Early this past November I read the Hippodice thread. I got excited and decided that I wanted to try and have a submission ready for next November. The following game is what I have so far.
We have started to build it up and will begin to play test it soon.
At the end of the write-up I have some thoughts and questions. I think in time I can work them out but I would love to hear any input any one would like to provide. Any other thoughts are also very welcome.
Thanks in advance for your time.
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Nobleman
By Dwight Sullivan and Mark Galvez
With historical help from Anna Sullivan
Last updated: 12/14/05
Setting:
It’s the mid-sixteenth century England. You are the head of an old and noble English family. Queen Elizabeth I is recently on the throne. The State is shaky at best and many powers throughout Europe, including you, believe that there are opportunities to be had.
In this game you will grow your family’s empire, earn the queens favor, bear witness to scandalous behavior, and donate to the church to gain influence, all in an effort to insure your family’s rightful place in history.
Overview:
You will play the head of one of four families: Howard, Seymour, Dudley, and Grey. The winner is the player with best family name at the end of the game.
Parts:
1 church coffers board. The board has an area to donate pounds to the church per family. It also has a central area where players will put money from when they purchase churches.
Land Tiles
• 24 Clearings.This is where players can put their castles, palaces, and churches.
• 64 Forest. Forest help to fill out the estates giving the player victory points.
• 12 Lakes. Lakes give a player more votes.
• 24 Farms. Farms give the player money.
These are also known as Manors.
12 Castles.
6 Palaces.
12 Churches
12 Sheep
4 family shields: Howard, Seymour, Dudley, and Grey. These will conceal your family’s private holdings such as your pounds, victory points, scandal cards and more. These shields have a summary of the game play and the actions you can do. It will also a have history of the family you are.
Title signs hang on the shields and give extra abilities.
4 Barron signs
3 Count signs
2 Duke signs
1 Earl sign
1 Queen’s crown. The player with this is the current player with the Queens favor.
1 Magistrate Marker. This will indicate whose turn it is currently.
100s of pounds.
100s of victory points.
Deck of Scandal Cards. These will have flavor text with tidbits of history of the time.
24 Red Scandal beads.
Set up:
Place the church coffers in the center. Place the twelve churches on the spaces around the center coffer. 2 player game: Remove every other church.
Give each player a family screen. The screen is placed near you such that other players can not see behind it. 2 player game: players should choose families that are across from each other.
Give each player one clearing tile and one Castle to go on it.
Each player will now build their initial estate. Mix all the tiles face down and then in a pile turn 4 face-up per player. Choose on person to go first and in turn each player will choose one tile, from the face up tiles, and add it to their estate. Give the Magistrate Marker to the last player to place a tile. All players should have 5 tile estates.
From the remaining land tiles, turn 6 tiles face-up. These will seed the auctions and give some insight to what tiles will be available.
Each player gets 20 pounds to start. They are placed behind the screen. Place the remaining pounds near the board. This forms the bank.
Put the Queens crown and every thing else near the bank.
Game Play Summary:
The game play happens in rounds. Each round has three phases:
1. Pounds. Players get money.
2. Magistrate. Players take their turn being the Magistrate controlling the auction and actions.
3. Taxes. Players pay taxes for the castles and palaces they have.
This repeats until the game is over.
PHASE ONE – Pounds
Each player gets six pounds for each castle and ten pounds for each palace. If you are the Barron you get 1 more pound per castle or Palace (Manor).
Also you get pounds for farms if the farms are in groups of three or more. If the entire group is on the interior of your estate, meaning none are on the edge, you then get 3 pounds per farm tile and 5 pounds for a sheep. If one or more farms tiles are on the edge then the group scores two pounds per farm and two pounds per sheep. If you are the Barron then you get one more pound per farm or sheep.
