プレイヤーにどんな判断をしてもらい、何を楽しむゲームにしたいですか?
簡単な仕組みと一手の例を提案してください。ここはコミュニティのアイデアを話し合う場で、公式ルールの紹介ではありません。
プレイヤーにどんな判断をしてもらい、何を楽しむゲームにしたいですか?
簡単な仕組みと一手の例を提案してください。ここはコミュニティのアイデアを話し合う場で、公式ルールの紹介ではありません。
プレイヤーにどんな判断をしてもらい、何を楽しむゲームにしたいですか?
簡単な仕組みと一手の例を提案してください。ここはコミュニティのアイデアを話し合う場で、公式ルールの紹介ではありません。
Hi! I think I’d want it to work almost like a slow strategy game, just with paper models instead of a screen.
You start with one map section and a small amount of money. First you need some basic housing, then jobs, then services. Every building has a cost, but it also changes something — population, income, jobs, traffic, maybe happiness.
Then each turn could represent a year. You collect taxes, pay maintenance, and decide what you can afford to build next. If I spend everything on residential buildings, I might get a lot of population but not enough jobs. If I build too much industry, I have jobs and income, but maybe nearby residential areas become less attractive.
New map sections could also cost money to unlock, so the city physically grows across the table as you progress.
I’d also like some simple random events. Nothing too complicated — maybe a factory closes, population grows faster than expected, a new transport connection becomes available, or the city suddenly needs another hospital.
Basically, I want to look at the table and think: “Okay, I have $20,000. Do I build the school now, or do I wait one more turn and save for the railway station?”
That would make assembling every new building feel like an actual decision rather than just adding another model to the city.
Hi! I think I’d want it to work almost like a slow strategy game, just with paper models instead of a screen.
You start with one map section and a small amount of money. First you need some basic housing, then jobs, then services. Every building has a cost, but it also changes something — population, income, jobs, traffic, maybe happiness.
Then each turn could represent a year. You collect taxes, pay maintenance, and decide what you can afford to build next. If I spend everything on residential buildings, I might get a lot of population but not enough jobs. If I build too much industry, I have jobs and income, but maybe nearby residential areas become less attractive.
New map sections could also cost money to unlock, so the city physically grows across the table as you progress.
I’d also like some simple random events. Nothing too complicated — maybe a factory closes, population grows faster than expected, a new transport connection becomes available, or the city suddenly needs another hospital.
Basically, I want to look at the table and think: “Okay, I have $20,000. Do I build the school now, or do I wait one more turn and save for the railway station?”
That would make assembling every new building feel like an actual decision rather than just adding another model to the city.
I've actually started thinking about how something like this could work with the existing magazines and maps, but I still don't have the whole picture in my head.
I have a few separate ideas about money, turns, population, building costs and unlocking new things, but I'm not sure yet how to connect all of that without making it too complicated. It should still be fun to build the paper city, not turn into accounting :)
Maybe some of you have thought about this too? I'd be really interested to hear how you would turn the existing City-Builder models and maps into an actual tabletop game.
I've actually started thinking about how something like this could work with the existing magazines and maps, but I still don't have the whole picture in my head.
I have a few separate ideas about money, turns, population, building costs and unlocking new things, but I'm not sure yet how to connect all of that without making it too complicated. It should still be fun to build the paper city, not turn into accounting :)
Maybe some of you have thought about this too? I'd be really interested to hear how you would turn the existing City-Builder models and maps into an actual tabletop game.
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