Tuesday 12 October 2010

Wk 3: Day 2: Team meeting

At around 11 o'clock everyone in the team had gathered and discussed each other’s progress over the previous evening. I presented my designs that the team liked, however Robert offered some advice that perhaps it would be best to add a bronze / copper style tinge to the cards. I noted this down for editing tonight or tomorrow - before printing on Thursday.
Looking at other team members designs, Robert had created an impressive blueprint design that had summarised what we wanted as a team collectively. He had also created a great back of the card that made it seem like a secret military dossier. Overall, I was very impressed.
Josh had made some similarly impressive box art that adhered to the Art Deco style, which was popular in that period of time. Using a typeface from the website; 'Dafont.com', that had allowed users to use it for personal use and a realistic crumpled paper effect, Josh had captured the theme perfectly.
Steven had been doing some Robot concepts, which were really detailed and professional. The only worry that was shared by the team was that they were perhaps too futuristic. Nevertheless Jess and Steven will continue to work at it.
Jack had produced some excellent money for our game also, that again really fit the theme. I could begin to see that when all the pieces come together at the end of the week, it would be an impressive board game.


One aspect of the cards I had yet to cement entirely was which effects the cards should have. I spoke with Dominic and together we collaborated to create this list:


Positives

You won the noble prize (gain $400)
Reports say problems are happening at your build area. You rush back to find that it is only a mime outside the gate (go to your build area ...and that mime wasn’t around for long)
You persuade an engineer from a rival military force to work for you. He brought with him some blueprints from his previous job (pick up a build card)
You invent some kind of death ray and sell it at an auction (gain $400)
You sell space on your robot for advertising (gain $300)
After pleading with the general you get an advance on your pay (gain $300)
You get a free delivery with your ‘Evil meal’ (move to nearest delivery square)
Defeat your Arch-nemesis and sell the silent movie rights (gain $300)
Spies report back from an opponent’s base with their plans (pick up a build card)
You win evil scientist of the year award (gain $500)
You collect $100 for charity ...it’s your charity (gain $100)
Negatives
You hire a group of train robbers to loot the bank accounts of your opponents. Unfortunately they target your own account also (everyone loses $400)
Some idiots in the local security office install some form of metal identifying device – forcing you to leave all carried pieces (lose carried piece)
You are invited to an honorary zeppelin ride. It crashes. (Miss a turn)
Some of your scientists were testing woods properties with the steam engine. As a result your robot caught fire. (Lose $100 for each piece you own (if not paid lose that piece))
A platform collapses. With you on it (Miss a turn)
You are tricked by a pyramid scheme (lose $500)
You are forced to partake in a military parade (Miss a turn)
Through a clerical error, explosive testing was scheduled on the same day as build servicing (lose a piece)
Take a personal leave to quell worker/ robot uprising (Miss a turn)
One of your workers quits, joining a travelling band (pay $200 to have him Eradicated...)
Your steam engine runs out of coal (pay $100)
Your aircraft is blown off course – move to adjacent square (if build / chance square it is NOT activated. Also if you pass your build station it does not allow you to get pay / place build items)
Joinery workers on strike (if you have a piece, cannot attach until next go)
Your local wireless rant on how robots will eventually run flying machines gets you barred from all delivery squares for 1 turn)

Dud
You come last in a beauty pageant ...ouch
You get gum on your shoe ...how irritating
                Aimed
You try out one of your scientists new inventions. It’s a success ...unfortunately for your opponent (Chose a player. That player can only roll between 1 and 3 their next turn)
You discover a vinyl with hypnotic qualities.  (Pick a player. They miss a turn – waking their workers)
Weapons practice: you decide to try out your robot’s destructive capabilities...on your opponent (pick a player – they miss a turn)
Amnesia – everyone re rolls their ‘who starts’ dice roll to determine a new order.
Pickpocket – you may steal either $500 off an opponent or a carried ‘piece’ (you may NOT steal from the build area)
Steal – You may steal one piece from an opponent’s build area
Demolition – you may destroy remove one piece from an opponent’s build area
Sabotage – you sabotage the delivery system – other players cannot use it next turn

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