Game and Board Design - luney-sp-76/SaveThePlanetSE1 GitHub Wiki
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Complete Rule Book: Rule_Book.docx
Start Square Name:
Resources For each Player at Start: 500 (pounds? points?)
Start Square Name Ideas:
- Zero or Net Zero
- Collect Funding / Grant
- Renew Budget
requirement 6.
Four Fields:
A. Reduce:(blue)
B. Reuse:(red)
3 areas under A and B: Emission Reduction, Waste Reduction and Environmental Damage Reduction
C. Create:(green)
D. Conserve:(orange)
2 areas under C and D: Energy Conservation, Energy Creation
Game Play Ideas:
ASSETS:
Player gathers assets which are based on various environmental technologies.. Each technology variation acquired or developed by the player attracts points which accumulate throughout the game depending on the positive environmental impact the technology provides or how dependant the other players become on the technology. So for example if one player owns the majority shareholding in heat pumps this may hold a higher value than the player who owns the majority shareholding in Wave Energy as the cost to develop, install and maintain may be less for wave energy but the overall electricity output may be more for heat pumps so Heat Pumps trump Wave Energy for environmental impact. However to develop the 'Energy Creation' Area as a whole and dominate the 'Create' field a player needs to own all or a majority of both Wave Power and Heat Pump technology.
Investment Areas:
Recycling Plastic - income from selling to companies that use recycle materials, ie shampoo or detergent bottle plants. Areas covered REUSE and REDUCE. This could also include removing plastic from the Ocean and Dumps which in turn would REDUCE Environmental Damage.
Owning a recycled plastic bottle factory - income from selling products to brands that use recycled items. Area Covered REUSE and REDUCE and CONSERVE.
Wind Turbines - income from government subsidies and grants and selling energy to the main grid. Areas covered, CREATE and REDUCE.
Wind power - similar to Wind Turbines
Sustainable Forests - income from government subsidies and grants, long term income from selling timber
Dump Mining - income from selling metals and recycling plastic after clearing is complete land leasing and or creation of sustainable forests or Organic crops. Side benefits of removing harmful materials from the earth attracting government subsidies. Areas covered REDUCE, REUSE, CREATE and CONSERVE (possibly a high value area in the game)
Heat Pumps - income from subsidised installation costs - accumulative income from maintainence and repair services. Areas covered CREATE and CONSERVE and REUSE.
Wave Energy - similar to Wind Turbines.
Ocean thermal energy conversion
Sewage Treatment - income from governments and councils and business. Areas covered REDUCE
Water Purification - similar to Sewage Treatment
Air Purification - income from installing living walls (indoor plants) for Large business and government - areas covered REUSE, REDUCE, CREATE and CONSERVE (possibly a high value area in the game)
other examples:
Hydroelectricity
Solar power
Photovoltaic
Electric vehicle
Hydrogen fuel cell
Green computing
Energy conservation
Doubly fed electric machine
Energy saving modules
Indoor Air Quality and environmental control
Strategies
An Assets' income will accumulate points and the more 'Areas' an asset covers the more points it accrues. Other players landing on a square that is in your area must contribute to the technology, either by paying (points) towards the development of the area or if they own similar technologies paying a reduced amount or selling some of their own assets to the same value.
A player who owns the majority of a technology field will earn more than a player who has a small investment. However if a player invests in only one area they are more likely to pay more to other players as they move around the board, so a balanced investment portfolio will provide a more stable income and allow the player to develop and invest in new environmentally friendly technologies.
Points & Game Narrative
When passing "Go", the player gains 500 points (as a government grant?). A player must have purchased all fields in an area to begin development of a relevant environmental scheme, i.e. all "Recycling" fields.
| | Create/Conserve (Low) | Create/Conserve (High) | Reduce/Reuse | | ------ | ------ | ------ | | Initial Cost | 200 | 400 | 300 | | Development Cost (3) | 250 | 500 | 400 | | Major Development Cost (1) | 600 | 1200 | 1000 |
The narrative in upgrading could be as follows:
1st Development: Hire engineers
2nd Development: Hire plant managers
3rd Development: Improve equipment
Major Development: Facility enlargment, i.e. add more solar panels to grid.
As the area develops, a player can earn more money from this field.
| | Create/Conserve (Low) | Create/Conserve (High) | Reduce/Reuse | | ------ | ------ | ------ | | Undeveloped Rates | 30 | 60 | 50 | | Rates (Dev 1) | 50 | 120 | 100 | | Rates (Dev 2) | 100 | 200 | 175 | | Rates (Dev 3) | 200 | 400 | 300 | | Rates (Fully Developed) | 350 | 650 | 500 |
Playing the game
- Players select "start a new game" - see set up below for further 'start' optins.
- Players enter their names - two players can't use the same name.
