they cannot come back in. Continue until just one bidder is left.
The active player now pays the winning bidder the bid amount. The winning bidder gives the start player the indicated number of spare part cards and takes the Car card, which they put face-down in their score pile. They also take the active player marker. If the active player was the winning bidder, then they pay their bid to the bank instead and discard the spare part cards. They keep the active player marker.
The Repair round continues until all players have passed. Players may still have Car cards in their hand at this point. If the End of Game card is on the table, the game ends immediately.
Restock Round
Beginning with the current active player, each player in clockwise order may either buy new spare parts or sell their existing parts for cash. They cannot do both.
Buy cards: Players may take 1 free card and may then buy up to 4 cards for 10,30,60 or 100 cash.
Sell cards: Players may discard any number of spare part cards and take 20 cash for each.
Reshuffle spare part discards if necessary.
In addition, each player must buy enough new Car cards to have two in hand. One card costs 10, two cards cost 30. If a player picks up the End of Game card, they must put it in the middle of the table and draw a replacement card.
A player MUST have at least three spare part and two Car cards in their hand at the end of this round. If they do not have enough cash to buy enough cards then they play no further part in the game until the final scoring round.
The game then continues with a new Negotiation Round.
End of Game
Players now total up the points they have scored from the Car cards they have collected during the game. Cash in hand counts as the tie-breaker. Spare parts in hand are worthless.