Difference between revisions of "PoorVille"

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(New page: {{gameinfobox |designer=Invisible Playground |image=Love_at_First_Sight.jpg |players=8-100. The best number depends on the playing field. At Nyugati it is 20. |stuff=Poker Chips; 100huf, o...)
 
 
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{{gameinfobox
 
{{gameinfobox
|designer=Invisible Playground
+
|designer=Invisible Playground & Balint Fazekas
|image=Love_at_First_Sight.jpg
+
|image=PoorVille.jpg
|players=8-100. The best number depends on the playing field. At Nyugati it is 20.
+
|players=8-50
|stuff=Poker Chips; 100huf, one euro, one pound, one dollar for every player.
+
|stuff=poker chips, 100 HUF, price tags, gong
|crew=For every ten players you need two marketeers.
+
|crew=2 for every 10 players
|preparation=Finding a fitting location + 15min.
+
|preparation=60 minutes
|time=30 minutes.
+
|time=30 minutes
|place=Market area with lots of cheap stuff.
+
|place=Market area with lots of cheap stuff
|activities=Buying, crafting, counting, selling.
+
|activities=Buying, crafting, counting, selling
|status=draft
+
|status=playable
 
}}
 
}}
  
Get a loan for you and your family and start your own microbusiness. Craft bags, jewelery, clothing and sex toys out the plentiful resources you can find in the sprawling underground. Be rewarded for your creativitiy and try to keep your spirit high as your debt rises through the roof. Some families will make it and some will be broken. Being poor has never been as much fun as today at Nyugati.
+
Get a loan for your family and start your own microbusiness. Craft bags, jewelry, clothing and sex toys out the plentiful resources you can find in the sprawling underground. Be rewarded for your creativity and try to keep your spirit high as your debt rises through the roof. Some families will make it but some go bankrupt. Being poor at Nyugati has never been this fun.
 
 
==Preparation==
 
//
 
Every player needs a card that he can attach to his forehead and a pen (that's working when you hold it horizontally). In the middle of the card you put a four digit number and on both sides of the card two fields: one for "true love", one for "desire". In each desire field you should draw three small hearts. These are the first hit points. You can use your own numbers or take ours but better use stickers for the numbers or mark them by something tangible (small holes should do), that players can feel when they are covering the number with hand. Better make the strings that hold the cards longer as you think they should be. Some people have surprisingly large heads.
 
For the playing field choose a small or medium sized, semi-closed area with plenty of small hiding places like poles, small trees or hedges (remember: the players only need cover for their foreheads).
 
Before the start of the game mix the cards, let the players pick one, send them off so that everybody can write their number onto their palm and put the card on without anybody else noticing it. Wait until everybody is ready before you start the game.
 
 
 
 
 
==Player Instructions==
 
 
 
You're a lonely number looking for true love.
 
 
 
After you have received your number, hide it from the other players, find a safe spot and write the number down. Now put on the number (don't put it on upside down :) and wait for the starting signal.
 
 
 
Hide your number. Hide behind bushes, behind poles, look to the floor, look up in the sky. You are the number. It is your Identity. Be careful whom you show yourself. From now on you are not allowed to cover your number with your hand (with three exceptions). In the beginning you have three hearts of desire, if all of them are broken, you cannot continue the game. You're emotionally empty.
 
  
 +
==Playing area==
  
 +
The main playing area is the '''underground plaza''' enclosed by four red pillars right in front of the entrance to WestEnd shopping center at Nyugati, Budapest.
  
 +
[[Image:PoorVille_Location.jpg|thumb|300px|left|A great place to play PoorVille.]]
 +
{{clear}}
  
 +
==Equipment==
  
 +
To play PoorVille, you need a '''100 HUF coin''' for every player, a suitcase full of '''poker chips''', a few '''clipboards''', a '''pen''' for every player, '''blank price tags''' and a '''gong'''. Besides to the rule card, you will also print out '''selling permits''' and '''price evaluations charts''' (to be provided).
  
 +
==Non-Player Characters==
  
 +
You need at least 2 Non-Player Characters to manage the game: A '''Bank Employee''', a '''Price Evaluator''' (can be played by the Bank Employee) and a '''Market Manager'''.
  
