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Retail: DIY

Retail DIY is a tile laying economy game wherein players build a store and attempt to attract customers for money.

Setup
Each player receives -A customer service desk -A department desk -A store entrance -A store exit -Money

Players Buy floor and wall tiles and construct their initial store. See Building for building rules. All building costs in the setup phase are the initial price for each piece regardless of how many have been purchased.

Shuffle the market deck and place it in the center of the table. Flip 4 cards over and place them on the left side of the deck in order to create the Market. If any event cards are revealed at this point shuffle them back into the deck and draw to replace them.

Players now use remaining funds to bid for turn order following the Bidding rules.

How To Play
Retail:DIY has 7 phases
Bid
Plan
Build
Buy
Market
Sell
Year End

Bid
Starting with the player who was first last turn, players bid starting at 1 dollar and increasing with each bid. Each time a player bids they must pay the bid regardless of whether they win. A player may decline to bid and is then immediately placed at the end of the queue.

Plan
Starting with the first player, players place their indicator on the strategy of their choice.
The options are as follows
First build The player is first to build.
Free bid The player may make a free bid next turn. Guaranteed Build Price The player may pay for all building costs as though each piece was the 5th piece bought this turn.
Blowout Sale The player buys stock last. On any stock he buys more of than any other player he may do so at $2 less than the listed price.(to a minimum of $1)
Years Ahead The player may select their strategy first next turn regardless of turn order.
Advertising The player may pay the stock price of a type of stock in the market phase and place a commendation in that departments square.
Creative Accounting The player may sell unsold stock back at its cost.

Build Starting with the first build player, then proceeding in turn order, players buy pieces from the supply to add to their store. The price of a specific piece is both dependent on the type of piece and the amount of pieces bought this year. The Construction Board has a demand indicator. This indicator is incremented each time a player buys a piece. As each piece is bought, the next piece becomes more expensive.

Stores must at all time have no sides that are without walls or entrance/exit pieces.

When a player wishes to remove a piece from their store they must first pay the base cost of the piece they wish to remove.

Players may also buy additional pieces at a cost of $10 each:
Customer Service Desk - Allows a customers to move further without becoming complaints. May only have one.
Department Desk - Allows a customers to move further without becoming complaints. One per department.
Store Entrance/Exit

Buy
Players in turn order buy stocks for their market listed price. Each cube of stock that is purchased must be placed on a tile in the players store. Certain stocks cannot be placed on certain tiles. The following rules apply:
Hardware must be placed in aisles.
Only Lumber can be placed outdoors.
All other stocks may be placed on aisles or floors

Stocks a player can buy are: Lumber Hardware Tools Appliances Seasonal Decor

Players may place 2 stocks of the same kind on an aisle.

If a player places a stock on a tile that is a different type than what was there before they must pay a restocking fee of $1.

Market The Market consists of 4 market cards ordered left to right. The left most card is the current year. Place customer tokens of each type in a pool at the center of the table.

Beginning with the first type of customers place customer tokens in front of each players store so that each player has an equal number of tokens. Once all tokens have been dealt players then attempt to place the customers on tiles in their store.

Customer Placement Customers can move from the entrance of your store 3 squares into your store. Customers that reach a customer service desk may move an additional 3 squares. Customers that reach a department desk may move an additional 3 squares.

Customers that are unsuccessfully placed are returned to the pool. Each time a player fails to place a customer they receive a complaint for the relevant department.

Once all remaining customers are placed back into the pool the tokens are once again dished out. Only players that have room to place the customers may receive tokens. In a case where there are not an even number of tokens to distribute, the players with the most reputation receive the first tokens. When the last few tokens to be distributed cannot be distributed because of a tie in reputation the token is discarded.

When no player can place a token that token is discarded

Reputation Each player has a reputation board. This board has 6 squares, 1 for each department. When a player fails to place a customer in their store they receive a complaint(black cube) and place it in the departments square on the board. When a player successfully places all customers of a department they receive a commendation(white cube). If a player receives a commendation in a department they have a complaint in both the complaint and commendation are discarded.

A players reputation in a department is given in a score from -5 to +5. Commendations are worth +1 and complaints are worth -1.

If a player reaches 5 or -5 and would reach 6 or -6 another cube is placed of the same type. This player now has a locked reputation of 5. This player will receive cubes of the opposite type until they reach 5 of each cube. At this point all cubes are removed and their reputation unlocks and becomes 0. Any cubes of the locked type the player would receive remove complaints the player has accumulated instead.

Sell Players remove tokens and stocks in pairs, for each pair removed they are considered to have sold 1 unit of that commodity. Consult the Payout chart for the amount of money received for selling that many units. This is done on a per commodity base not all units in total.

Year End
After all players have sold product, remove all remaining stock tokens from stores. Then remove the current market card from the game, shift the next 3 1 position left and draw a new 4th card.

Comments

This look interesting... I

This look interesting... I like your theme...

I wanted to make a game based on my days when I worked at Best Buy.. this seems close :)

I considered

I considered retail:Electronics but that would be a sequel type thing.

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