Difference between revisions of "PoorVille"

From Ludocity
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[[Image:RulecardPoorVille.jpg|thumb|300px|right|The english and hungarian rulecard.]]
 
[[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 the rulecard for the extrem interest rate. In order to earn NUGs, families must acquire ressources, craft products and sell them on the market.
+
* '''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
+
* '''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'''.
  
and the families will look around to find items to buy. These items they will use to craft new products. They will bring them back to you and you have to evaluate
+
* '''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.
  
* Bringing products to market and 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
  
**The pitch
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**'''Bag''' - count people that DON'T carry any bags.
By adding up the value of the receipts you get the base value of the crafted item.
+
**'''Jewelry''' - count people that DON'T wear any accessories on their neck and above.  
The players then have 30 seconds to "elevator pitch" you the idea behind the product. Think hard about the qualities of the crafted item and the selling pitch. Modify the base value by up to 50% depending on your evaluation: The selling price of bad products with bad pitches is less then the base value, good products with good pitches sell for more.
+
**'''Clothing''' - count people that are wearing jeans.
Afterwards give the product price sticker with the selling price.
+
**'''Sex toys''' - count couples walking close together.
**Selling a product
 
To sell your product you have to measure the size of your slice of the market. To do that you will count possible customers. Mark everyone on your selling permit. The more you will count the more product you will sell in the end.
 
**Bags
 
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 wear jeans.
 
**Sex toys
 
Count couples holding hands.
 
  
*Cashing in
+
* '''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.
 
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.
  

Revision as of 14:49, 23 November 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: 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.
Exclamation.png
This is an unfinished game. It is still in the design stage, and is not playable.
Cc-by-nc.png
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.

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. 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 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 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
    • 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.

Other games from the Nyugati Game Set