G'day, <>
I've strated to flesh out a new game I'm tentatively calling EVENTOWN (tenuous link to my other game 'High Council of Evensford'.
Anyway, the basic premise is people are 'middleman', buying contracts with developers to build Eventown (through auctions), having them built (placing tiles) and collecting rent from the properties. Properties have a rent value and a VP value, so there is a trade-off there. (For example, high density residential offers higher rent but less VPs than low density residential). There is also a mechanic for adjusting rent prices according to demand in the residential/commercial/industrial sectors.
What I am a bit stuck with is the tile laying to make the city. My original idea was that tile laying would be restricted so that roads all matched up and that the residential/commercial/industrial zone would be restricted according to neighbouring tiles (e.g. each outgoing road has a zoning arrow, indicating allowed zoning ... the new property would have to match one of the zoning arrows pointing into its space).
This is all very nice, but I don't see why its of much interest in the game. In particular, a person will only have limited number of developments (i.e. tiles) so the idea of restricting options on the board for other people which benefit you is fairly limited (although it probably would affect later auctions). As such, it feels more like laying down a city because you get the warm fuzzy feeling of seeing the city grow.
I have, however, included a couple of reasons why positioning of tiles is important though...
1. inner city properties provide higher rents
2. inner city properties can be upgraded with other tiles
(to apartments blocks/mega-malls/office blocks
according to existing zoning)
- inner cities off both top VPs and top rent
- bordering identical upgrades form the same player earn bonus VPs
Any thoughts/suggestions?
Bill
sedjtroll wrote:
Thanks! The current idea was evolved slightly.
All tiles will be city blocks (the roads are the grids between the tiles) with 3 outgoing zoning arrows and 1 incoming zoning arrow. When placing down a tile, you have to match your incoming arrow to the outgoing arrow of another tile.
jwarrend wrote:
Thanks for the heads-up. I'll go have a look down at BoardGame Geek.
I think you might be right. I was originally trying to restrain the way tiles can be placed and though roads might be a good way to do it. I'm now thinking of my slightly revised zoning arrows (see above), as well as using a concept of controlling 'neighbourhoods' (adjacent areas of identical zoning).
Interesting idea, but not what I was thinking for this game though ...
Thanks to all those who've commented. I think I might try to get into into sufficient shape to put it up to GDW early next year ... with a bit of luck ...
- Bill