I envision this as a 16-bit challenge game: all material fits on one paper and only uses 16 tiles.
What’s the idea?
- You place tiles in the center of the table, building a city together.
- However, you score individually.
- Every tile that points towards you is claimed by you ( = scores you points)
This way, we only need a very limited number of tiles. And no other tokens for claiming.
Setup
Place the clock tile in the center of the table, with the clock token on top of it.
Shuffle the remaining tiles into face-down deck.
Go around the table twice, clockwise. Each player draws the top tile and adds it to the city, rotated such that they claim it.
Remember: You claim a tile if its arrow points at you.
Objective
The clock signals a period of a year. Some actions advance this clock. The game ends when a full year has passed.
You score points for all buildings you own when the game ends. Highest score wins.
Gameplay
On your turn, Draw or Place
- Draw: take a tile owned by you from the city. Rotate an existing tile however you like. => You can’t take tiles that would split the city into multiple loose parts.
- Place: place a tile from your hand into the city (at any rotation). Take its action or that of a neighboring tile.
If you can’t do anything, tough luck.
Tiles
The tiles would obviously show parts of a city with certain rules. These rules will depend on how they are rotated ( = connected with neighbors), or how neighbors are rotated.
IDEA: Something that locks rotation or placement.
IDEA: Something that scores points when in your hand, so you never want to place it.
IDEA: New tiles enter your hand or the city through actions.
IDEA: A tile that gives points (or allows something) if the clock points at you? Similarly, a tile that changes that clock.
These can easily be randomly generated. We only need some “restrictions” on the set like:
- One clock tile + clock token. (But the clock might even differ.)
- A good balance in tiles and what they do. (Some mess with clock, some mess with neighbors, some just score lots of points, …)
Analysis
This would work quite well. Why?
- Drawing is balanced. You take away something that scores you points, but get a powerful action (rotate) as a reward.
- Placing is balanced. You potentially help others, but get an action of your choosing as a reward.
- At the same time, placement is constrained. You can’t break the city. Can only take actions from neighbors.
QUESTIONS REMAINING:
- When does the game end?
- What exactly do city tiles do and how do you score points?
- Maybe a “city” is a bland theme. Can we construct something else? A theme park? A zoo? A nature reserve? A mall? A supermarket?