Other Wise

Rotary vortex

Turn structure

The base idea is a set of rounds, each round consisting of distinct phases executed in order by each player before moving onto the next phase or round:

Turn order is rotational. Start player moves back one space each round.

Construction

Players have 2 action points. Available actions:

Player’s travelling spaceships which are not advanced during turn are removed from the board along with the paths they explored.

Operation

The Operation phase is split into three steps:

  1. For each player in turn order:
    1. Produce products on all level-1 (input-less) factories
    2. Move products across network to consumers
      • Pay for network transit per colour
      • Owner of product pays market price (forced) for product
      • May not delivery to factory if an input of that colour is already present
  2. For each player in turn order:
    1. Produce products on all level-2 factories that have both inputs
    2. Move products across network to consumers
      • Pay for network transit per colour
      • Owner of product pays market price (forced) for product
  3. For each player in turn order:
    1. Produce products on all level-3 factories that have both inputs
    2. Move products across network to consumers
      • Pay for network transit per colour
      • Owner of factory received market price from bank

Resolution

The Resolution phase is split into three steps:

  1. For each colour of level-1 factories adjust the market price for that colour:
    • down if there are unshipped goods of that colour
    • up if all products of that colour were consumed to produce level-2 products
    • no-change if all products of that colour were shipped but not all were consumed
  2. Each player now exchanges promissory notes with their owners to reduce the number of notes in the game to a minimum (trade a player’s promissory notes with that player for notes they hold of other players, repeat until no further exchanges are possible).
  3. Each player pays all promissory notes other players hold of their’s.

Other

Preferably game ends when bank breaks.

I’m concerned that Operations and Resolution are horribly fiddly. Transaction density is a problem.

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