Hello!
Magic Market is the name of this game, if you hadn't guessed already! This may be a full game someday, though I may incorporate it into several other game ‘fragments’ floating around, as this could be classed as merely a fragment its self.
This game falls under the Expandable Card (Trading) Game header. This means that:
1. This game is NON-Collectible! All sets are equally available, in theory.
2. This game can and WILL expand, but no base set requires any other set to play it, but all base and expansion sets can be played with one another.
3. This is a ‘trading’ game. Inside the game it’s self you trade cards back and forth, creating the Market atmosphere.
4. And, obviously, this game is played with cards.
Just thought I’d clear that up first.
Anyways, on a more friendly track, I will admit this is my first game to get anywhere close to completion (The first game to go through actual play testing (gasp)), and so there will (probably) be a detectable amount of n00b to it. I apologise.
Now, to the meat:
Magic Market is a marketplace ‘simulator**’ game, giving you control of a stall in a fantasy market on world X*`. From this stall you are trying to do two things:
1. Find and collect expensive items.
2. Complete jobs for others on the world (FUTURE: Possibly other players too.)
Having expensive items helps to keep your negative-score-modifiers (NSMs) low, while completing jobs (or quests) gains you Objective points, or simply, a score to modify. (Obviously simulating completing a job and getting paid, while subtracting what you couldn’t ‘sell’ from your profit.)
At the end of the market day the player with the highest score (after NSMs) wins.
*I'm hesitant to put 'trading' there, as this is not a TCG, nor a CCG. It is a card game, where the game its self is trading wares...
**I just don’t like the sound of simulator, I don’t think it’s adequate, but I couldn’t think of anything better.
*`: Give it what ever name you like. I’m a writer at heart, not a game designer, so if I did a back story, it’d be novel sized.
Anyways, so this is what I've worked on for presenting here so far. I will put up my working version of the rules after I've made the changes suggested by the last playtest session...