Thursday, March 29, 2012

Dice-Matching Resource Management Game [In the Lab]

[Image: Soft Tones Dice]
Here's a loose idea for a dice-driven resource management and bartering game. It's very, very early but I want to record it for future reference. Basically, it's a civilization game that uses Maslow's Hierarchy of Needs as an upgrade structure.

Players roll 4d6 at the same time. You're trying to make pairs, three-of-a-kind or four-of-a-kind. The chart below what resources each set produces.

RESULTS = RESOURCES
11=AA   111=AAA   1111=AAAA
22=AA   222=AAA   2222=BBBB
33=AA   333=BBB   3333=BBBB
44=BB   444=BBB   4444=CCCC
55=BB   555=CCC   5555=CCCC
66=CC   666=CCC   6666=CCCC

You may sum two results to "fake" a set. If you fake a set, it earns one fewer resource than it would normally produce. So, if you rolled 3 3 1 2, you could sum the 1 and 2 to fake a triple 3. (3 3 [2+1]) This produces two Resource B.

Straights can also be very useful, but difficult to achieve. There are three possible straights from 4d6. 1,2,3,4 produces one of each resource A–D. 2,3,4,5 produces two of each resource B–E. 3,4,5,6 produces one of each resource C–F. In other words, straights can be a shortcut to producing resources that you'd otherwise not be produce with a standard set.

RESULTS = RESOURCES
1234=ABCD
2345=BCDE
3456=CDEF

Each single result produces gold coins of that amount. Gold coins may be used to buy resources or temporary dice.

You may also barter with the other players to get their results, trading resources or gold coins as you wish.

Resources can be used to buy permanent upgrades, such as re-rolls, permanent dice, resource production bonuses, trading powers, etc.



The goal: I'm imagining a model something like Maslow's Hierarchy of Needs as applied to a whole civilization. You're first meeting the barebones necessities of an early culture (Resource A) and then gradually climbing that pyramid to reach a fully self-actualized civilization (Resource F).

Maybe A and F should be reversed, since it's far easier to sum two or more dice to create a 6 than to create a 2 or 1. Food for thought, indeed. UPDATE: @RyanAech had an interesting idea: How about fake straights? Like 1+2 4 5 being a straight, giving CDE. Something like that.

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