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Empire State game idea, your feedback wanted.

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Triktrak
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Joined: 12/31/1969

EMPIRE STATE

Theme: In this game the players play the part of contractors bidding
for lucrative contracts and building historical structures in early
20th century New York City. Unlike most bidding games, the winner of
the bidding (first phase) is the player to bid lowest. The
contractors will also be competing for building materials of varying
scarcity to complete their projects.

Step 1: Each player is given 100 million dollars and a screen to hide
assets with, ala Modern Art, except with industrial themes.

Step 2: The player with the most hair is the starting player ļ. The
starting player is presented with a building project (a card from a
deck) (let¡¦s say the Empire State Building ) with a maximum bid value
printed on the card (let¡¦s say $50,000,000). The starting player may
decide he can complete the project ( how is explained in step 3) for
less than that and says so. The player to his left now has the
opportunity to bid even less if he wishes, and so on around the table
until no one is willing to bid lower than the last player to bid. The
player winning the bid places this project card in front of him with
the contract value (lowest bid $) at the top which will be collected
at the completion of the contract.

Step 3: Once each player has 3 contracts before him the building
phase begins. Each project card has a number of colored squares
printed on it; these represent building materials needed to complete
the project. In clockwise turn order, players pass a bag of colored
cubes (building materials that match colors printed on the building)
around the table. When it comes a player¡¦s turn he randomly pulls the
number of cubes out double the number of players present, and places
them on a cool looking barge. Dutch bidding begins. In Dutch bidding
the player to bid highest must pay that amount for each item he
wishes to purchase. If the high bidder bids 5 million dollars and
decides to take 3 of the cubes, he must spend $15 million. The next
highest bidder gets to pay his own lower bid price for what is left
over, and so on down the rank of bidders until all the cubes are gone
or no one is willing to buy any more.

Step 4: Once the right colored cubes have filled in the blank spaces
on a project the bid on the contract is collected. The player with
the highest total $ wins the game (including anything lesf over from the starting wealth).

Idea: The number of colored cubes is limited in an asymmetrical
distribution; some colors are harder to get than others. This
scarcity imposes a sort of time-limit to build the buildings.
Uncompleted buildings are worth nothing.

Idea: Rather than colored cubes, the collected pieces could be Tetris style configuratios. Of course this would make random drawing too difficult.

fanaka66
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Joined: 11/18/2008
Empire State game idea, your feedback wanted.

Quote:
In clockwise turn order, players pass a bag of colored
cubes (building materials that match colors printed on the building)
around the table.

Quote:
Idea: Rather than colored cubes, the collected pieces could be Tetris style configuratios. Of course this would make random drawing too difficult.

To have different-shaped pieces, but keep the random selection, you could have a deck of cards with the pieces displayed. You could have any distribution of cards desired and the player wouldn't be able to feel the pieces in the bag.

Your idea sounds intriguing. Good luck!

Trickydicky
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Joined: 12/31/1969
Empire State game idea, your feedback wanted.

First of all I think this sounds like a really fun game. I know people around my house would play something like this.

Quote:
Dutch bidding begins. In Dutch bidding
the player to bid highest must pay that amount for each item he
wishes to purchase.

Question: Do the players bid on each resource type individually? I think this would make the bidding somewhat interesting. That way if no one had a contract with one type of resource on it, then at the end of the bdding round someone could pick them up for little, and hold on to them for a later project. Can players hold on to resources? If so how many? and for how long?

Just something to keep your brain working!

Triktrak
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Joined: 12/31/1969
Thanks for replies, more feedback welcome.

Thanks fanaka66 and tricky dickie for your input. I hadn't actually considered players holding cubes they couldn't immediately use. This would definately keep the bidding lower, I think. The resources would come out in a mix of types, and it wouldn't matter what different colors you picked. They would all be whatever price you bid.

Anonymous
Empire State game idea, your feedback wanted.

I was wondering why you chose an open bidding system instead of a blind bidding system for this game? Typical construction contracts are bid on blind with each contractor making his best guess as to what the competition will bid and then trying to underbid them. I think that an element of bluffing and uncertainty could make things a lot more interesting.

If you are going to go that route then i also suggest that you provide some sort of time limit for completion with penalties associated with lateness and bonuses associated with early completion. For example, you have the Empire State Building with an unlimited maximum bid (hey, you can aim for whatever you want), a schedule of 5 Turns, an early completion bonus of $1,000,000 and a late completion penalty of $1,000,000 per turn late. Everyone writes down their bid for the building and the lowest bid wins the contract. If they can get all the necessary resources and complete the project in 4 turns then they get their bid and the bonus, but if they are late they lose the penalty every turn (this comes first from the contract, but once that runs out it will come directly from the player).

That said, i think you have a really solid game concept, and i am quite excited to see what you do with it.

Thomas

Anonymous
Empire State game idea, your feedback wanted.

Quote:
Step 3: Once each player has 3 contracts before him the building
phase begins.

Does that mean some players can have more than 3 contracts? Especially if not: How do you prevent players from waiting until everyone else has 3 contracts and then getting their contracts for the maximum bid?

Triktrak
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Joined: 12/31/1969
Empire State game idea, your feedback wanted.

Thankyou LordSmerf and KN,

Your input has helped me to consider some aspects and effects that I didn't think about before. Blind bidding may work well or it may not. I figure that this is the easiest part of the game to experiment with since no components have to be made. I'll just try it both ways and see what is more popular and more workable. The lateness penalties and early completion bonuses are a must have. I will work those in. I agree with you KS, I see that tactic used in Medici (I call it the bottom feeder technique) where a single player can get some leftover items for nothing, because no one else is eligable to bid. I'm thinking a certain number of workforce tokens may be a solution, these would be redeemable when a building gets completed and make new buildings available to be bid on. This seems like it would work best if players started with one building and subsequent ones came up for bids randomly or every-so-often. I am a little wary of adding too many factors to the game as the complexity seems to go up exponentially with each additional feature.

Thanks Again,
Triktrak[/code]

Anonymous
Empire State game idea, your feedback wanted.

I really like the concept. It might work well if you also allow the players to sell resources to each other. ie. There may be some resource that you can buy really cheap in this round because nobody needs it. Next round, when it is a needed resource, you could sell it to another player for a profit or trade it. This could be a big part of the strategy.

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