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looking for example mechanisms

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donut2099
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Thinking about another game that would need a method of generating and adjusting a value for a set of variables, probably 6 or so, that would function similar to stock market. I'd like the movements to be somewhat random, but to appear at least to have some type of corolation to each other. I have a couple of ideas, but I wonder if something like it exists already that might give some inspirational assistance.

ilSilvano
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Palmyra

I really like the simple system used by Reiner Knizia for his "Palmyra". Have a look:
http://www.boardgamegeek.com/boardgame/146/buy-low-sell-high

jvallerand
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I'm not sure I get what you

I'm not sure I get what you want to be related: do you mean you want the "movement" of all 6 variables to be related (As in, if 1 goes up, 2 has 90% chance to go up, 3 has 75% chance to go up, 4 has 50%, and so on), or do you want each variables' movement to be related (as in, if 1 went up last turn, it's more likely to go up again)?

In case 1, you could have cards, on which a movement is defined for all variables. For example, the card could state:
1 UP
2 UP
3 DOWN
4 UP
5 DOWN
6 UP

And you make sure you represent the inter-variable relationships you want in the card design (if you want 2 to go up 90% of time when 1 goes up, well 90% of "1 UP" should have "2 UP").

In case 2, you could use dice, with some results being "same as previous turn". If it goes up 3 turns in a row, you can have a second dice, which has different probabilities of going up.

Emil Rudvi
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But i dont know the rules =)

Cards, draw an amount of cards and play 1.

ruy343
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What about:

It would be interesting to have a set of values that indicates the direction that the various "stocks" move, but would indicate the change that would happen next turn (like stock predictions). This would mean that players would have the chance to buy those stocks for a low price, while the bank could buy it for a certain price as a function of the current price (like half). It would mean that a cunning player could buy low and hold on to sell high, but if no other buyers are out there to buy from them, then the price they paid will invariably end up not yielding a return.

That doesn't really make sense how I explained it. let me know if you want me to try again.

donut2099
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What I'm thinking about is a

What I'm thinking about is a game where the object is to make a fortune selling products on TV infomercial style. Products would be based on certain categories which would have some type of rating for public interest. For example interest in collectibles is up, interest in electronics is down so this would be a good time to start selling those civil war commemorative beer coozies you picked up. You could increase the value of products by hiring celebrity spokespeople or by otherwise influencing the public interest in lawn and garden products etc.

donut2099
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Emil Rudvi wrote:Cards, draw

Emil Rudvi wrote:
Cards, draw an amount of cards and play 1.

You know, i have so many cards in my other game that I'm starting to hate cards. I know I will probably be using cards, but I. wish I could steer in a different direction. :)

jvallerand
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donut2099 wrote:What I'm

donut2099 wrote:
What I'm thinking about is a game where the object is to make a fortune selling products on TV infomercial style. Products would be based on certain categories which would have some type of rating for public interest. For example interest in collectibles is up, interest in electronics is down so this would be a good time to start selling those civil war commemorative beer coozies you picked up. You could increase the value of products by hiring celebrity spokespeople or by otherwise influencing the public interest in lawn and garden products etc.

Here's what you could do:

Have a board indicating the product's "hotness": this board has rows for each product, and each product has, say, 5 squares, each a different color (or at least, associated with a different die). When you get to the phase to see how well it sells, you pick the die of the color of the square the product is on, roll it. The higher the die's color on your chart, the better the faces on it are. Possible faces could include:
- Hotness Rise
- Hotness falls
- Sales (normal profit)
- Super sales (double profit)
- Mega sales (triple profit)
- Incredible sales (quintuple profit)
- Small sales (3/4 profit)
- Disappointing sales (1/2 profit)
- No sales (0 profit)

So the hottest die could have
Hotness Falls + Sales
Super Sales (x2)
Mega Sales (x2)
Incredible Sales

The "coldest" die could have
Hotness Rises + Sales
Small Sales (x2)
Disappointing Sales (x2)
No Sales

And the "middle" die could have
Hotness Rises + Mega sales
Hotness Falls + Disappointing sales
Small Sales
Super Sales
Sales (x2)

This is based on the idea that each "infomercial" you make has a base "profit" amount.

With a set up like this, Celebrities could have a "Popularity" value, and when you hire one, you roll a second, regular d6: if you roll under the celebrity's popularity, your hotness rises. Or Celebrities make you roll twice, and keep the result you prefer.

marksweep
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Joined: 01/02/2014
still cards...

I think cards is still the way to go. You could have two decks, basically a boom and bust deck. The boom deck has + values (+1, +2, +5… etc.). The bust deck has a much rapid declining set of numbers (-8, -10, -20).

Stick a few "change to bust" cards in the boom deck and a few "back to boom" cards in the bust deck.

Draw from the boom deck to indicate market momentum going up. Draw until you hit a bust card and then start drawing from the bust deck.

Basically it becomes a "press your luck" style endeavor where you are riding on the probability that the next card will not be a bust. It helps if there is delay in the action so that you must "purchase" now and can only "sell" later on. Then you're just riding the wave of booms and praying that bust doesn't happen before you can sell.

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