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Scrap World - Steampunk themed Civilization Card Game

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Moapy
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Joined: 01/27/2011

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

feNix
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Joined: 01/06/2010
Steampunk AND Civ?!

*drools*

Just downloaded the rules and am looking through it. I like the cover art btw.

Question: When bidding, is the player who originally chose not to take the component card allowed to participate as well?

I was wondering, the two empty plots are the only ones that players will have, yes?

A components market sounds good tho I'm not sure about the die rolling to see about effects. Is it there just to be there or does it simulate the player's interaction with the market master or something?

The high cost sounds reasonable, I think. This would represent items that others have already spent their time scrounging for while the cards that you pull from the deck represent your own efforts at scavving, yes?

Everything looks good and if I wasn't about to nod off, I'm sure that I'd have something more constructive to add. It looks well put together and I would definitely like to see this in action.

Moapy
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Joined: 01/27/2011
Thanks kindly for your

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

bonsaigames
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Joined: 12/20/2010
Great name!

I'm having a difficult time downloading the pdf. I LOVE the name of the game. Looking forward to reading the rules when I can figure out the pdf download.

Moapy
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Joined: 01/27/2011
hmm not sure why that is

hmm not sure why that is Bonsai, I just tested it again and it works fine for me. If you like I'm happy to email you a copy. Any and all advice is much appreciated!

disaac
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Joined: 02/26/2011
Download help & game ideas

Bansai, (and others who may want to download the file)
I had some confusion about it at first also. The screen is so loaded with ads, I couldn't see what I was supposed to do to get the file. But here is the procedure:
You must click the download button, then play the American Cancer Society video on the following page so you can enter the text that is shown durring and after the video as the verification ID. The you will receive the pdf.

Moapy,
I have looked over the pdf quickly, and the game sounds interesting. I do have a few early ideas, suggestions, etc. if you don't mind...

Text suggestions:
In the Story So Far section, the first line contains "word" where I believe you wanted "world".
Do you intend to call it Materiel or do you mean Material?
pg 15 Refurbishment: faxtory -> factory
pg 16 Change of Plans: is the construction replaced at random, or do you choose the new card to put into it's place?

Scavenging, Auctions, Market, receiving Gold each turn:
What if the material and component cards had both a buy and a sell value.
When you scavenge (draw a card) each turn, you can decide to either keep the component (no charge since you found it) or to sell the item to the Market for it's Sell value.
Instead of an auction (which can have issues if too few or too many players are bidding) the card can then be purchased from the market for it's Buy value on a players turn.
Players may also be able to sell other cards in their hand to the market if they wish.
I may also suggest an upkeep of the market between each turn. Perhaps it gets set back to contain exactly X+1 cards (X is the number of players in the game) with the oldest cards being removed from one side of the market, and new cards being added to the other side of the market. This way if a player buys or sells a bunch of cards to/from the market on their turn, the next player doesn't have too many or too few options available.
This could replace the "take 2 gold per turn" rule, which doesn't seem to fit into the setting. (Is it income from some other job you have or inheritence or something?)

Actions:
First off, it seems to me on a quick read that the Actions are quite powerful. Especially if each player gets one each turn. They also seem very unbalanced against each other. (Not necesarily a bad thing.) For example, one card lets you take all of another players cards (hurting them by X, and improving you by X; a swing of 2X), but another forces a player to discard half of their cards (hurting them by 1/2X; a swing of 1/2X).

Card bonuses:
Did I miss something, or were the buildings, etc supposed to give you some additional bonus action or such? Or are they strictly for Victory points?

Again, this was just a once over read. So I may have misunderstood some things, etc.
I know that I would like to go back and review how the building construction works again (paying resources, assigning workers, etc)

MPT
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Joined: 07/28/2008
Computer Game

I have just come across a RTS called Trash which is based on the idea of collecting rubbish to build units. I have no idea what it is like, but thought it might be of interest.

http://www.impulsedriven.com/trsh

feNix
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Joined: 01/06/2010
Damn.

This got pushed down the list and I had forgotten about it. Any news on this Moapy? I like this one a lot.

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