- Player 1 begins and passes "Go". They are awarded 500 points.
- Each player's turn goes as follows:
4a. Player rolls the dice and moves x number of squares.
4b. When landing on a square:
- Square is unowned, player has enough points and wants to purchase: player becomes the square's owner and the cost is deducted from their points total.
- Square is unowned and player does not want to purchase: the square is offered at standard cost to another player - randomly selected? the player with the lowest points or the player who owns properties in this area already?
- Square is owned by another player: the player must pay the square's rates, which are deducted from the player's total points.
- Player owns this square and owns all other areas in this field: the player can develop the area if they have enough points.
- Play continues until player selects "end game" OR until only one player is remaining with >0 points. This may change depending on game mode, as described below.
SETUP
- A User initiates a game by selecting "Start".
- The User is prompted with two options "Play A New Game" and "Play A Saved Game".
If the user chooses to "Play A Saved Game" all play will continue from the point the play was last saved.
- If the User chooses "Play A New Game" the system prompts the user with "Choose The Type of Game". The options for the user will be 2,3 or 4 Player or Team Game.(could be an option also for Computer player versus Human player)
- If the User chooses Team Game then the system will prompt "How Many Teams Are Playing?" and the options will be 2,3 or 4. Then for each team the system will ask "How many players in..." eg. "Team(1)". The options can be 1 - 4.
- The system will ask for the name for each player in the game. At any point during this set up scenario a player can be dropped, move team or a new player added.
- Once players are set the system offers game modes "Net Zero", “Co-Op” or "Monopoly Against Time".
Game Mode Ideas
Net Zero
The User is prompted "Do you want to play a timed game Y/N?"
The System sets a base Carbon Impact Number
The Carbon Number is finite and should equal the combined maximum, developed value of all the Squares on the Board.
Following the previous Strategies
The Players or Teams acquire and develop technologies which all have different values. The value reduces the Carbon impact number by that value when initially purchased, if another player lands on the square or if the technology is developed. This reduction is awarded as points which accumulate for the owners of each technology during the game. The more technologies a player or team owns then the higher the points awarded.
The game ends if a player or team quits, when the Carbon Number reaches 0 or if its timed when the time runs out.
If a player or team quits the assets are shared evenly between the remaining participants
The winner is determined by the player or team with the most impact points.
Monopoly Against Time
The Players have 30 Years to monopolise the environmental technology market and inadvertently "Save The Planet".
Each player is given an even share of a £10,000,000 government environmental grant.
The System prompts the user to set a timer of 30 minutes or 60 minutes.
If the player chooses 30 minutes each minute is a year and counts up from year 1 - year 30.
Similarly if a player chooses 60 minutes the game starts from year 1 but takes 2 minutes for each year up to year 30.
As with previous strategies The players move around the board buying and developing new Technologies. Players can buy out other players if they are facing financial problems which does not end the game (unlike a player quitting) and points acquired by other players landing on this "bought out" technology is assigned to the new owner from that point onwards.
The player with the highest share of all the technologies or whose investments have had the highest environmental impact after 30 years is the winner.
As with Net Zero if a player quits the game ends and their share holdings of environmental technologies is shared between the remaining players or teams to determine a winner.
Co-op
The Aim of Co-op mode is to lower or maintain the global temperature in this generation.
The game is against the system which can increase the temperature and count the time down.
The game starts with a timer set by the user for 30 minutes or 60 minutes and the global temperature is set at 2° above preindustrial levels and as a group of players or teams your job is to co-operate to lower that temperature to 1.5° or lower. The optimum is 0°.
Each player starts with nothing
As a player land ons an environmental technology square they have the choice to take ownership or not, as long as it is not already owned by another player. If they take ownership they are given credits (each environmental area attracts different credits). These credits are used to develop any environmental technology the player chooses as long as it is currently 'owned' by a member of the Co-Op. In turn any development in turn attracts credits to the co-op and credits to the player
After each round any co-op credits from the last round are available to every player for the next round only otherwise it is lost. All credits positively impact the global temperature and if every player has credits the reduction is 0.1°. Each player with no credits causes the reduction value to be less by 0.01°(to be discussed). For each round where a technology is not acquired or developed an increase of 0.1° is added to the global temperature for each technology
If the temperature goes above 2.5° the time left in the game is reduced by 1 extra minute per round. Also if the temperature drops below 0° the time is reduced. In this circumstance it is required for the players to not develop until the temperature is back to 0° which has a negative impact on the credits for the following rounds
.
The game ends if a player quits, the Temperature stays over 2.5° for 3 rounds or the time runs out whichever comes first.
If A player quits or the temperature is over 2.5° for 3 rounds the System will declare "You Lose" otherwise if you maintain the temperature as a co-op for the full duration the System declares "Your Generation has Saved The Planet"