Hi all,
So I've had time to update my latest project. Almost everything is completed except I still have to create the Action Cards.
Anyhow I need to retire from it for a day or two and thought that I'd put the rules up here for you all to have a look at and comment on. See link: http://pdfcast.org/pdf/scrap-world
Some rules that I'm considering but need more play testing:
A components market - 5 or so face up components cards that players can purchase at a high expense.
Die roll for component gathering - 1 is miss and don't draw any components. 3-5 Draw one component as per usual. 6 Draw and keep two components for the cost of one.
Start Game configurations - More or less gold and cards etc.
New Round configurations - As above.
Please have a look and comment, some how my PC deleted my VASSAL project for this game which I spent a fair bit of time on. I wanted to share this as well but alas, the gods of delete claimed it!
Thanks again to all who offered me help/advice up until now.
(Note: all the artwork is horribly plagiarised and is only being used as a place holder for now)
Cheers,
Glenn
Thanks kindly for your feedback fenix,
Sadly the cover art is used without permission and I'll replace it with something more legally/ethically appropriate when I can. :)
Answers to your questions (I'll be sure to update/change the rules too):
Bidding: That's correct the player who drew the card cannot bid. For components it wouldn't make sense as the cost will only be 1 gold (have to add the costs). The real issue is action cards which will be more expensive. If the drawing player can bid than there is no reason to not do so every turn. This way they have to decide if they really dont want to pay for the card then is it still worth buying just to ensure the other players don't get a cheap action card. I hope this makes sense.
Components market: Yes you're spot on, drawing simulates scavenging where as buying would be like a real world market where there are overheads for goods made available.
Die rolling: This would be for drawing components only and simulate the sucess of a scavenge. The reason why this isn't in the rules is as you said, it's kind of tacked on. There is a reason for it though - I really want this game to be a non-serious fun game. I feel that adding a few luck based mechanics such as this will reduce the seriousness of the game. This can be dangerous though if it becomes too random and players have no use for strategy. This needs to be tested pretty extensively.
Cheers,
Glenn