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A simple stock ticker game

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larienna
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I was a big fan of the old stock ticker game and I was wondering if I could make a better but still simple stock ticker game that could be sold for cheap as print and play. The objective was to remove solve bugs and reduce the effect of randomness so that players can plan ahead and have a strategy. Simulation of a real stock market is not the goal.

So far, I intend to use the settlers of catan numbers. There will be 5 shares when each share has a value from 2 to 12 (except 7) which determine if which stock goes up or down. The after a certain moment, probably when rolling 7, these values can changes. You draw a card containing the next values. Value combination will either make a stock: stable (low odds on both side), raising ( good odds to raise), dropping (good odds to drop) or unstable (good odds on both sides)

Dividends will get paid on regular basis (ex every turn every 2-3 turns). Dividends will now pay relatively to the stock value.

Then to add a bit of spice, I tought that players could try to influence the stock market by placing cards on the stock. At the beginning, I thought that players could place cards with +1,2,3 or - 1,2,3 values to influence the stock they want. There could also be x2 and +/- cards to change these numbers. Then either on a roll of seven, they all get resolved or the card on the top of the stack get's resolved.

I would probably make the game compatible with regular cards and monopoly money since it's print and play.

What do you think?

Mitchell Allen
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Stock Market Game

Hi Larienna,

I love stock market games that don't try too hard for realism. So I like the direction your idea is taking.

I am not familiar with the old stock ticker game, so I wonder how does a player acquire shares? Is there a limit to the number of shares any one player can hold? Does purchasing shares cause the share price to rise (and selling cause a drop?)

I love the 2-12 mechanic of Settlers of Catan and I'm curious if you intend to use the numbers for the initial share prices only? Since the next values are drawn from cards, I'm guessing that's what you meant.

As for influencing the market, I have a suggestion from my Risky Gems game:

Player can influence the market, for a price. They can attempt to stimulate it by adjusting the rate of change for under-performing stocks. They can attempt to dampen the market by adjusting the rate of change of the outstanding performers.

etc.

This idea is more useful if you intend to adjust all stock prices at the same time. (Big board activity)

Cheers,

Mitch

larienna
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In the original stock ticker

In the original stock ticker game, all player start with 5000 shares. Then the dices makes the values goes up and down and score dividend. Dividends is what makes money entrer the game. Of course you can sell when it's high, but with the original rules, since all stock have the same odd to raise and drop, the shares tend to say in an average of 1$.

As an homemade rule, we made dividend pay AND raise the share so that you now have 2/3 chance that a stock raise. So everybody is always making more money.

In my game, I also have this 0 point average where the up and down will always makes the share have an average point . But I still hope it will be interesting. Influence cards will allow to have quick changes which we not in the original game. I don't think players will pay to play influence cards because that would mean removing money from the game and I don't want that since there is so few entering the game.

The settlers of catan number change the odd to increase and drop the value of the share. Put I pushed the concept even more by saying that the highest number in the roll is the amount the share increase or drop. So for example, 2 and 12 have the same odds to happen, but rolling 12 will make the share move by 6 ( since it can only be obtained by rolling 6-6) and while 2 will make it move by 1. So high numbers will not give that same behavior than low numbers even if they have the same odds.

Since numbers will take more time to analyse, I rather makes these number stay for a while. So rolling 7 will trigger placed influence cards and when the deck runs out, the number will changes. So influence cards are like time bombs.

Right now, I want to be able to balance the game with the number of players. In the original game, you can only buy/sell on your turn. Which mean that if you were fewer players, you had more opportunities to react to the market change than if you were 6 or 8 players. It will also mean that if you are fewer players, you will be able to play more influence cards, so you will have more control over the market.

Mitchell Allen
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Stock Market Ticker Game

larienna wrote:

Right now, I want to be able to balance the game with the number of players. In the original game, you can only buy/sell on your turn. Which mean that if you were fewer players, you had more opportunities to react to the market change than if you were 6 or 8 players. It will also mean that if you are fewer players, you will be able to play more influence cards, so you will have more control over the market.

Heh. You could simulate the wild trading floor Pit-style, with all players simultaneously yelling buy and sell orders.
Thanks for explaining your mechanics to me.

Cheers,

Mitch

larienna
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Simultaneous action was an

Simultaneous action was an idea, but I think I will restrict the players to 1 transaction per turn. Either all at the same time, or one after another.

In that case, when the values of the stock change, players won't take the time to transfer all their assets. They will transfer what matters most first.

seo
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Due to recurring spam issues with this thread (probably because it mentions stock), and given that there have not been any recent non-spam related post, I'm disabling the comments for it. If anyone is interested in adding something on the subject just start a new thread.

Seo

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