PHASE TWO – Magistrate
Each player in turn will be the Magistrate. As the Magistrate you will start an Auction and then be the first to take an Action. All other players will also take one action in turn clockwise from the Magistrate. Then the Magistrate Marker passes to the left. When each player has been the Magistrate the phase ends. The last person will be the first person next round. When the magistrate marker moves to you and you have the queens favor you get 1 Victory Point from the bank.
Auction:
The Magistrate makes sure there are 6 face-up tiles. Then he places next to them 1 castle, 1 sheep, and the deck of scandal cards. These are all the items for this auction.
During the auction each player will get one chance to either buy an item or pass. The Magistrate selects one item and the starting price. He pays that price, takes the item, and immediately places it where it goes. The next player has to select a price that is at least one more pound for an item or pass. This continues until all players have taken an item or passed.
If you bought a land tile (Clearing, Forest, Lake, or Farm) you have to add it to your estates. The land tile has to “connect” with any other land tile of your estate.
If you bought a Castle it goes on any clearing land tile you already have. You can not place a castle next to another castle or palace.
If you bought a sheep you can place the sheep on any group of farms that doesn’t already have a sheep. You can have only one sheep per group of farms.
If you bought a scandal card you can look at the top three cards and choose one. If you have influence over the church (have more money donated than in the center coffers) you can look at the top 5 cards. Take one card. All remaining cards are put on the bottom of the scandal deck in any order. Only one scandal card can be bought per auction. When someone buys one mark the deck with a scandal bead. Scandal cards can be concealed behind the players screen and played as directed by that card.
Action:
During the action phase ALL players in turn starting with the Magistrate take ONE action:
• Upgrade a Castle to a Palace and get the queens favor.
• Buy a church
• Donate money to the church
• Play a scandal card. Leaving a red scandal bead near a Castle or Palace.
• Buy a random Tile.
• Play a Tile from behind your screen.
• Take one pound from the bank
• Call for a vote to have a scoring round, Change the titles, or end the game.
Upgrade Castle to a Palace:
A player can spend 5 pounds and replace a castle with a Palace if there are Palaces left. The castle returns to the bank to be bought in an auction. You instantly receive the Queens Crown showing you have the Queen's Favor.
Buy a Church:
A player can buy a church if there is one left to buy. You take the next church in order, pay in pounds the amount under the church, and place the church on any open clearing of your estate. The money goes into the central coffers.
Donate money to the church:
You can put as much money as you want into the coffers that has your family name. If you have more money in your coffers than in the central coffers you have influence over the church.
- Influence over the church:
You can look at 5 scandal cards instead of 3 when you are buying a scandal card.
(I want Influence over the church to do be more powerful)
Buy a random Tile:
You can buy a random land tile and then store it behind your screen. Tiles cost 3 pounds.
Play a tile from behind your screen:
You can play a tile from behind your screen.
Take one pound from the bank:
You can take one pound from the bank.
Call for a vote:
You can call for a vote. There are 3 issues you can vote for: you can call a vote to change some or all of player’s tiles; you can call for a vote to have a scoring round; you can call for a vote to end the game.
- Change Titles: You purpose to the other players some new arrangement of titles that players would have. IE: player one is a Barron, player 2 is a Count, and player 3 will be an Earl. Once all understand the purposed new arrangement all players add up their votes and cast them. If the vote passes then the players will have the new arrangement of titles. There are four titles; Barron, Count, Duke, and Earl.
• The Barron gives more money during the Pounds phase. You get 1 more pound per castle or Palace (Manor) and one more per sheep.
• The Count gives ?
• The Duke gives ?
• The Earl gives ?
(I feel none of these should give votes because you then making it easier to keep the title you have or control the titles)
Scoring round: You purpose their will be a scoring round. If the vote passes a scoring round happens then play continues. (Not sure about this)
End the game: You purpose that everyone does one last scoring round and then end the game. If the vote passes a scoring round happens then players add up all their victory points to see who wins. The game ends. (Not sure about this) When adding up your votes; you get one vote if you have the queen’s favor, you get one for each castle, one for each lake, and two for each palace, your title may also give one or more votes. You can also discard any scandal card you have for one vote each returning them to the scandal deck.
