JackMann

Crowdfunding: The Game

43 posts in this topic

Continuing from the Rifts thread

 

12 hours ago, lowlylowlycook said:

 

I think there are thousands of board games put out every year.  Next year there will be a board game about doing a Kickstarter to launch a Rifts board game.

1 hour ago, Werkrobotwerk said:

That, could be a really good premise for a game... you thinking coop or pvp? 

1 hour ago, Dilvish the Deliverer said:

And I've spent the last 10 minutes brainstorming this.  Working title: Crowdfunded.  PvP game.  Players are game manufacturers who campaigns go live at the same time.  Will be card based.  Some sort of advantage/disadvantage mechanic in play. 

 

Example cards:

Comment troll: Loss of 10 backers

Social media booster: influencer likes your game! +100 backers

Euro-friendly: +50 backers

 

41 minutes ago, JackMann said:

Have different phases. Campaign and Fulfillment. You can take chances to increase your number of backers and funding during the campaign, but at the cost of increasing your chances of crashing and burning during fulfillment. 

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Different idea: one player is the company that Kickstarts and the other players are the backers. Company must fulfill its legal obligations, keep backers happy while still putting as much money as possible into its own bank account. Backers who come up with the wildest accusations gain points, too ... as well as backers that can whitewash anything the company does.

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for some reason I was thinking a resource placement game with a couple tracks, hype (acts as a cash/hazard multiplier), cash (a way of getting victory), stress (too much and you lose), social media/chance (get an event card), production (another way of getting a win)

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Backers would be cards with victory points on them that you could claim once you met certain criteria.  For example, once you get the hype level past a certain point, you can claim a backer.  Or once you spend money on fancy miniatures, you can claim another backer.  Once they are claimed you would bring out new backers to fight over.  

 

Every so often there is a scoring round and if you don't have enough money to complete your project, you get negative points or some sort of handicap going into the next round.  

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Backers are nice, but it's the cash they bring that should determine victory. So, you could go with a lot of backers each pledging a little, or try for a few backers pledging a whole lot. Then subtract your costs in the production phase to see if you're able to come out on top.

 

The most spectacular Kickstarter failures, after all, are the ones who get huge numbers of backers and money, and then crash and burn trying to fulfill the pledges.

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This sounds awesome!

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6 minutes ago, JackMann said:

Backers are nice, but it's the cash they bring that should determine victory. So, you could go with a lot of backers each pledging a little, or try for a few backers pledging a whole lot. Then subtract your costs in the production phase to see if you're able to come out on top.

 

 

Agreed.  There should be different backers (or groups of backers) with different victory points.  You can go for a bunch of cheap, easy backers worth a small amount of VP each, or you can try to score the big backers worth more VP.  Or maybe some backers give a few VP's but bonuses on the Hype track (for example).  Resources/cash may be the victory points in this game, but you shouldn't be able to spend your backers for resources for the current project.  

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Need hazard cards like 'Despite your plan for fixed rewards, backers complain until you add stretch goals you never prepared to deal with'

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needs some random events like hurricane, fire, divorce, etc.  Something that will  derail fulfillment and decrease cash.  Actually, could random events be played on the other players?  giving creators extra points for the worst events possible?

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Perhaps cards you can play against your opponents? Like manufacturing price increase, shipping cost, split fulfillment.  Then other things would be a risk/reward like early bird pledges or incomplete product.

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I'd say the player-generated misfortune should be things like stealing backers or manufacturing/distribution partners. Things a company is likely to do to competitors. Set up troll backers to disrupt things. Meanwhile, random events that no one has control over like "Chinese New Year," "Creator Illness," and "Backer Lawsuit."

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Maybe a random global event at the start of every turn both positive or negative. things like "shipping prices fall" or price of oil up/down or the negative ones others listed above.

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Put those in the random events deck, and just specify who the cards apply to, whether just the person who drew them or everyone at the table.

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container ship lost at sea or hijacked by pirate.

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Here are my rough ideas: I'm thinking of a two part coop/rival game that lasts a finite number of rounds.

 

First part, the Campaign. Everyone is a crowdfunding manager AND a backer.

  • 4 rounds (equals 4 weeks)
  • Everyone has a finite number of tokens (pledger money), and each player wants the others to pledge into their campaign.
  • Each player's campaign has a different target goal. Campaigns with higher goals are less likely to succeed, but have higher rewards.
  • Each round, you play different cards to entice you offer (more unlocks, freebies, exclusives, free shipping) or sabotage someone else's campaign (trash comments, obvious scam, only renders, no RoW shipping).
  • Failed campaigns get no points. Successful ones get some points. Overwhelming successes get more points, but will have more products to get rid off (next section). Low target goals get less points that high target goals but will have an easier time during fulfillment.

Second part, the Fulfillment. You have to get rid of all of your tokens (products):

  • 4 rounds again.
  • Whomever ships all of their product first gets the most points. In this case you ship to the other players.
  • You have a number of product tokens equal to what your campaign produced. The low target goal campaigns have less products to ship, so now have the advantage. High goal-high success campaigns have much more products to get rid off.
  • Cards are played to help, but mostly hinder shipments. Redesigns, poor communication, customs delays, faulty prototypes, etc.

You'll have cards that affect both Campaign and Fulfillment, like "Made in China" which lowers your target goal, but increases Fulfillment difficulty; or pre-campaign cards that will give you an early boost (and force every player to pledge one token).

 

This is the gist of it. So if you had an easy time in the first half, you'll have a harder on in the second and vice-versa. The difficulty level may have to be raised/lowered depending on how many players are present.

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