Okay, let's get this show on the road!
This week's game is Alpha Colony, a sci-fi game about humanity's first interplanetary colony. Players take the role of different factions within the mission, vying for the prestige of having made the biggest contribution to the colony's success...assuming it does succeed! Using the limited resources available, players will construct the modules necessary to produce more resources for basic survival, and later expanding into more scientifically-important modules to continue the research that brought them to the planet in the first place. The game uses a free-market economic system where resource costs are directly proportional to resource supply.
The rules are found here. Don't be alarmed by the 10-page length! Included in this file are the rules, various game charts, and the module tiles themselves.
I have deliberately not included a component list, as it hasn't been finalized yet, but for prototyping purposes assume the following:
- Various 1-cm cubes of the following colors: magenta (crew), yellow (energy), green (food), white (oxygen), blue (water), black (metal), and up to 4 other colors to mark player ownership of modules. (Aren't teacher-supply stores wonderful?)
- 1 10-sided die
Admittedly, the disasters section is probably rather rough. I haven't fleshed it out completely, as I've been concentrating on the other mechanics first.
Also, there's probably a whole helluva lot more possibilities on module types: dormitories, commercial, disaster response, etc. I thought I'd start with this basic set, work out the kinks, and then add more to the list. Your suggestions are more than welcome!
Designer's Note: I've envisioned this game as a boardgame cross between the computer games M.U.L.E. and Outpost 2, as these were the two influences I had in mind as I wrote it.
I hope that's enough of an introduction to whet your appetite! Dig in!
I played an early draft of Alpha Colony, and it's clear that Mike has put quite a bit of work into it since then.
Mike, taking a look through the rules, everything looks good and seems to be in place. However, here are a few comments that popped into my head:
Under Phase 10, Since there's no equipment list in teh rules themselves, it might be helpful to remind players that they're rolling 1d10.
Under Phase 12, in the case that everyone has been put back to sleep, I feel that a few adjustments are needed.
As it stands, you're eliminated from the running if you DID produce that which the colony was short of, but you're not eliminated if you DID NOT produce that which we were short of. This means that I could conceivably win by shutting down a productive plant (an Oxygen plant, for instance) while everyone else is left holding the bag when we come up short. In terms of gameplay, this worrys me. Thematically, this worrys me more.
You might want to consider something along the lines of eliminating everyone that DID NOT produce any of the deficient material and make the winner the one that produced the most surplus in that deficient material.
--Kevin G. Nunn