From: Robert Markham Subject: Re: Game Auction and Race for Space This will be my only plug on the list. I'm using it do give you some idea of what my first two games are about. In deciding to print some DTP games, I basically did so to get the creative autonomy that designing for other companies many times lacks. As someone who has always been attracted to periods and games that were off the beaten track, I finally came to the conclusion that this was one outlet to pursue what I want to pursue. Becasue of the DTP aspect, I don't have to make sure that each game sells a bundle since I will be producing on demand. Anyway, enough of this talk and on to a description of the two games I'm now offering. First, there is GAME AUCTION. The game is a satirical look at the wargaming hobby and the games, people, and compainies that make up the hobby. With tongue firmly planted in cheek, I have designed a game that simulates all the fun and craziness of a live wargame auction. Based on MODERN ART, the game adds event cards that may be played on yourself or on an opponent during the course of an auction ( and includes such cards as "buying frenzy" where your emotions take over and you want to buy anything that has cardboard and dice, or the ever popular "Paranoid" where a player has come to the conclusion that a person is bidding against him not for the game but to out bid him - it has become personal). The game also adds condition cards that are played after a round of auctions is completed. It simulates that moment when you finally open the box that you've just purchased. With condition cards, you can find anything from a designer's autograph to mildew. The game also comes with a complete description of the companies and games that are up for sale. You will run into companies like EGO Games, "considered by many including themselves to produce the ultimate wargaes, this company features some of the most famous personalities in the hobby. Renowned for their use (some would say abuse) of color, their games feature everything a wargame should have and a lot that isn't necessary. Their motto is 'If you can't understand our games, we are not surprised.'" You'll also to be able to read about games like Plunder at the Crossroads ("Okay, here's the premise: Long John Silver and the rest of his band have misread the treasure map and show up at Gettysburg right in the middle of the battle. Rules emphasize the role of treasure seeking pirates in the American Civil War. So, 'Shiver me timbers, me matey' it's action and adventure galore'). OR Squad Guy, "World War II from the GI's perspective. Thrill to dysentery, delousing, hardtack, and possible venereal disease. Advanced rules include head lice, drinking water downstream from latirnes, wearing the same clothes for two months, and seeing a Bob Hope Christmas Show." With 45 game descriptions, even the rule book can be fun to read. GAME DESIGN sells for $12. The other game is The Race for Space. This is a serious look at the space technology race of the 50's and 60's. Either solitaire (with 4 scenarios) or two player (with 3 scenarios), the game is fast paced and unusual. The game covers the period from 1955 to 1970 from the first attempts to orbit a satellite to the first manned landing on the moon. Players develop hardware and systems through research, then conduct launches to test those systems. Finally, they announce public launchings in an attempt to earn prestige points (victory is determined by prestige) and through presitge points to increase funding. The game comes with 108 mounted but not die cut counters, 6 development displays, two launch displays, plus various charts, record sheets, and tables. It is a unique and highly playable game that sells for $12. If you are interested in these games, contact me at markham@ct1.nai.net. Let me thank everyone on the list for bearing with me on this, but I thought it did have some interest content and it will be my only blurb. Rob Markham From: Robert Markham Subject: Re: Game Auction and Race for Space Brandon, Brandon Einhorn wrote: > This sounds amusing. What components does it have. Ive never played > Modern Art so could you please describe the game in greater detail. The game is played in four rounds by 3 to 6 players. Each round, players auction games from their hand to any player. Once five games of one company have been auctioned, players may place up to two condition cards (one at a time) on their purchased games or other players' purchased games. Then, all purchased games are sold to the bank. The value of each game depends on how many games from that company have beenoffered for auction and the scarcity of the game in question. In later rounds, this value can increase even more based on the cpmpany's past popularity. There are four types of auctions: open, Dutch, fixed, and double. Each game is rated for scarcity. Components are a game board, 17 sheets of cardstock cards, 10 sheets of play money, 15 market value chits, and a rules book. >. The game comes with 108 mounted but not die cut counters, 6 > > If they are NOT die cut what do we do, use an exacto knife or scissors? They are preforated, and can be cut with scissors. Currently I'm looking into a die cutting machine but that will be for the next round of games. > > > development displays, two launch displays, plus various charts, record > > sheets, and tables. It is a unique and highly playable game that > > sells for $12. > > I would like more details as well. The Race for Space includes the following sequence of play: RANDOM EVENTS PHASE (Mutual) Roll 2 D10 and refer to the Random Events Table to determine what event occurs this turn. MAINTENANCE AND INCOME PHASE (mutual) Each player determines how much income he recieves this turn and subtracts the cost of maintaining his science teams. RESEARCH AND DEVELOPMENT PHASE (mutual) The players may allocate science teams to projects, purchase new science teams, initiate new research programs, and roll for technology counters currently on the Development Displays. LAUNCH PHASE (alternating) The players decide whether to conduct real or test launches and determine the order in which launches will be resolved. Each buys equipment for his launches and assembles the necessary technology counters on his Mission Displays. Die rolls are made for each launch; if a technology's success rate increases, the owning player notes the increase on his Record Sheet. PRESTIGE PHASE (mutual) If any player earned prestige points through a successful launch, he records the increase in presitge points on his Record Sheet. The month marker is then advanced (note each turn is two months). Hope this answers your questions. I'm posting it on the list as well since it might clear up some other questions.