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Game Idea

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Anonymous

I'm am thinking of a game concept and i was curious what your opinion is.

The concept is like this, its still very basic:

You got islands and every island produces products if you build a harbor you can receive goods from another island to the island with your harbor to transport goods you must use a harbor wich is specialized in that good, like you want to transport grane then there must be a harbor wich transport grane on the island where the grane is produced. The specialized harbors may be used by anyone and have to be build by one player. Your need your on harbor to receive goods if anybody else want to use it he has to pay a fee. If you ship goods you may only ship once at a turn. only to one harbor from one island. The goods wich are shipped to another island are then sold at the highest price everybody on that island may do a bid, including yourself.

Is this a concept wich is used before?

larienna
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Joined: 07/28/2008
Game Idea

Looks cool. I am not sure if this idea has been used before, but there are some economic games that looks like these but covers a different theme.

For your game, You can create some market price which reflect the demand from the exterior. For example, if you make somekind of harbor, it is because you think that the demand for this material type will be high. Of course you can misevaluate the market.

It could look a bit like in stock ticker where the value of each stock varies randomly, so players need to adapt to the market.

Anonymous
Game Idea

There are 2 games on computer which are VERY OLD which come to mind that I can think of with a similiarity to your concept.

Tai Pan which is a ship pirate game and you exchange goods as well increase your fleet and size of ship.

The second is "Gazillionaire" which is space based but doing a product transfer from one planet to another as well as patrons to travel onboard to achieve a set cash amount for winning the game. You buy product at one planet sell at another with a supply and demand button for each planet wanting different items kind of a market of commodities idea. You buy property to station increase warehouse space buy a bigger ship pay taxes, employees, and buy bigger engines for your ship to travel faster and the first to 1 million wins.

Anonymous
hmm

Well as far as computer games go, there's a lot out there that use the basic concept of trading goods and what not. There was a sort of half text based game that involved selling drugs in a variety of different cities and different things that would happen in the game (like cop busts, etc etc etc.) would affect prices in certain or all cities.
Also Terminal Velocity, a formerly Mac only game used similar ideas for trade goods where the majority of your money supply came from either transferring goods for someone else to one of a dozen different systems, or you could pirate from people, steal their money and goods and then sell them.
I don't know of any computer games that use your exact idea though. I think it would be a neat idea to try, I don't know how well it would work mostly because not all people would play a game where the primary focus is trading and harbor building, but I guess it really depends how you play it out. I say give it a try.

FastLearner
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Joined: 12/31/1969
Game Idea

Assuming we're not talking about computer games -- because, you know, this site isn't about computer games, except as examples and such as they relate to physical boardgames and card games -- I don't see any reason why the theme of trading and wharf-building wouldn't be just fine. I mean the game Puerto Rico is about running a plantation. Dschunke is about loading goods onto ships. Settlers of Catan is about trading and building roads.

Now for the mainstream Toys R Us and Walmart markets? No, no chance. but the hobby game market? No problem!

-- Matthew

Anonymous
Game Idea

I was only giving examples of ones I knew using the trading of commodities and bartering as examples of what I have seen used. I believe that a boardgame would be good to if they can work for many computer games they could be transferred to a boardgame was my point and not to speak on computer games as I dont know that many only trying to give some help for what little I know in this field to another is all.

FastLearner
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Game Idea

Sorry, I didn't mean to come across like that. I more meant that (really in Arconna's post), comparing a boardgame idea to how many videogames are currently using it isn't, in my opinion, a terribly useful comparison.

Plus once a week (or more) we get a post like "hey doods, heres my kool idea for a game, xbox rulz," so I probably overreact to videogame discussion. :)

-- Matthew

Anonymous
Game Idea

I was trying to find a comparible game such as a commodity trading one.

The commodity trading such as you are describing could be " Stock Ticker" that one I know of.

As for adding the boats and things I would say it has good potential to add all kinds of features to it. Bigger boats, supply and demand changing at each island, owning of the wharfs and warehousing, fuel costs fluctuating, people to travel on ships as well or not, freak storms or pirates stealing. Buying bad commodities. Fluctuating currencies. This would actually be kind of fun to design let me know how it works out for you.

