MotF 78: The Name of the Game

Krall

Banned
XMotF 78 Roundel.png


The Challenge
Make a map that is used for a board game in an alternate timeline.

The Restrictions
There are no restrictions on when your PoD or entry may be set. Future history entries are allowed, but entries with blatantly implausible (ASB) history are not.

You do not need to show the entire board used for the game - only the map part must be shown.

You do not need to invent all the rules required for the board game.

Your board game may be based around events from our timeline provided the game itself does not exist in our timeline.

Board games extremely similar to or identical to board games from our timeline are not allowed.

If you're not sure whether your idea meets the criteria of this challenge, please feel free to PM me.

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The entry period for this round has been extended; it shall end on Saturday the 4th of May.

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Suggestions and OTL resources
You could make a map from...

...a war-based board game, like Risk.

...an infrastructure building board game, like Ticket to Ride.

...a disease control and prevention board game, like Pandemic.

...a board game set in a fictional world (fantasy, sci-fi, etc.), like War of the Ring.

...a board game based on a specific historical event, like A Few Acres of Snow - which is based on the French and Indian War - or 1960: The Making of the President - which is based on the 1960 US Presidential election campaign - or Twilight Struggle - which is based on the Cold War.

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THIS THREAD IS FOR ENTRIES AND DISCUSSION ONLY.

Only entries and discussion of those entries, or of the challenge itself, are allowed in this thread. In order to make it easy to see which posts are entries and which posts are not, please do not post images outside of an entry. If you violate these rules you will be asked to remove or edit your post(s). If you refuse to remove or edit your post(s), post something that is clearly disruptive or malicious, or post spam then you will be reported to the board's moderators and may be disqualified from this round of MotF.


Remember to vote on the previous round of MotF!

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ZAYTAMA is a game of influence on the Silk Road, from my TL -350Bf, with the POD at Alexander's conception. He turns out a little different, and though he still conquers extensively his empire outlasts him by centuries and is mostly Mediterranean-based. In the East, Persia collapses for a little while and is reunited under a new Empire, India goes nearly entirely Buddhist and is dominated by a *Mauryan Empire with a proselytizing mission. Along with (northern) Chinese and later *Russian ones, Persian and Indian dynasties spend much of their time competing for control of the Central Asian trade cities. "Zaytama" is the name of one of the richest of these cities.

This is only the Board of Play, also included in the box the a Score Track, numerous wooden Cubes and Markers painted red and yellow, the Random Event deck, the Rulebook, and two Dice.

From the back of the box:
The year is 700, and the old order in Central Asia is coming apart. Chinese influence has all but disappeared with the violent collapse of the Chu Empire, and the region's powerful southern neighbors are hungrily eyeing the valuable trade routes. They seek to increase their power in the region with military, economic, and religious influence, while fending off bloody bandits, horse-riding hordes, rival religions, and most importantly one another. Play as one of two great empires, the Chutsamic and the Persian, and win wealth, power, and glory for yourself and your heirs!

Note that the date 700 is from the founding of the (First) Persian Empire.

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Krall

Banned
ZAYTAMA is a game of influence on the Silk Road, from my TL -350Bf, with the POD at Alexander's conception. He turns out a little different, and though he still conquers extensively his empire outlasts him by centuries and is mostly Mediterranean-based. In the East, Persia collapses for a little while and is reunited under a new Empire, India goes nearly entirely Buddhist and is dominated by a *Mauryan Empire with a proselytizing mission. Along with (northern) Chinese and later *Russian ones, Persian and Indian dynasties spend much of their time competing for control of the Central Asian trade cities. "Zaytama" is the name of one of the richest of these cities.

This is only the Board of Play, also included in the box the a Score Track, numerous wooden Cubes and Markers painted red and yellow, the Random Event deck, the Rulebook, and two Dice.

From the back of the box:
The year is 700, and the old order in Central Asia is coming apart. Chinese influence has all but disappeared with the violent collapse of the Chu Empire, and the region's powerful southern neighbors are hungrily eyeing the valuable trade routes. They seek to increase their power in the region with military, economic, and religious influence, while fending off bloody bandits, horse-riding hordes, rival religions, and most importantly one another. Play as one of two great empires, the Chutsamic and the Persian, and win wealth, power, and glory for yourself and your heirs!

Note that the date 700 is from the founding of the (First) Persian Empire.

The map's a little small and the text hard to read, but otherwise you have captured the idea of the contest perfectly! :D

Could it be a map of my own fantasy world adapted to boardgamestyle?

