Monday, April 6, 2009

Edits to World Hunger Extravaganza!

Each player rolls the die for prosperity. If no players roll below a 10 or above a 15, everyone rerolls. This is your country's prosperity level. Being above 15 means you can feed yourself as a nation and being below 10 means you cannot.

When the game starts every nation is given 5 tokens for food.

Food consumption chart:
1: Lose 3 food
2-4: Lose 2 food
5-10: Lose 1 food
11-15: Stable food amount
16-20: Gain 1 food.

Is your nation prosperity is above a 15, you may pass up your obligation to roll for events at the costs of 1 food. Nations take turns having events happen in them, and every single turn, nations may trade or give food each other.

Rolling for events- Each turn, players roll to see if anything happens with their nation. What happens depends on the number of the roll. Prosperous nations mitigate all negative events by 1 point. All prosperity effects are permanent unless said otherwise.

1:Civil war: -4 prosperity permenantly
2-4:Famine: -2 food
5:Military uprising: -3 prosperity. If you roll an even number next two turn, it will end. Otherwise it is permenant.
6-8:Rise in food prices: -1 food and nation loses -1 Prosperity
9-11:Drougt: -1 food for this turn
12:Rampant Piracy: -1 prosperity
13:Resource War: You and the person (dice roll value) to your left lose 2 food this turn and -2 prosperity for next turn.
14-15:Stability: No numbers change for you this turn
16-18:Good Rains: +2 food, +1 prosperity for next turn
19:New Agricultural technology: +3 food, +2 prosperity
20:Genetically optimized food: +4 food, +3 prosperity

Winning? You guys are wimps. Maybe you should stop if you can stabilize things for a few
turns, but nothing is ever perfect in the world! Everyone dies or everyone is happy in the end.

4 comments:

  1. I found the game to be awesome. The most entertaining part of the game was when the group with the most food gave away all their food to save others, and would stop and go, why am I doing this again? But then they'd give up their food the next round too. Good game, silly and fun.

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  2. Great concept Karl! I really like how you can't win the game no matter what happens! I like what Steven said too, how players would keep giving away their food even though the player they were giving it to would just lose next round anyway. Kind of surprising we kept doing that!

    Never really had it get boring too, we played the game a lot, good job!

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  3. Karl,

    I really like this game design. You've got some interesting comments about the hunger problem as well as some great emergent play.

    Some comments.

    First, hunger is based on luck, which is an interesting comment in and of itself. How might this be modified if say a player sacrificed a certain amount of food each turn to gain prosperity in other areas?

    Second, how might population size affect prosperity and food? How is this represented in the system?

    Regarding cooperation, why do you think this emerged? Is it because you are cooperating as a group, or because everyone convinced each other to cooperate? Or is it mutually beneficial to have more players? Try playing another game, this time forcing the player with the most resources to refuse to share in order to try and break the system.

    Regarding the winning condition, this is an interesting approach. How does having an undefined win condition affect how the game is played? What if the players decided what the win conditions were? This is something to think about.

    -Devin Monnens

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  4. This game was pretty fun..in a..'shoot me now' kinda way~! Like, it was amusing to watch the tables turn so fast, but it really bred a feeling a doom among everybody!

    It was amusing that people would put themselves in peril to keep other players in the game!

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