 
==Rules==
 
==Rules==
  
 +
[[Image:RulecardPoorVille.jpg|thumb|300px|right|The english and hungarian rulecard.]]
  
 +
* '''The Loan'''. Players are assembled into families of four to six. Ask players to pick a name for their family. Each family member gets 100 HUF from the Bank. As soon as every player has received his money and everyone understands the rules, the clock starts ticking. Before the game ends, each family must pay back their loan + interest in a virtual currency called Nyugati Nuggets (NUG). See rule card for how extremely the interest is growing with time. In order to earn NUGs, families acquire ressources, craft products and sell them on the market.
  
There are three possible interactions between players:
+
* '''Collecting ressources''' and '''crafting products'''. Families begin by looking around the underground world for things they can use to create new products. They can use the money from their loan to buy cheap ressources in the shops, use their own money or look for free stuff to use. From the ressources they collect, they assemble a product in one of four categories: Clothing, Jewelry, Bags, and Sex Toys.
 
 
  
* One-night stand
+
[[Image:PoorVille Evaluation Chart Upload.jpg|thumb|75px|right|The Evaluation Chart.]]
Seducer +1 heart of desire / Seduced -1 heart of desire
 
Find out the number of another player and you can call him out to have a one-night stand! He must stop and come over to you. Both may cover their numbers with your hand. The seducer gets one of heart of desire and the seduced looses one. Watch out: If you loose all of your desire, your heart is broken and you are out of the game!
 
  
* Affair
+
* '''Market access'''. To sell a product on the market, players must '''get a price tag'''. To get the price tag, families wait for a meeting with the Price Evaluator and show her how much money they have spent to create their product. They need to prove their investments by '''showing the receipts''' from the individual parts. The sum is the '''base value''' of the product. The family then '''elevator pitches''' the product to the Evaluator in 30 seconds. Be creative and explain exactly why your product is really good jewelry or clothing! Depending on how original the product, how convincing the pitch is and how high the base price was, the Price Evaluator looks up the '''market price''' for the product on the Evaluation Chart, writes it on a '''price tag''' and sticks it to the product. The base value is modified by up to 50% depending on your evaluation: The market price of bad products with bad pitches is less then the base value, good products with good pitches can be sold for more. If a family is unhappy with the selling price, they can always enhance their product or start new negotiations.
Each will get or loose 1 heart of desire
+
** Take for example the Smiths: They create a handbag out of two items, one costs 48 HUF, the other 79 HUF. The '''base value''' is 48+79=127 HUF. They pitch their product rather poorly, the Evaluator modifies the base value by -40%. He chooses a price tag from the Evaluation Chart that he think is closest: 79 NUG. This is the market price of the product. The Smiths aren't happy. They choose to look for another item to add to their product and think a little bit longer about their pitch. The item they added costs 29 HUF. The new base value of their product is 48+79+29=156 HUF. Their pitch is much better and the Evaluator wants to add 25% because of that. He looks at the Evaluation Chart and thinks that a market price of 189 NUG is fine. The Smiths are accepting and their product gets a price tag of 189 NUG. They can now sell their product.
  
To have an affair, convince another player to sit down at a bench with you. There both of you may cover your number with your hand. You then have to show each other your numbers. If the numbers match, it’s true love! (See below). If not, then you’re just having an affair. Depending on how the affair goes, each one of you can draw or cross out one heart of desire (it’s up to you to decide).
+
* '''Counting customers'''. With the price tag, the family gets a pen and a '''selling permit''' for their product category from the Market Manager. As soon as the Manager announces that the market is open (using the gong!), sellers walk into the square area between the four red pillars and count people that are '''potential''' customers. The market opens and closes for several phases of a few minutes each (use this timing to balance the game). For each potential customer, families selling a product '''mark a line''' on their selling permit. The kind of customers to count depends on the product category. If you are selling a
 +
** '''Bag''' - count people that DON'T carry any bags.
 +
** '''Jewelry''' - count people that DON'T wear any accessories on their neck and above.
 +
** '''Clothing''' - count people that are wearing jeans.
 +
** '''Sex toys''' - count couples walking close together.
  