FastLearner
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Joined: 12/31/1969
Game Idea

Some commodity-ish trading games that I'm aware of:

Fantasy Business: http://www.boardgamegeek.com/game/2972

Bean Trader (the board game version of the aforementioned Bohnanza, a card game where beans are traded): http://www.boardgamegeek.com/game/4395

Andromeda: http://www.boardgamegeek.com/game/141

Chinatown: http://www.boardgamegeek.com/game/47

Die Händler: http://www.boardgamegeek.com/game/348

Mare Nostrum: http://www.boardgamegeek.com/game/3931

Oltremare: http://www.boardgamegeek.com/game/13551

Settlers of Catan (the heavyweight in this category, plus its many expansions and versions): http://www.boardgamegeek.com/game/13

Pit (a classic): http://www.boardgamegeek.com/game/140

Tyros (which has a bit of the theme you're talking about, with a port thing): http://www.boardgamegeek.com/game/3230

And a game which has a somewhat similar "establishing a port" mechanism...

Hansa: http://www.boardgamegeek.com/game/8989

I personally know of nothing that's quite like you describe, though, and it definitely seems like it could work. (Mind you, those are just some of the trading games with which I'm familiar -- I'm sure there are at least 100 more. Trading is a good mechanism.)

-- Matthew

sedjtroll
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Joined: 07/21/2008
Game Idea

It certainly sounds to me like this idea could work. People have mentioned various board, card, and computer games that work similarly, which is an indication that yes, it could work.

I was thinking a little bit about how it would work exactly. Maybe something like this:
For each commodity, each island could have either a Wherehouse or a Harbor. So on your turn you can build one, and/or ship some good from a Harbor of it's type to an appropriate Wherehouse. Then for each island maybe you have some kind of demand for each good, and the player actions would be taking care of the supply.

In other words by first building Harbors and Wherehouses then sending goods from one island to another you attempt to score points by satisfying demand for the goods on the islands.

I'm not sure where the demand would come from, or how exactly you'd go about building Harbors or Wherehouses or shipping the goods (details), but I think that sounds like a decent start. Is that anything like you had in mind?

- Seth

Anonymous
Game Idea

I am really grateful for all the replies and I now also believe that it could work. I knew there would be other trading games, but the main part as so far I consider is that you may only ship once a turn and the products you ship you want to use them to bui;d something I don't know what but anyway all players may bid at the goods you ship so let's say you want to build a wood harbor to export threes, you need one three, two bricks, one ore, and to sheeps (it doesn't matter really what it is) So you ship 3 threes, 4 bricks, one ore and 5 sheeps because you think that other players want themand as there are more products of the same the price will be lower for yourself (just like the real world) but lets say one player bids at the ore because he thinks you want to build a harbor so you need to spend much money to have that ore but the other players could also say let's not bid so that a part of the goods go lost and then It would cost you. So you have to find a balance in how much you ship. I am really curious or such specific element is ever used in a game before because if it is then this wouldn't be anything else then just another replica.

Anonymous
Game Idea

I want to add some more variety too this idea, only I don't want it to be complex or atleast the rules may not be complex, and I want the element of luck as small s possible. In a few post I mentioned the idea of ships and that sounded allright to me only I thought about that before only It seemed really difficult to have wooden blocks that you have to put in wooden ships and then take it out again, i don't really have a solution for that, and I'm not sure what exactly It would add to the game.

Anonymous
Game Idea

FastLearner wrote:
Sorry, I didn't mean to come across like that. I more meant that (really in Arconna's post), comparing a boardgame idea to how many videogames are currently using it isn't, in my opinion, a terribly useful comparison.

Plus once a week (or more) we get a post like "hey doods, heres my kool idea for a game, xbox rulz," so I probably overreact to videogame discussion. :)

-- Matthew

Woah woah. I wasn't comparing anything. I was simple using the post before me and decided to add my two cents on the idea. Sheesh. Point being, I don't see what is wrong with mentioning computer games that use similar ideas if they manage to help someone forward their idea. Not to mention that I'm not an expert on board games, I'm new to most of it. The only "hobby" boardgame I've played is Dragon's Gold and Axis & Allies.
Anyway, like I had mentioned, I say go for it.

