Shopping Spree Draft
Contents
1 Gameplay Summary
The core idea of this dynasty would be all of the players purchase items and pack them into cars over a series of rounds. Inspired in part by the Backpack Hero game, players would have an allowance of gold for buying items that they receive every round for purchasing items, and then a grid that they would then have to put those items into. Items would have various effects that could affect the game and would occupy space on grids that represent each player's car. The idea would be a euro-style game with light cross-player interactions, with the theme being that each player is on a massive shopping spree attempting to outdo all the others.
2 Imperial Style
*Attitude towards proposals - Designer, transitioning into Gardner. I will likely propose anything that sounds interesting to me and provides interesting play and design space, but as the need for that lessens I'll mainly focus on making sure everything stays neat and tidy.
*Attitude towards player protection - Protective, transitioning into Libertarian. I wish to set up the grounds for a fun and balanced gameplay experience, but as stakes begin to rise I will allow the players to make the decisions that they believe best for their own game rather than attempting to wrangle the game past when it's best to do so.
*Desired workload - Casual. I'm willing to handle rounds and all associated actions, but would highly prefer being able to process all actions at once each round rather than a constant trickle of responsibilities.
*Attitude towards scams - likely neutral. I'll move to close anything egregious/game breaking that I find, but scams are a valid style of play and I won't act directly against someone attempting them as an avenue of strategy.
*Attitude towards information sharing - Guarded. I'll say what I have to and attempt to keep everything in it's place.
*Attitude towards predictability - Instinctual. I do not believe that precedence is always the best platform to stand on when breaking it would be better for the health of the game.
*Attitude towards desired game style - Timekeeper. The rounds are on a as-ready basis for all players, and I will strongly discourage and perhaps even veto anything that attempts to follow a timing structure that's faster than on a per-round basis.
3 Example Rules
3.1 Looting and Running
Each Player has a publicly tracked Ready status, which may either be "Yes" or "No" and defaults to "No". When all Players have a Ready status of Yes, the Emperor should take the following Atomic Action known as "Packing it In" at their earliest convenience.
- Apply the effects of Items in Player's Cars using the following method:
* Scan each of the cells of each Player's Car, starting in the top left corner and proceeding to the right when possible, or to the leftmost cell of the next row down when not. * When a cell containing part of an Item is scanned, Activate that Item if that has not been done so for that instance of that Item in the current "Packing it In" atomic action.
- Increase each Player's Coins by 20.
- Remove all Items from the "For Sale" list, then randomly select 7 unique Items and add them to the "For Sale" list (or add all items to the "For Sale" list if there are less than 7 Items in the ruleset).
- Set each Player's Ready value to "No".
3.2 Items
Each Player has a Car, which is defined as a 5x8 grid, and by default every cell in it is empty (represented by the Gray color). Items are objects represented by colored cells that may contain text within a grid that take up space within Cars and may be owned by Players. There exists a publicly tracked list "For Sale" which lists the names of up to 7 Items. Players may spend Coins equal to the price of an Item on the "For Sale" in order to gain a copy of that Item, at which point they must place it into their Car in a manner that does not overlap with other Items and is not rotated from the orientation given in the below list. Players may rearrange the Items in their Car at any time, or may remove Items from their Car entirely if they no longer wish to have them. Each player has a publicly tracked amount of Coins that defaults to 20.
The following is the list of Items that exist, which have a name followed by a grid layout that it occupies (all non-Gray cells), a price, and an effect. If an Item's effect contains the text "Activate:", everything after that text in that item's effect is applied when Activated during the "Packing it In" atomic actions. All Item effects are applied to the owner of the Item unless otherwise stated.
3.2.1 Fireworks
$5 Activate: Remove a random Item in a cell orthogonally adjacent to this Item from your Car and then gain Coins equal to three times that Item's sell value. If there are none, remove this Item instead and gain five Coins.
3.2.2 Wrist Watch
$10
Items in the cell directly to the right of this Item have their effects applied twice when Activated.
3.2.3 Metal Detector
$15
Activate: Gain 5 coins.
3.2.4 Suitcase
$15
You gain an additional 2 by 4 grid that you may place, rearrange, or remove non-Suitcase items from as if it was your Car. Activate: Apply the first step and its associated substeps of the "Packing it In" atomic action on this Suitcase's grid.