* True Love
 
Get True Love Heart
 
  
When two players find true love on a bench, both draw a big heart into the others love field. They may now move around the playing field holding each other’s hand and may hide their numbers. Beware: Once you let each other go, they cannot reconnect in this way.
+
[[Image:PoorVille_Cashout_Chart_Upload.jpg|thumb|205px|right|The Cash-Out Chart.]]
  
Every player can only have one interaction per game with any player. Yes, that means that the seduced can never ever seduce the seducer.
 
  
 +
* '''Cashing in'''. Whenever they want, families can bring filled out cashing permits to the Market Manager and get NUGs in the form of poker chips. This cash-in depends on the selling price marked on the price tag and the number of people you counted. The Market Manager looks up the cash out value on the Cash-Out Chart. Teams can now try to sell their product again (get a new '''selling permit''', wait until the market opens again) or make a new product.
 +
** The Smiths counted in one market phase 10 potential customers (people not wearing any bags). Their product has a market price of 189 NUG. They show the selling permit and the price tag to the Market Manager. He looks at the Cash-Out Chart: The Smiths sell bags, so he first looks at the third line (no bags). The number of potential customers was 10, 10 is larger than 9 and smaller than 11, i.e. the cash out value can be found in the fourth column. The market price of the product is 189 NUG. He looks at the fourth column in the 189 NUG line and finds the cash out value of 200 NUG. He cashes out the Smiths. The Smiths take a 200 NUG chip and get back to work on a new product or selling their old one again.
  
 +
* '''Getting out of Debt'''. As soon as a family has earned enough NUGs, they can pay back their debt at the Bank. A family can only pay back all of their debt at once. Of course, the sooner you earn NUGs, the less you have to pay back, as your debt rises at a neck-breaking rate. Families can always ask the bank how much they would have to pay back at a current moment. After you payed back your debt, you are free to keep on playing and maximize profits. The family with the most profit after paying back their debt wins the game. When the market closes for the last time, all families that are still in debt have a last chance to pay back. Families that do not manage to pay their debt, loose the game. Optional: After the game, families that are still in debt can buy NUGs for real money at a rate of 10 HUF for 1 NUG and not walk home bankrupt.
  
 
==Possible variants==
 
==Possible variants==
 +
* Players only use their own money.
 +
* Only use the 100 HUF provided. This levels the playing field to make it more interesting for competitive players.
 +
* Black market with controls. The debt rises and you start to drown in it? Why not sell your product on a black market? But beware of police crackdowns that take away your product and everything you've earned! Listen closely to the payphone ringing next to the market area - it warns you that a control imminent.
 +
* Use a real interest rate, eg not 100 HUF per 5 minutes but 50% per 5 minutes.
 +
* Play at different locations. The players need to be able to buy wildly differing items that they can dismantle and combine in crazy or meaningful ways in a short amount of time. So the shops need to be close by and have lots of different cheap stuff for sale. Warning: For every new place and every new time you will need to rebalance at least the interest rate or else the game gets too hard or to easy, favor one item type over the other etc.
  
* If the players are of the minmax type affairs will always end badly. In that case use a static outcome of +2 for affairs.
+
==Photos and Videos==
* Use three identical numbers instead of two, to twist the true love meme: One third will find their true love too late. This will accelerate the first phase of the game.
 
* Use less starting hearts to enhance the difficulty, use more to encourage casual players to experiment more.
 
* The "referee" should never take the time to seriously. this is no sport. The time constraint is in here to create a flow. If the players need a little more time or a little less, give it to them. Just remember to announce the last two "minutes" and the last 30 "seconds".
 
 
 
==Other games from the Nyugati Game Set==
 
  
* Unwanted Entities
+
{{flickr|poorville|size=t}}
* Shadow Surfing
+
<br>
* Sea Level
+
{{vimeo|31615989|Video showing the full Nyugati Game Set. PoorVille starts at 2:00.}}
 
+
{{clear}}
* The whole Nyugati Set
 
 
 
==Flickr gallery==
 
 
 
{{flickr|loveatfirstsight|size=t}}
 
 
 
==Numbers==
 
 
 
Using thermal noise and the player to make it love a fair game.
 
  
 
==Design and Play history==
 
==Design and Play history==
  
 +
PoorVille was created in 2011 as part of the Nyugati Game Set by Invisible Playground, working out of [http://fieldofficebudapest.com/ Field Office Budapest] at [http://www.placcc.hu/ PLACCC Festival].
  
