Our games theme is that you are a corporation moving into a resource rich but economically poor region of earth and your goal is to control as much territory as possible and control it. It is a tile based game which enhances the replay value because the pseudo board you play on each game will be different.
With our territory acquisition game we keep the essence of controlling territory but a add few helping mechanics in order to spice up the game.
We make certain territories worth more than others, creating a conflict over the higher value territories.
We also impress upon players that owning the territory alone will not be enough, taking care of your territories through various mechanics is important, much like in the real world. Due to the game relying on more than just owning territories we had to develop a point system to create a definite winner which reflects how many territories you have and how well you look after them.
Inspiration:
The inspiration for this game comes from a series of articles in the Global & Mail about corporations in Africa that deals with how they are coming in and buying up land and dealing with the locals in both good and bad ways.
Goal:
In this game you play a corporation moving into a new land, and your goal is to control as much territory as possible, but the catch is that owning territory isn't enough to win you the game alone. You need to take care of territories as well.
Rules:
Corporation
Exploitation
Game
Setup:
The tiles will shuffled be laid out in an
8x8 grid face down for randomness and then flipped over revealing the tiles.
The last player to purchase a consumer goods
item worth over a $100 will go first.
Each player starts with $1000, and can
purchase territory, the first territory they purchase must be on the edge of
the board, and all future territories must be connected.
Game Pieces:
64 * 3 Tokens of one color for industrial buildings.
64 * 3 Tokens of another color civil buildings.
64 Tokens of another color for the happiness meter.
64 tokens each of 4 colors, one for each player.
2 D8 dice and 2 D10 dice.
Game Pieces:
64 * 3 Tokens of one color for industrial buildings.
64 * 3 Tokens of another color civil buildings.
64 Tokens of another color for the happiness meter.
64 tokens each of 4 colors, one for each player.
2 D8 dice and 2 D10 dice.
Turn
Steps:
- Collect Income
- Roll Disease Dice
- Purchase Improvements
- Trigger events
- Purchase territory
- Economically Conquer Territory
Income:
Each tile generates a different amount of
money each turn; happiness will increase or decrease this value by 33% times the
happiness value of the tile eg.-3 happiness results in 100% less income and +3
happiness results in %100 more income. Income is rounded to the nearest $50
increment.
Disease
Dice:
Every turn the player rolls the 2 d8 dice, first
die rolled is the rows and the second die rolled is the columns on the tile
board. This tile becomes affected by disease reducing the happiness by 2.
Purchase
Improvements:
Players may purchase improvements from the
improvement table for their listed cost and place them on their territory that
they choose. They then apply any effects to the territory. You must purchase
industry improvements in order from top to bottom of the tile, civil
improvements can be purchased in any order.
Trigger
Events:
Players may purchase events from the event
table and then pick a territory to affect.
Purchase
Territory:
Players may purchase territory that is
currently un-owned as long as it is connected to their territories.
Economically
Conquer Territory:
Players may attempt to economically conquer
a territory from another player; you may only attempt one of these per turn.
The territory must be connected to their territories.
In order to take over other players tiles
the two players involved roll a d10, a negative happiness will affect the
conquest players roll by reducing it by that amount and a positive one will
affect the conquers roll by reducing it. In addition players can throw money at
the territory, for each $100 dollars a player spends they increase their roll
by 1. Highest roll gets the territory.
Game
Length:
The game will last for 24 turns, at the end
of the game the player with the most points which are used as a scoring system
rather than a territory direct count because in this case it isn’t size that
matter but how you take care of what you control.
Trading:
Players can trade territories in several
ways, either in a direct swap or buy offering a cash value, or a combination of
the two. You cannot trade for territories that do not touch your territories or
would not touch your territories after the trade.
Strategic
Alliances:
Players can form these in order to
strengthen their position on the board; there is no in game benefit other than
not having to worry about being attacked by that player. There is no formal
policy for these set in place, which therefore means there is no penalty for
breaking them or when such a break can occur.
Winning
the Game:
After the 24 turns are over, players tally
up all the points for their controlled territories and buildings on the
territories. You also tally up your happiness values and then add them to the
territories and buildings score. The player with the most points wins.
Happiness:
The happiness meter on a territory
unaffected by anything starts at the higher of the two yellow markers. For each
civil improvement on a territory it generates 1 happiness per turn.
Tiles:
Icon
|
Name
|
Cost
|
Points
|
Income
|
Grain
|
$200
|
3
|
$+100
|
|
Metal
|
$400
|
5
|
$+200
|
|
Rubber
|
$600
|
7
|
$+300
|
|
Oil
|
$800
|
10
|
$+400
|
|
Gems
|
$1000
|
15
|
$+500
|
Events:
Name
|
Cost
|
Happiness
|
Propaganda
|
$250
|
+/- 1
|
Industrial Sabotage
|
$450
|
-2
|
Entertainment Event
|
$500
|
+2
|
Tax Rebate
|
$750
|
+3
|
Hire Rebels
|
$650
|
-3
|
Disease
|
N/A
|
-3
|
Improvements:
Icon
|
Name
|
Cost
|
Points
|
Happiness
|
Income
|
School
|
$250
|
1
|
+1/turn
|
$-50
|
|
Sanitation System
|
$500
|
2
|
+1
|
$-100
|
|
Hospital
|
$750
|
3
|
+1
|
$-150
|
|
Ore/Gem Mine
|
$200
|
1
|
-1
|
$+100
|
|
Oil Well
|
$200
|
1
|
-1
|
$+100
|
|
Grain/Rubber Farm
|
$200
|
1
|
-1
|
$+100
|
|
Refinery
|
$400
|
2
|
-2
|
$+200
|
|
Smelter
|
$400
|
2
|
-2
|
$+200
|
|
Irrigation System
|
$400
|
2
|
-2
|
$+200
|
|
Jewelers Workshop
|
$400
|
2
|
-2
|
$+200
|
|
Factory
|
$600
|
3
|
-3
|
$+300
|
Lets look at tiles that comprise the game.
![]() |
The Gem tile is the most valuable, and there are the fewest of them in the game. |
![]() |
The Grain tile is the cheapest and is the most plentiful in the game. |
![]() |
The Metal tile is a medium-low priced tile and is not as plentiful as the Grain tile but there are still a fair number of them. |
![]() |
The Oil tile is a medium-high priced tile and is not as rare as the Gem tile. |
![]() |
The Rubber tile is a medium priced tile and is not as plentiful as the Metal tile but there are still a fair number of them. |
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