[Home]AlexChurchill/SpaceDogsbody

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A BoardGame under development. Playtest logs are at /SpaceDogsbodyPlaytests.

Intro


There are sectors of the galaxy where mining is a major industry, where highly-trained space marines escort luxury liners and priceless cargo ships between gleaming space metropolises.

This is not one of those sectors.

Here, around the hindquarters side of the Dog Star, mineral deposits are so poor that none of the major mining companies bother. The local marshals won't pay for proper soldiers, and the tourists will settle for a random local with a ship to fly them around.

You're a random local, and you have a ship, so I guess you'll have to do.

Design Aims



Players should be able to choose their ship upgrades to focus on one of a number of possible strategies, or a mixture of them:

Rules


Setup


Shuffle the 5 green ("Civilised") space tiles, 10 yellow ("Frontier") space tiles and 10 red ("Wild") space tiles. Lay out the 5 green tiles face up in a line. Then deal the 10 yellow tiles face up alongside them to form a 3x5 board. Finally deal the 10 red tiles face down to make a 5x5 board.

Each player takes a ship board of one colour and the corresponding ship token and reputation markers. Place all players' ships on the Galactic Bank Civilised space. Each player takes a Bank screen behind which to conceal the cash in their bank account.

Place a Pirate Raider on top of the (face down) top centre Wild space.

Shuffle the deck of Mission cards. Put all yellow resources tiles into the yellow bag and all red resource tiles into the red bag.
Then put cards, tiles and cash onto the face up spaces: deal one Mission card onto each purple card shape, one yellow resource tile onto each yellow square, one red resource tile onto each red square, and put 1 cash onto each circle marked with "$1".

Randomly determine a start player. The other players take cash according to their position: second player takes $2, third player takes $4, and fourth player takes $6. Players may put this initial cash either on their ship or in their bank.

Randomly deal each player one of the initial Upgrade tiles (light green). That player puts the upgrade in one of their Upgrade slots on their ship board.

Place the Reputation board beside the board, and have the supply of cash, the deck of Mission cards, the Upgrade tiles, and the two bags of resource tiles within easy reach.

Aim & Game End



The aim of the game is to have the most money (space dollars, $) at the end of the game.

There are two ways the game can end:

At the end of the game, all players total up their money between onboard cash and their bank account. The player with the most money wins!

Turn Structure


A player's turn consists of three steps:

1. Pirate movement
2. Take (up to) 3 actions
3. Collect income from tourists and advertising

(1): At the start of each player's turn, each Pirate Raider considers whether to move:


In cases where there's a tie over which player to choose and/or which orthogonal direction to go, the current player chooses. The current player also chooses which order the pirates move in, in cases where it matters. Raiders do not turn Wild spaces face up.

(2): Players take (up to) 3 actions on their turn. Actions may be:

a) Moving your ship from one space to an orthogonally adjacent space
b) Taking an action provided by the space your ship is in
c) Taking an action provided by an Upgrade tile on your ship board

For a), note that:

Most spaces indicate on them what the available actions are with a bold word preceded by a blue arrow, such as |>UPGRADE. Fulfilling/delivering a Mission card is an action even if the card doesn't say so; so is collecting a Mission card.

(3): After you have taken your (up to) 3 actions for your turn, if you have any Tourists on board or any Advertising Space sold on your ship, you collect the income from those:

Resources, Cargo and Passengers


Players can carry resource tiles in the cargo holds on their ship boards. Initially ships have 3 cargo holds, each of which can hold 1 resource tile. Each Cargo Bay upgrade has 2 more cargo holds.

The game includes five kinds of resource: Cylium, Cubon, Isolene, Starbon and Diamantium. These are spent on Upgrades, sold at the Mineral Wholesale, and delivered for Missions. There are two bags of resource tiles: the bag of yellow tiles is 40% Cylium, 40% Cubon, 20% Isolene, and the bag of red tiles is 20% Isolene, 40% Starbon, 40% Diamantium.

When a space is turned face up with outlines of red or yellow resource tiles on it, place resource tiles face up from the appropriate bag onto the space.

Some missions ask you to transport a Package or Passenger. Packages and Passengers also require cargo space in the same way as resource tiles. Tourist missions ask you to transport a Tourist (a special kind of Passenger) around with you.

Passengers (including Tourists) may only be transported if you have a Spare Bed upgrade or a Luxury Cabin upgrade. A Spare Bed lets you accommodate one Passenger in a cargo hold. A Luxury Cabin provides its own space which can only be used for transporting a Passenger. When you build a Luxury Cabin, you may move a Passenger into it from a cargo hold.

Whenever a player is taking an action that gives them a resource tile, such as Mine or Loot, the player may discard the previous contents of a cargo hold if they wish, before putting the new resource tile(s) into their hold. The same applies for packages and passengers. If you discard a package or passenger, also discard the mission card associated with them.

Ship Upgrades


Each player's ship board has room for two Upgrades. Upgrades are obtained at one of the five Station spaces on the board, by spending resources of the kinds printed on the Station space (also on the reminder card). No player may ever have more than two of the same kind of Upgrade on their ship.

When building an upgrade, if your ship does not have room for it, you may sacrifice one of your ship's existing upgrades. (Exception: You may not sacrifice Engineering Bays.)

The Engineering Bay upgrade occupies one upgrade slot but provides slots for two more upgrades. So the maximum number of upgrades a ship can have is six (two Engineering Bays and four others). When building an Engineering Bay, you don't have to have a free upgrade slot; you can slot it in "underneath" one of the existing upgrades on your ship.

The available upgrades are:

Reputation


The Reputation board provides a major extra source of cash. It has four advancement tracks which record players' reputation in the sector, in each of four roles, and gives players rewards for reaching certain reputation levels.

The Reputation board sits beside the Space Map. When a player takes an action that increases their reputation in a new role, they place a marker of their colour on the appropriate space.

The four tracks are:


When you advance a reputation marker onto or beyond a highlighted space, take the amount of cash shown. Some highlighted spaces give an extra bonus for the first player to reach that reputation on that track.

E.g: The red player just took a Sell action and sold 2 resources. She advances her Merchant reputation marker 2 steps, from 4 to 6. She reaches the highlighted 6 space, so she takes an extra $5; and because she is the first player to reach point 6 on the Merchant track, she gets another $5.

Once a play has hit all three highlighted spaces on a given Reputation track, there are no more rewards available to that player on that track.

Space Tile Details



To follow.



Discussion



Looks fun.  Rather than having a fixed price mined stuff sells at, and a fixed price upgrades cost, this game might be a good candidate for a market mechanic - the scarcer something is, the more it costs, with each vendor being a different market, so you have a motivation to travel to the place where you'll get the best current price. --Pallando

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