Love at First Sight was created in 2011 as part of the Nyugati Game Set by [http://fieldofficebudapest.com/ Field Office Budapest] aka Invisible Playground for [http://www.placcc.hu/ PLACCC Festival].
+
==Other games from the Nyugati Game Set==
 
 
It is based on a Hungarian youth camp capture the flag game "War of Numbers".
 
  
==Rulecard==
+
* [http://ludocity.org/wiki/Unwanted_Entities Unwanted Entities]
 +
* [http://ludocity.org/wiki/Shadow_Surfing Shadow Surfing]
 +
* [http://ludocity.org/wiki/Love_at_First_Sight Love at First Sight]
 +
* [http://ludocity.org/wiki/Sea_Level Sea Level]
 +
* [http://ludocity.org/wiki/Nyugati_Game_Set The complete Nyugati Game Set]
  
{{handout
+
[[Category:Nyugati Game Set]]
|file=Loveatfirstsight_rulecard_english.jpg
 
|image=Loveatfirstsight_rulecard_english_thumb.jpg
 
|caption=The english rulecard.
 
}}
 

Latest revision as of 12:36, 31 December 2011

PoorVille
PoorVille.jpg
Designer: Invisible Playground & Balint Fazekas
Year: unknown
Players: 8-50
Stuff required: poker chips, 100 HUF, price tags, gong
Crew required: 2 for every 10 players
Preparation: 60 minutes
Time required: 30 minutes
Place required: Market area with lots of cheap stuff
Activities: Buying, crafting, counting, selling
This is a playable game - it's finished, tested and ready to play.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

Get a loan for your family and start your own microbusiness. Craft bags, jewelry, clothing and sex toys out the plentiful resources you can find in the sprawling underground. Be rewarded for your creativity and try to keep your spirit high as your debt rises through the roof. Some families will make it but some go bankrupt. Being poor at Nyugati has never been this fun.

Playing area

The main playing area is the underground plaza enclosed by four red pillars right in front of the entrance to WestEnd shopping center at Nyugati, Budapest.

A great place to play PoorVille.

Equipment

To play PoorVille, you need a 100 HUF coin for every player, a suitcase full of poker chips, a few clipboards, a pen for every player, blank price tags and a gong. Besides to the rule card, you will also print out selling permits and price evaluations charts (to be provided).

Non-Player Characters

You need at least 2 Non-Player Characters to manage the game: A Bank Employee, a Price Evaluator (can be played by the Bank Employee) and a Market Manager.

Rules

The english and hungarian rulecard.
  • The Loan. Players are assembled into families of four to six. Ask players to pick a name for their family. Each family member gets 100 HUF from the Bank. As soon as every player has received his money and everyone understands the rules, the clock starts ticking. Before the game ends, each family must pay back their loan + interest in a virtual currency called Nyugati Nuggets (NUG). See rule card for how extremely the interest is growing with time. In order to earn NUGs, families acquire ressources, craft products and sell them on the market.
  • Collecting ressources and crafting products. Families begin by looking around the underground world for things they can use to create new products. They can use the money from their loan to buy cheap ressources in the shops, use their own money or look for free stuff to use. From the ressources they collect, they assemble a product in one of four categories: Clothing, Jewelry, Bags, and Sex Toys.
The Evaluation Chart.
  • Market access. To sell a product on the market, players must get a price tag. To get the price tag, families wait for a meeting with the Price Evaluator and show her how much money they have spent to create their product. They need to prove their investments by showing the receipts from the individual parts. The sum is the base value of the product. The family then elevator pitches the product to the Evaluator in 30 seconds. Be creative and explain exactly why your product is really good jewelry or clothing! Depending on how original the product, how convincing the pitch is and how high the base price was, the Price Evaluator looks up the market price for the product on the Evaluation Chart, writes it on a price tag and sticks it to the product. The base value is modified by up to 50% depending on your evaluation: The market price of bad products with bad pitches is less then the base value, good products with good pitches can be sold for more. If a family is unhappy with the selling price, they can always enhance their product or start new negotiations.
    • Take for example the Smiths: They create a handbag out of two items, one costs 48 HUF, the other 79 HUF. The base value is 48+79=127 HUF. They pitch their product rather poorly, the Evaluator modifies the base value by -40%. He chooses a price tag from the Evaluation Chart that he think is closest: 79 NUG. This is the market price of the product. The Smiths aren't happy. They choose to look for another item to add to their product and think a little bit longer about their pitch. The item they added costs 29 HUF. The new base value of their product is 48+79+29=156 HUF. Their pitch is much better and the Evaluator wants to add 25% because of that. He looks at the Evaluation Chart and thinks that a market price of 189 NUG is fine. The Smiths are accepting and their product gets a price tag of 189 NUG. They can now sell their product.
  • Counting customers. With the price tag, the family gets a pen and a selling permit for their product category from the Market Manager. As soon as the Manager announces that the market is open (using the gong!), sellers walk into the square area between the four red pillars and count people that are potential customers. The market opens and closes for several phases of a few minutes each (use this timing to balance the game). For each potential customer, families selling a product mark a line on their selling permit. The kind of customers to count depends on the product category. If you are selling a
    • Bag - count people that DON'T carry any bags.
    • Jewelry - count people that DON'T wear any accessories on their neck and above.
    • Clothing - count people that are wearing jeans.
    • Sex toys - count couples walking close together.


