Tuesday 26 October 2010

First concept for Build it up Rules

Build it up.

Target audience - 10+ years
Players – 2-4
Genre – Race within using a Die and counters (Grid based)
Four cornered board, colour coded to players. Players gaming areas submitted to one corner of the board.
Concept – Depending on the style of the board game, one must gradually build up an item in their corner by obtaining building pieces as they work around the board. Money is a crucial element, as it is the foundation of where you can obtain your pieces. You can both be rewarded money, and have it taken from you in certain circumstances or situations. You must work strategically and use your money wisely to gather all the pieces you require in order to make your item.
Goal the aim of the game is to build your item first before anyone else. To make sacrifices and think logically on how you can manipulate your opponents into collecting more money to build your item. There will be sections around the board game that can trip you up in your success, and do NOT forget that the opposing players can also affect your progression.
Squares (on the grid of the board)
. Pay day – Each time your return to your building sector, you will be given cash to help pay for the expenses for building your item. However, money MUST be used wisely in case of any unexpected decisions that may need to be made, which may result in loss of cash.
. Trading block – These squares will allow you to interact with your opponents. If an opposing player has gathered a piece of building you require, you can purchase that item off them, but at double the standard price. This enhances sacrifice in order to win, that you must use your money wisely in case certain pieces cannot meet you demise to begin with.
. Building tiles – depending on the style of the game will determine what pieces you will need to make your item/object. It will be divided into sections across the board grid, so that you must work your way around to get those important pieces in order to construct successfully. For example, if it was an architectural based game where you were making buildings, your object could be divided into walls, flooring and roofing.
. Tax Payers – Or of anything equivalent. These tiles will be used to take money from you accordingly, to pay for the moves you have taken across the board. These are also used to slip you up along your transition to success, it is where money because more important as you know you are due to pay out for things, OTHER than your building materials.
Accidents – Also another way to trip you up during the game play. These will vary depending on the style of the game, but initially it would be expenses if damage were caused to your or your structure. For example, with architectural designs, playing on certain tiles could indicate structural issues, like Dry rot, water damage and weather issues? Etc. If it us unfortunate in the event that you land on one of these tiles, you must pay out for the damaged caused in order to rescue your constructions.
Delivery trucks – Or of anything equivalent. As you would only be aloud to transport one piece at a time, this tile will give the chance to carry up to two pieces, to both help save time and obtain the pieces quicker in order to

No comments:

Post a Comment