Yes, but I will note that I'd prefer (though not *require*) that you provide some context on how the board game could exist in an ATL. :)
 
The map's a little small and the text hard to read, but otherwise you have captured the idea of the contest perfectly! :D

I'm sorry about the size, originally it was about 3-4 times bigger but I had to cut it down to fit the file size requirements.
 

Krall

Banned
Thanks, Black! Here is the larger image:

I'd prefer it if you editted your original post to remove the smaller map, replacing it with the larger one. It does look better when it's big, though*.

*Please do not take this sentence out of context.
 
I'd prefer it if you editted your original post to remove the smaller map, replacing it with the larger one. It does look better when it's big, though*.

*Please do not take this sentence out of context.

Done! Thanks to everyone for your helpful advice!
 
Network is a 1970's German boardgame set in 1920s Europe, with players taking the role of managing the Imperial rail network in the aftermath of the Great War. The game is notable for being popular in England, France the United States despite the pro-German propaganda common with Imperial games. Unlike most German-style games that typically are based about luck and conflict Network is positively compared to French-style board games as including much more of a strategic and in cases cooperative element. It is the only German board game to win the coveted French Jeu de l'année award, cited as a factor for it's popularity outside the Empire.

Rules overview

The game takes place on a map of Europe, divided between Germany proper, allied states and neighbouring countries, with rail lines connecting major cities. There are four types of cities; Prussian, German, Allied and Foreign, the game rules encourages connections between Prussian cities and allied capitals, whilst connections to foreign cities are only allowed if the player has an international permit.

There are three types of infrastructure; stations (for passengers), factories (for goods) and barracks (for troops). These buildings are represented by cards and pieces on the board placed in each city. If a player has two of the same buildings in two cities and has trains on all the lines in between then they are productive. A city can only have one type of building in for each player. Stations can only be built by a player in international cites if they have a permit. Non-station buildings can only be built in Allied cities if they are open and in international cities only if they are annexed.

Productive stations produce money straight into the players inventory, the amount is determined by the value of the cities the stations are located in, any intermediate cities that have stations on have their value doubled whilst any that do not have stations on subtract their value from the total. Example 1: A player has stations in Hamburg (40) and Bremen (20). If he plays a train on the intermediate line he will receive 60 RM at the end of the turn.
Example 2: A player has stations in Erfurt (10) and Dresden (30), and trains on the line Erfurt-Leipzig and Leipzig-Dresden. He would receive 40 RM at the end of the turn, except Leipzig (20) is on the route but not served, so he only receives 20 RM. If Leipzig had a station on he instead would receive 80 RM, 10 from Erfurt, 30 from Dresden and 2x20 from Leipzig.

Factories work similarly, except there is no double bonus for being in the middle of a route or penalty for not being served. However only money from factories (not stations) may be spent to buy new trains, at a cost of 30 RM (representing directing industrial profits back into rolling stock).

Barracks are only used in wartime (explained later), and so investing in them is a gamble. However in the event of a long war a player with many barracks will reap the profits.

The turn is usually split into four phases. Firstly the Network card deck is dealt. This deck contains two different types of cards: purchasing and event cards. Purchasing cards are either buildings (stations, factories and barracks) or permits. Permits may allow construction in certain international cities (grouped by countries, so an Italian Operating Permit will allow that player to build stations in Venice and Milan) or give bonuses for specific connections (e.g. for linking all cities in an allied state, or between the three Hanseatic ports). Event cards are not purchasable but give temporary effects to he entire board. For example, a Hot Summer event will give small bonus money from passengers to any of the northern cities on the sea, whilst a Ski Season event will provide bonuses for cities in the Alps. On the other hand the Cold Winter event may put certain lines in the mountains out of action due to snowdrifts. Other events may include a riot in an Allied city, where any player who has barracks in that city gains extra RMs. These events last for a certain number of turns or until a new event takes their place, so they can have a major effect on player's strategies. The most important event card is the War! event, which if drawn puts the game into the war state, explained below.

Once the cards are drawn, the second stage is the buying stage - where players exchange their RM to buy buildings or permits. This is done in forward order, and each player can only purchase one card. Players may also attempt to buy cards off other players who are not using them, they cost double their value.

The third stage is the utilisation stage. Players place their train pieces on routes on the board they would like to serve. This is done in reverse order, each player takes it in turn to place one train at a time. This continues round until each player has placed all their trains on the board.

