My 1 x 504 challenge
Friedemann Friese
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Bremen
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Yes! It's only one game I want to play 504 times.

The challenge: My design of a modular game building game that creates 504 different games out of one box.

There are 9 different modules (game systems) and I take 3 of them, put them in the order I like to build a new game out of this situation. So I have 9 different choices for the first position, 8 remaining for the second spot and last but not least 7 for the third spot. This generates 9x8x7 = 504 different games.

The first spot is responsible for the main game, victory points, game end condition. The second module takes card of the economy - the idea how money will be earned in the game. The third module is more or less flavor.

The game "504" will be published for Essen 2015. Now I played 144 of the 504 games. 144 = 2 times 72. 72 is the number of possible combinations for the first two modules (9x8). So now I have seen each of these combinations 2 times. Each time with another flavor choice (3rd spot).

Still a lot work to do, but it all works fine by now, only minor changes to be made, so I'm sure it will be ready for October.
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1. Board Game: 504 [Average Rating:6.49 Overall Rank:2051]
Friedemann Friese
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So the name is 504 (because of the 504 combinations and it starts with F).

I started designing it in the end of 2011. 2 years later I had something almost stable to play.

At the beginning of 2015 the system worked out very well. It is now what I always wanted to create. Just put 3 modules together and you get a good game. Maybe some of the games are weaker, but a lot of them are just great. And the best, I can play games I had never considered to design by myself.

I'm not a big fan of Majority games, but now I do have designed 168 different majority games.

On the other hand I like stock/shares games, like 1830, 2038, Imperial etc. Now I also have 168 of them.

Very interesting I do have 42 different stock trading majority games, 7 different types with a permutation of 6 each.

What should I say: still an amazing but brain burning concept.
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2. Board Game: Risk [Average Rating:5.58 Overall Rank:14788]
Friedemann Friese
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First module I started with: Wargame (risk style)

Each player has its own area and expands via fighting.

1. spot: The player with the biggest empire will win, when one player is eliminated or one player reaches a certain size of his empire.

2. spot: The players earn money depending on the size of their empire [the bigger, the better] with bonus for different terrains types.

3. spot: More than enough flavor to have only one player per terrain and easy fighting rules.
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3. Board Game: Auf Achse [Average Rating:6.27 Overall Rank:2494]
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Second module: Pick up and deliver (transportation)

Each player gets a Pawn to transport things around the board

1. spot: 10 cities on the board, each city has 4 times the same good and a demand for 1 time of each of the other 4 goods. 5 different goods in total, each of them 8 times. Transport the goods for VPs with bonus for different goods. Game ends depending on a number of total goods delivered.

2. spot: The delivered goods give money. If a good is delivered more often the price falls, if a good is not delivered for a long time the price goes up.

3. spot: transport things, goods when needed or units (e.g. for the war-game module) or you the pawn just for traveling (racing)
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4. Board Game: Catan [Average Rating:7.22 Overall Rank:283] [Average Rating:7.22 Unranked]
Friedemann Friese
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Third module: Production of goods from different terrain types

On each space there can be built one production site to produce one of the 5 goods [to be transported if module 2 is present]. For each city you own you can score one good.

1. spot: The different goods give VPs, bonus for sets, game end if one player has a specific number of cities and production sites.

2. spot: Each good raises your income, different goods give more income

3. spot: the production sites produce goods if needed, but also limit the number of units each player can produce each round
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5. Board Game: TransAmerica [Average Rating:6.66 Overall Rank:906]
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Fourth module: Network- /Street- building

Each player builds his own streets (or one neutral street-system depending on the combinations of the modules)

1. spot: You get VPs for your network. Cities and mountains are better, deserts are worse. Game ends, when one player has a network of a specific size.

2. spot: You get money for your network, depending on the number of cities and terrain types.

3. spot: The network speeds up the movement of the units (or Pick/Deliver guy)
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6. Board Game: Entdecker [Average Rating:6.48 Overall Rank:2020]
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Fifth module: Exploring

The game board will grow in the game through exploration.

1. spot: VPs for each new hex, putting the first unit on a hex and for exploring the hex itself. Game ends if everything is found.

2. spot: Each explored space raises your income for the future

3. spot: It is enough flavor to have a board that grows
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7. Board Game: Formula Dé [Average Rating:6.99 Overall Rank:583]
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Sixth modul: Racing

Each player races with his units (or the pawn if available) around the board.

1. spot: The first player to reach a specific number of cities on the game board wins.

2. spot: One time bonus income for being first time in one of the cities

3. spot: Goals depending on the 1. spot to be reached for additional VPs
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8. Board Game: El Grande [Average Rating:7.79 Overall Rank:57]
Friedemann Friese
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Seventh module: Majority

Majorities for the different terrain types are scored

1. spot: In the game there are three times a majority scoring for VPs. The more VPs you get, the more units you have to loose. Game ends after the third scoring.

2. spot: Each player gets income depending on his majorities on the game board.

3. spot: In the final game scoring VPs will be added for majorities
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9. Board Game: Outpost [Average Rating:6.84 Overall Rank:1575]
Friedemann Friese
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Eighth module: Auctioning special cards, factories, changing turn-order, taxes

A Mix-max module, where the turn order will be generated from the income (plus taxes), special cards come in play depending on the other modules chosen, factories to be build in the cities.

1. spot: The factories to be built in the cities give VPs. When 20 factories are built game ends

2. spot: The factories generate money

3. spot: only the special cards come in play for a fixed price (no auction)
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10. Board Game: 1830: Railways & Robber Barons [Average Rating:7.83 Overall Rank:170] [Average Rating:7.83 Unranked]
Friedemann Friese
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Ninth module: Stocks and share companies

The player colors are not only in the hand of one player. Whoever holds the majority of stock plays that color.

1. spot: Stock-rounds with buying and selling stock / operation rounds with income / game ends when the money in the bank runs out the first time

2. spot: Stock trading and operation rounds, but the game end is generated by spot 1. Each stock is worth the VPs from spot 1.

3. spot: Each player has his color and can sell his own stock to get more money, but will have less % of VPs in the game end.
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11. Board Game: Programmer's Nightmare [Average Rating:5.64 Overall Rank:12474]
Friedemann Friese
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This project is tooooo big for only playing it on the table. So I wrote a computer simulation to help my work. Now I'm almost ready with only a short bug-list. The tested 144 combinations are all tested with the computer and some of them Face-To-Face. If the simulation is bug-free I can simulate about 10 games a work-day to have at least 100 games a month (I have other work to do, too). Only 360 tests left by now, means 3.6 month. I hope in summer I will have seen all 504 combinations. Early enough before finishing the production.
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12. Board Game: Chutes and Ladders [Average Rating:2.80 Overall Rank:15591]
Friedemann Friese
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Snakes & Lattes
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On Thursday 9th of April there will be an event to show my game system the first time to the public at snakes and lattes, Toronto 7 pm.

After that I will have ten days to test at the Gathering of Friends at Niagara Falls.
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