Skip to Content
 

Trader of Sol

I'm picking up a design again that I set aside a little over a year ago. It wasn't set aside because I was bored with it or didn't see potential or anything like that. It was set aside because I was working on to much and needed to focus my energies on projects that I could get done faster. The game I set it aside in favor of, is now well on its way to release in the hands of a very competent developer. So basically, I need a new game to absorb my focus.

The game is 1 to 4 player pick up and deliver trading game titled Trader of Sol. Key elements; its in space and the planets move accurately in relation to each other, economies fluctuate based on a combination of events fixed mechanics and player interaction, and ships are modular and should be impossible for tow players to build identical ships.

I'm bouncing around an idea in my head for the Random Event system.

Currently it works as follows; each round a card is drawn and it has information on it for Demand increases on planets, a good, and two events (one for in port and one for in space). At the start of a Round these cards are used to adjust markets, then at the start of each turn the players draw and look at the events.

This all works fine, but I'm considering a major change. I'm considering changing the cards to have 5 areas. Top to bottom they are Goods (white), "Event", Location 1(red), Location 2(blue), location 3(yellow). Each is color coordinated.

The way the new system would work, is at the beginning of the round, a card would be drawn like before and each location would adjust demands according to their local rules (i.e. Earth has a large supply of water so demand goes down but they need more raw materials so Ore goes up). Then, at the beginning of a players turn, they draw three cards. The first, is the "event" which has color indicators on either side. The second should be placed to the left of the first, and the third should be placed to the right. The color indicators on the center cards event indicate what part of the other cards fit the event. If it has a blue indicator on the left and a white indicator on the right then a blue location goes on the left and a good goes on the right. This might end up with something like "Earth ... has an unexpected increase of ... Ore". Then you would decrease demand of Ore on Earth. The "events" can also create missions. Like for example "Mars ... VIP needs to get to ... Callisto", with a reward listed under the event text if the player does the mission.

Does this make sense? I think in terms of mechanics it will open up much more versatility, but may be hard to keep events feeling thematic.

Comments

Player agency

Does the player have any control over the mission cards that they play? I like the random mission idea, but at the same time a series of bad draws would be really lame.

Edited to remove content. I

Edited to remove content. I accidentally replied to myself instead of who I intended to...

Not currently no. And its

Not currently no. And its more a random event system, just that sometimes the event is a mission becomes available. With the current system, the only time a player has cards which they could in theory use to modify an event is when they purchase goods. I suppose they could sacrifice a good to replace a card if they wanted. Could add some interesting choices.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Syndicate content


blog | by Dr. Radut