PHASE THREE – Taxes
Each player starting with the current Magistrate pays taxes to the bank. You have to pay 3 pounds for each Castle and 6 for each Palace.
If you can not pay your taxes you must return land and or manors to the bank. You have to return one land for each pound, 1 castle for each 3 pounds, or 1 palace for each 6 pounds owed. You can not take land, castles, or palaces from the center of your estate. You have to take from the edge.
Game End:
Each player does a scoring round then adds up their total score.
Scoring Round:
When it is your turn to score you can take up to 3 tiles from behind your screen and add it to your estates. Then you can do your Ring Scoring.
Ring scoring:
You score each Manor (Castle or Palace) one at a time. A ring is a complete set of tiles surrounding the Manor that makes a square and doesn’t contain another manor.
The first ring equals 1 VP plus 1 VP per church in the ring. The second ring is worth 2 VPs plus 1 VP per church. The third ring is worth 3 VPs plus 1 VP per church and so on.
Note - a church can score for more than one manor.
You stop scoring rings for a manor when you run out of complete rings or you come to another Manor.
Add up all the scores for each manor and this is your total Ring score. Take victory points from the bank equal to your ring score and add it to your other victory points. Also take from the bank any victory points you may receive for your title.
Winner:
Add up all your victory points. Add to it any Victory points you may have from scandal cards. This is your total victory points.
The winner is the player with the most victory points.
Glossary:
Influence over the church –
You have influence over the church any time you have more money in your family coffers than the church has in the center coffers. You can add money to your coffers during your turn donating money to the church.
If you have Influence over the church you can look at 5 scandal cards instead of 3 when purchasing one during the auction.
Queen’s Favor – You have the queen’s favor if you have the crown next to your screen. The Crown begins the game in center and no one has it. You get the crown when you upgrade a castle to a palace. Only player can have the queen’s favor at a time.
If you have the queen’s favor you receive one victory point each time you are you are the Magistrate. You also get one extra vote when you have the queen’s favor.
FAQ
Churches:
• A church can score for more than one manor during a scoring round.
Auction:
• When each new auction begins there should be 6 land tiles.
• Lands tiles and sheep have to immediately be placed once purchased. Scandal cards should go behind your screen.
Castles:
• You can not place a castle next to another castle or palace.
Questions I have:
1. What should the titles give?
o I think it is fine that they give extra money, victory points, or other stuff but it would be neat if they were part o some new game all to there own.
o They should not give extra votes because it would make it easy be broken.
2. What should influence over the church give?
o Like Titles I think it would be better if this gave something new but for now extra scandal card choices might be worthwhile.
3. What should queen’s favor give?
o I think it should give a vote and victory points but would not be opposed to it giving more or doing more.
o Not sure upgrading a palace is the best but it has good qualities. It will not be that often yet anyone can do it.
4. What should scandal beads take?
o No idea here. They could cost more taxes maybe.
5. What should the scandal cards do?
o As a plan B they will trump the rules and allow players to stop other from doing actions.
o Plan A ideally would be part of this sub game that doesn’t exist yet. Titles, church influences and scandal cards would be part of it.
6. Should votes just be for changing titles?
o If so then what how should decide scoring rounds and the end of the game?
o I personal wish voting was only about titles and something better controlled the flow of the game from scoring round to scoring round to end of the game.
o Although I do love the freshness of putting these big decisions in the hands of the player. I just think it needs to be a bit more structured forcing a scoring round if not decided ahead of time.
Gogolski,
WOW... I guess I should be careful what I ask for.
It will take me a bit to read and think about your post before I can make a good reply so I just wanted to say thank you now and that I will reply soon.
You did more analyzing in a few minutes than I did in a few days. Thanks.
Cheese!