Anonymous
Game Idea

I am thinking of on a original way to give resources one idea is that you secretly point out two colors(products) and if everybody has decided the player hows turn it is picks two colors, this two colors then are compared with the secretly choosen colors and those how are the same gets products. My question is again or this concept has been used before and or somenbody else got a funny idea. Thanks a lot for all the support.

Anonymous
k

edit: I misread, let me retry that thought lol.

So basically, you pick two colors (a.k.a. products), whoever's turn it is, picks two colors, you compare them to the secret colors chosen by (you didn't say :S), and if you get colors that are teh same, you get those products.
Now, I'm not sure if this has been used before, but it seems random to me. You just pick up some colors in hopes that you'll get the color that you have secretly chosen to get the products of whatever color that is. Maybe I read wrong, I just see it might cause problems if you're trying to devise a game where you have the choice over how you control your islands and harbors. I dunno though, I guess it couldn't hurt to give it a try to see how it affects the gameplay.

jwalduck
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Joined: 09/06/2011
Game Idea

Its not about going first, its about who gets to trade.

Everyone secretly picks two commodities for the trade. If a player picks the two commodities which match the active player's picks they get to trade.

What if more than one player chooses the right commodities?

Will everyone have two commodities to trade? Players in the begining will only have one type of commodity/harbor. Or are the two commodities choosen what you are offering and what you want?

Have you considered ships as a unit you could buy in a similar way to harbors? This could lead to a strategy where you invest in ships rather than harbors and take a cut from everyone elses' trade.

FastLearner
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Game Idea

Arconna wrote:
Woah woah. I wasn't comparing anything. I was simple using the post before me and decided to add my two cents on the idea. Sheesh.

No need for sheesh. What I was trying to say there was that I was being overly-sensitive due to spending too much time telling people who only want to design videogames that they've found the wrong place. Nothing personal, just me overreacting.

-- Matthew

Anonymous
Game Idea

What if you had each island accept only a limited amount of each commodity and when they reach the max of what is set then the trader must take it to the next island on another turn or trade a third commodity that they have on board.

This makes the race for each island and a point value can be given to having given the island the amount which max's them out. This would also allow them to take as many commodities as need be but having the distancce to each island be the factor of where they go by allowing each ship to move only so many tile spaces on a single turn.

By making the race to each island and the distance the variable then your player must strategize which island is easiest and best for him in comparison to transfer goods to without being to readily available for his oppononent to fill the topping off of the islands limits to gain the points for doing it.

Example say you have Island "A" and they want sheep. The max they can have is 100. A ship can only carry 20. You carry to this island 4 times and now the island only needs one more to top off to gain the point value. If you have the opponent land the last 20 he or she would get the points and nothing for you doing all the work. This would work like a chess play where the person who has the most commodities topping an island off would gain control of the harbor having the avaiability to charge fees to the other traders bringing in goods to top off other commodities. Thus making a profit to buy bigger ships and warehouses. Most harbors wins.

just a thought here as I really like your idea and gave it quite a bit of thought how to make it work.

Anonymous
Game Idea

FastLearner wrote:
Arconna wrote:
Woah woah. I wasn't comparing anything. I was simple using the post before me and decided to add my two cents on the idea. Sheesh.

No need for sheesh. What I was trying to say there was that I was being overly-sensitive due to spending too much time telling people who only want to design videogames that they've found the wrong place. Nothing personal, just me overreacting.

-- Matthew

Oh..lol. Sorry, I think after all the years of being on forums on various topics, everyone gets a little jumpy lol. Well my bad :). I've done a lot of misreading today, had to go back and edit a post cause I magically came up with words that weren't posted lol.

Anonymous
Game Idea

What I really meant is that if the active players secretly (or not) chose two commodities all the lands with that commodities produces that commodities. But your idea could also workout, I think.

