Difference between revisions of "PoorVille"
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* '''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 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! Using the 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. Modify the base value 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. | * '''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 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! Using the 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. Modify the base value 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. | ||
− | * '''Counting customers'''. With the price tag, the family now 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, sellers walk into the square area between the four red pillars and count people that are potential customers. For each customer, they mark a line on their selling permit. The kind of customers to count depends on the product category. If you are selling | + | * '''Counting customers'''. With the price tag, the family now 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, sellers walk into the square area between the four red pillars and count people that are potential customers. For each customer, they 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. | |
* '''Cashing in''' | * '''Cashing in''' |
Revision as of 14:50, 23 November 2011
PoorVille | |
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Designer: | Invisible Playground & Balint Fazekas |
Year: | unknown |
Players: | 8-50 |
Stuff required: | poker chips, 100 HUF, price tags, gong |
Crew required: | For every ten players you need two marketeers. |
Preparation: | 15min. |
Time required: | 30 minutes. |
Place required: | Market area with lots of cheap stuff. |
Activities: | Buying, crafting, counting, selling. |
This is an unfinished game. It is still in the design stage, and is not playable. | |
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?) |
Get a loan 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 and some will be broken. Being poor at Nyugati has never been this fun.
Playing area
The main playing area is the underground plaza bounded by four red pillars right in front of the entrance to WestEnd shopping center at Nyugati, Budapest.
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. Next to the rule card, you should 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 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 the rulecard for the extrem interest rate. 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.
- 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 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! Using the 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. Modify the base value 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.
- Counting customers. With the price tag, the family now 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, sellers walk into the square area between the four red pillars and count people that are potential customers. For each customer, they 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.
- Cashing in
Bring back your filled out cashing permit to the market and get poker chips. This cash in depends on the selling price, the kind of product you are selling and the number of people you counted.
- Getting out of Debt
- Using Chips
Every five minutes your personal debt rises by 100huf. A family can only pay back their debt all at once.
- Using Real Money
Optional: If in the end there is any debt left, players can pay real money to get out of debt.
Possible variants
- Players only use their own money. The grant in the beginning is only symbolic. The feeling
- Only use 100huf. 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? When to cash in? Beware of the police crackdowns!
- Use a real interest rate, eg not 100huf 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 closeby and have dirty 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 to hard or to easy, favor one item type over the other etc.
Flickr gallery
<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.)
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.