The Cash-Out Chart.


  • Cashing in. Whenever they want, families can bring filled out cashing permits to the Market Manager and get NUGs in the form of poker chips. This cash-in depends on the selling price marked on the price tag and the number of people you counted. The Market Manager looks up the cash out value on the Cash-Out Chart. Teams can now try to sell their product again (get a new selling permit, wait until the market opens again) or make a new product.
    • The Smiths counted in one market phase 10 potential customers (people not wearing any bags). Their product has a market price of 189 NUG. They show the selling permit and the price tag to the Market Manager. He looks at the Cash-Out Chart: The Smiths sell bags, so he first looks at the third line (no bags). The number of potential customers was 10, 10 is larger than 9 and smaller than 11, i.e. the cash out value can be found in the fourth column. The market price of the product is 189 NUG. He looks at the fourth column in the 189 NUG line and finds the cash out value of 200 NUG. He cashes out the Smiths. The Smiths take a 200 NUG chip and get back to work on a new product or selling their old one again.
  • Getting out of Debt. As soon as a family has earned enough NUGs, they can pay back their debt at the Bank. A family can only pay back all of their debt at once. Of course, the sooner you earn NUGs, the less you have to pay back, as your debt rises at a neck-breaking rate. Families can always ask the bank how much they would have to pay back at a current moment. After you payed back your debt, you are free to keep on playing and maximize profits. The family with the most profit after paying back their debt wins the game. When the market closes for the last time, all families that are still in debt have a last chance to pay back. Families that do not manage to pay their debt, loose the game. Optional: After the game, families that are still in debt can buy NUGs for real money at a rate of 10 HUF for 1 NUG and not walk home bankrupt.

Possible variants

  • Players only use their own money.
  • Only use the 100 HUF provided. This levels the playing field to make it more interesting for competitive players.
  • Black market with controls. The debt rises and you start to drown in it? Why not sell your product on a black market? But beware of police crackdowns that take away your product and everything you've earned! Listen closely to the payphone ringing next to the market area - it warns you that a control imminent.
  • Use a real interest rate, eg not 100 HUF per 5 minutes but 50% per 5 minutes.
  • Play at different locations. The players need to be able to buy wildly differing items that they can dismantle and combine in crazy or meaningful ways in a short amount of time. So the shops need to be close by and have lots of different cheap stuff for sale. Warning: For every new place and every new time you will need to rebalance at least the interest rate or else the game gets too hard or to easy, favor one item type over the other etc.

Photos and Videos

<flickr size="t">ludocity%3Agame%3Dpoorville</flickr>

(These are the ten most recent Flickr photos of PoorVille. To add your own, just add the "ludocity:game=poorville" tag to your Flickr photos.)

{{#ev:vimeo|31615989|300}}
Video showing the full Nyugati Game Set. PoorVille starts at 2:00.

Design and Play history

PoorVille was created in 2011 as part of the Nyugati Game Set by Invisible Playground, working out of Field Office Budapest at PLACCC Festival.

Other games from the Nyugati Game Set