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non-PC Strategy Boardgame

Started by wyrdlyng, October 22, 2002, 01:53:01 PM

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wyrdlyng

Here's a little politically incorrect boardgame which I put together. This hasn't been playtested yet so feel free to try it out and throw me some feedback.


O.G.
by Alex Hunter

A strategic game of gang warfare in the hood. The system is generic enough that you can change a few names and it can be used for other similar settings (Mafia Families, Imperialist Nations, Big Businesses, etc.). It is recommended for between 2 and 6 players.


Objective: Become Top Dog in the hood by running the most hardcore gang.


How Do You Win: be the first player to get the predetermined amount of Props.


What Do You Need To Play: some tokens to mark your territory, paper and pencil, several six-sided dice (preferably at least two different colors of dice), a board.

Board: I still haven't drawn this up but it's a simple grid with small blocks equating to city blocks. The board can be variable depending on the number of players. Additionally there are 5 (or more) blocks with special designations. I'll sketch something up and post a link to the image.


Setting Up:

1. Each player comes up with a name for their gang and gets two city blocks as starting territory. They cannot be any of the special blocks and a player's two blocks must be adjacent. Each player places their markers on their starting blocks.


2. Each player sets their starting ratings.

There are 4 ratings to keep track of. These are Crew (the size of your gang), Papers (the cash available to your gang), Chrome (how well armed and equipped your gang is) and Props (your street credibility and reputation).

Each player starts with 2 points in each rating.


3. Each player should have a number of six-sided dice.


4. All players roll a die. The highest roll goes first. Reroll any ties. Play proceeds clockwise from the highest player.


Order of Play:

1. Generate resources.

2. Choose one of the following actions:

   a. Recruit (gain more members)
   b. Upgrade (get more or better guns)
   c. Drive-by (weaken an opponent)


3. State if you will be attempting to Expand this turn.

4. Resolve any fights from Expanding.

5. Recalculate Props if necessary.

6. Determine if goal has been achieved.

7. If the goal has not been achieved then play passes to the next player.


How To Play

1. The first thing a player does is generate resources. A player gets 1 added to their Papers. The player then gets any extra gains for special blocks owned.

2. A player can then determine which, if any, of the following actions he wants to attempt. A player can do only one of these actions per turn.

a. Recruit - a player can exchange Papers for Crew on a 1-for-1 basis. The player chooses how much he wants to exchange.

b. Upgrade - a player can exchange Papers for Chrome on a 1-for-1 basis. The player chooses how much he wants to exchange.

c. Drive-by - a player can commit some of his Crew to weaken another player's Props by attempting drive-by shootings. The player states how many Crew he is committing to this effort. These Crew cannot be used for attempting to Expand in that same turn.

If the player chooses he can add additional dice up to his Chrome rating. Points taken from Chrome are permanently lost.

Roll a number of dice equal to the Crew being committed. If Chrome is being used then roll a number of dice equal to the amount of Chrome being committed. If possible, these Chrome dice should be a different color from the Crew dice.

Each die that rolls a 1, 2, or 3 is considered a failure. Crew dice which failed are lost permanently.

Each die that rolls a 4, 5, or 6 is considered a success. Your opponent loses 1 Props for each successful die. Crew dice which succeeded are retained by the attacking player.

Chrome dice which were committed are lost whether they succeed or not.


3. The player can now choose to Expand their territory. Only territories adjacent to the player's current territories can be taken during Expansion.

If the block is not controlled by another gang then the territory is taken automatically.

If the block is controlled by another gang then a fight breaks out.

Resolving Takeovers

The attacking player states how much of their Crew they are committing to taking the block. If the player chooses, points of Chrome can be added. Points taken from Chrome are permanently lost. Any Crew which the player committed to performing a Drive-by that turn are not available for this attack.

The defending player states how much of their Crew they are committing to resisting the attack. If the player chooses, points of Chrome can be added. Points taken from Chrome are permanently lost.

Both players roll a number of dice equal to their Crew. If Chrome is being used then roll a number of dice equal to the amount of Chrome being committed. If possible, these Chrome dice should be a different color from the Crew dice.

Every 4, 5, or 6 rolled on a die counts as a success. Each success removes one of your opponents Crew that was committed to the fight. Whichever player has more committed Crew dice remaining gains control of the block. Ties always go to the defender.

Crew lost in the fight are permanently lost.

The winner of the fight gains 1 to their Props score. If the winner's originally committed Crew was half or less of the loser's originally committed Crew then the winner gains an additional point to their Props score. (Chrome dice do not count for determining this additional award.)

The loser of the fight loses 1 from their Props score.


5. The player now recalculates his Props score. Each newly gained territory gives the player 1 point of Props.


6. The player compares their Props score against the predetermined goal. If their score equal or exceeds the goal then the player wins.


7. If the player did not win the game then they must state that their turn is over and play proceeds with the player to the left.


Losing The Game

If a player ever loses all of their blocks, then they are eliminated from the game.


Special Blocks

There are 5 special blocks on the board. They can be placed anywhere but they must be clearly marked before play begins and all players must agree to their locations.

These special blocks and the bonuses for controlling them are listed below:

1. School - the player controlling the School gains 1 point of Crew at the start of their turn.

2. Burger Shack - the player controlling the Burger Shack gains 1 point of Papers at the start of their turn.

3. Gun Shop - the player controlling the Gun Shop gains 1 point of Chrome at the start of their turn.

4. Pawn Shop - the player controlling the Pawn Shop gains 1 point of Chrome and 1 point of Papers at the start of their turn.

5. Park - the player controlling the Park gains 1 point of Crew and 1 point of Papers at the start of their turn.


Setting the Goal

I have not yet determined how many points should be set as goals. I guess it would depend on the number of players. Off the top of my head, the score should equal to the number of territories plus the number of players. Playtesting will help determine what works and how long games end up being.


Optional/Experimental Rules


Using Props

Props is your street credibility and your reputation. Sometimes that alone can help you in a situation. By using this rule Props can be spent to gain additional dice for Drive-bys, Expanding and defending. Props points spent are lost.


Inspirational Sources
99% of all Rap and Hip-Hop music
The Rap Dictionary

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So there you go. As I said I'll put up a sample map and post the url to it later.
Alex Hunter
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