Sunday 24 October 2010

Rule Book


Rules
These are the amended rules since play testing, we found with the original game it was too long and nothing got built as players would use the sabotage too often and it was too hard to get pieces.
Before the rules were as followed
We did not have build or chance cards as they were places to land on around the board, in theory the player would try to get to the squares that had the reinvent pieces, that sort of worked but it took a long time land on the right square.
Then we also had 8 chance squares but at the time they only had two functions one was to steel from an opponent when they were carrying their pieces or to demolish something in their build area, it sounded fun but it ended up with know one with any pieces or money.
Those where the only problems that we could find with the game so we decided to introduce cards and on the board I made build squares and chances squares so when you land on them you pick a card from the relevant pile. For the chance cards we decided on 40 different outcomes good and bad that ranged from giving and taking money, destroying parts or dud cards that did nothing but make you laugh.      
These are the new rules of the game     
The aim of the game is to build up your building/robot before anyone else.
1.      Roll the die to move in a clockwise direction.
2.      When you reach a build card square, you can pick up a card from the top of the deck, but you can only take a card if it is a foundation piece, as you can’t build from top to bottom you must build up.
3.      You can only carry one build piece at a time until you get back to your build area.
4.      If you land on a delivery port, whatever piece you are carrying will be delivered to your build area, so then you can carry on collecting more pieces. there are a total of 4 Delivery ports to land on so you could get up to 5 pieces in on trip around the board, “if you’re lucky”
5.      Chance cards if you land on a chance card, take one card from the top of the deck and ether reap the reward or suffer the consequences.
6.      Money! To fund your build you will be given 1000 credits at the start, each piece costs 500 credits, on each trip round the board you will be given 300 credits when you pass your start point. You can barter with your competitors for their pieces, but they can make up any value   
7.      Whoever adds the final piece to their build area Wins!  
We play tested again after we made the changes and enjoyed the outcome it took us about an hour to finish the game, it had many ups and downs for me as one minuet I was broke with no money, the next I was the richest on the board.
The chance card added really fun twist to the game, we all cringed when it was are turn to pick one up, despite there been a lot of good cards that help you out, we still feared the prospect of getting a bad card. 
Overall it was a really fun games that got very competitive, I am glad that the play testing showed the faults as we now have a much better game.

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