The final stage is the profit stage. Each player revives money from their stations and either money or trains from their factories. The turns are then started again.

These turns continue until a War! event card is drawn. This places the game in the war state. At the start of the war state, and at the start of each turn along with the network cards, a number of War cards are drawn, equal to the War power on the War! event card (e.g. War against France has the highest war power of 3, War against Switzerland has only 1.) These cards show a certain number of troops required on each. If all the players have this number of barracks and enough trains to transport them all to the front line then the war is won. If not then the war continues.

In the war state the buying stage still occurs, but the cost of stations is doubled (a waste of resources in these times!). The Network cards are still dealt, so events may occur even (in a worst case scenario) another war might break out! An additional option is that any factories may be converted into barracks permanently by paying their cost again, this is something of a last ditch effort. In the utilisation stage all players must attempt to place their trains in order to connect barracks to the front line (cities with lines to the target country). In the profit stage stations make no money (even if they are connected by trains) and factories automatically pool their money into producing trains, with any excess money wasted (diverted to the military).

At the start of the next war turn new war cards are drawn and replace the older cards if they are higher (e.g. if France draws 3,2,2 on the first turn and 3,1,1 on the second the lowest cards are discarded, so the target is 3+3+2=8). Eventually the players should be able to get enough barracks and trains connected to overwhelm the enemy country, and the war is ended. The cities of that county count as annexed from now on (essentially they count the same as Allied cities). There is the small chance that all the players do not have enough capital to defeat the enemy even utilising all their trains and barracks (since there is no way of gaining money during the war). This is the only way for all players to lose the game.

The game is won when one player has used all of their train pieces on the board, representing the maximum extent of their network. At this point one more turn is taken and the winner is the player who at the end of this turn has the highest total capital (building value plus cash). A game that continues long enough for every neighbouring country to be defeated in a war achieves a "Fatherland" victory, where every player is considered winning. Options are given to either ignore this (so the only way to win is individually) or to have this as the only victory condition (so if a player runs out of pieces they just have to make do.

The game board:

mapsc.png


There are plenty of other rules and such I haven't mentioned, but that should be enough for now. I should add a disclaimer that the rules above are probably not balanced in any way :p.
 
First marketed in 1948 as part of the centenary celebrations of the so called 'Deutches Anschluss' in which the Frankfurt Conference had unified the disparate German peoples into a single state, Stromanschluss (rebranded as 'Powerline' for the Western market) marked this political unification through competition for dominance in the unification of the electrical grid that had been more recently completed by the Imperial Government. While the initial game sold well, it was substantially tweaked to improve the gameplay balance for a 1949 re-relase, and then given further overhauls first for the 1965 international release, and then again for the 1973 silver anniversary of the original release, in which incarnation it has remained, with the exception of minor alterations to some of the power station cards, essentially unchanged to this day.

This example, showing the original 1948 board, displays in full the idiosyncracies that would disappear the following year. Many of the detailed design elements, such as the bundled wire effect on the connecting lines and widespread cityscape elements, were of course yet to be included. However, not present either is that source of much living room controversy the 'bonus structure' whereby a company can get a bonus for providing power, at a greater expense, to an iconic landmark of many of the larger cities on the board. Also clearly visible are the reasons for the inclusion of the international connections as, especially in the east, the emptiness of the board forced by requirements to display the Empire's full extent could not be easily filled by other necessary design elements.

What can also been seen is the, to modern eyes, surprising view with which the then highly experimental nuclear power was viewed. While the familiar equal groupings for coal, oil and gas are clearly present, it wasn't until the 1965 redesign that space for nuclear fuel was even added to the lower price ranks. Here, in the original incarnation produced before the Mannheim plant came online and forced an adjustment in popular expectations of nuclear power, it is expressed as a highly expensive, prohibitively so in the early stages of gameplay, form of power which, if harnessed, can power all 9 cities of a region on a single barrel of fuel for the following turn. Small wonder indeed that nuclear power was widely considered overpowered by the average gamer, with several sets of tournament rules specifically banning it from use until several years after the 65 redesign. This then represents a brief snapshot into the early days of the Brettspiel industry.

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I'll say this Martin, we seem to have nearly produced the same entry idea independently of eachother:D

Had the session last night gone ahead it could have been even more amusing;)
 
I was going to say Martin's reminded me of Funkenschlag (Power Grid in English). But yours is even more like it Alex. :D
 
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