Anonymous
Game Idea

I thinking of how the board should looke like, something new because hexagram's would be fine I think only its used already so many times. Has anybody an idea?

Anonymous
lol

what about triangles? Don't know if that has been used before, but it could make for an interesting board, maybe even interesting rules and such. *shrugs* just a thought.

FastLearner
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Joined: 12/31/1969
Game Idea

Funny, my Z-man monster game uses a triangular grid. :)

-- Matthew

Anonymous
Game Idea

FastLearner wrote:
Funny, my Z-man monster game uses a triangular grid. :)

-- Matthew

I am pretty new to the hobby side of board games lol, so for all I know there could be lots of games with triangular grids out there lol. It just sounds neat and original to me :P. I just think it would make the game look good and might add some really interesting play to it.

Or you might also consider maybe using just a picture of your sort of "area" with all the water and islands and have maybe line grids that act sort of like tracks with different dots on them to indicate stopping points for a turn. Hope that makes sense.

OutsideLime
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Joined: 12/31/1969
Game Idea

I think Arconna's got it.

Your game doesn't sound like it needs to be based on a pattern grid like hexes or squares. Try the "shipping lanes" where there are lines across the water to represent pathways, and points on them to regulate ship movement.
You could even have differently-coloured pathways to mark aloowable shipping lanes for various types of watercraft... i.e. a rowboat could only move through the shallowest coastal areas, while a cargo ship could cross the deepest oceans... that's if you have different boats though...

~Josh

Anonymous
Game Idea

what he said lol. I didn't word it very well lol. But yeah, it seems like that is the best idea for it. I'm reminded of a board game I saw played a looong time ago called I think "Iron" something or other. I think it had to do with trains, but I'm not sure, it had a map and players would actually draw new tracks and do small quests and such to get more money to build more tracks, etc etc. You won't be drawing your own tracks most likely, but point being the tracks had stop points in each sort of grid line, and for you you could just draw the stop points in. I think depending on the scale of your game, it might get gridlike with so many tracks, because you'll probably have each island connected to the other. Paths would be intertwined and such.
Anywho.

jwalduck
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Joined: 09/06/2011
Game Idea

I have been thinking about players having ships and moving them around. It strikes me that the game like this could end up with a tedious amount of micro management with the movement of ships when the heart of the game seems to be trading.

Anyway I had several thoughts:

Don't have ships - allow free trade: Players have harbors which allow them to trade and all the shipping is just assumed to occur.

Don't have ships, but have shipping lanes: This is based on OutsideLime's idea of shipping lanes. Some harbors are connected by good shipping lanes, which allow the exchange of more commodities, some go through reefs which allow less commodities to be exchanged. This could lead to the insentive to build a second harbor on the other side of your island to get access to better shipping lanes.

Have a common ship travel the board: There is one ship token that travels around all the harbors in a set order. At each harbor a player can add any number of commodities to the ship and take upto that number off. So the ship might have 3 timber on board when it arrives at your harbor, you add 2 brick to it and take 2 timber. Players turns are activated by the arrival of the ship in one of their harbors. Players could also do some kind of action to effect the order in which the ship moves around the harbors - skipping a harbor, backing up one, etc

Anonymous
Game Idea

hmm
That idea could work, I think that micro-managing with multiple ships would make for some interesting play though, since the idea is basically to have more than anyone else. I guess it really depends how difficul a game the creator is trying to make...

larienna
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Game Idea

If you need to move ship, you can also use an Hex map with island combo. The idea is the the sea is devided in hex but the island are not, they just have an odd shape. So each island will touch to a series of Hex on the water and the island is 1 territory in itself.

You can also make a 4 part tilable map just to make sure that you can change a bit the map layout of each game to increase the replay value.

Finaly, you do not need necesarily need to move ship. The hexes could be used to evaluate trade distance between 2 islands.

Anonymous
Game Idea

Thanks for all the wonderfull ideas I will certainly work on it. Currently I am thinking of a wayto change the board every time you play it without making it look like settlers of catan.

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