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Game Name: Beer
Designer: politovski
Overview
This is an entry for the 2017 Mint Tin Design Contest
Beer is an euro style resource management and workerplacement game where the players/brewmeisters are collecting and developing the neccessary resources to make and sell beer. beer is played in 4 rounds, 3 turns each, and can accomodate 2-4 players (working on solo rules, tbd). The player who has accumulated the most prestige at the end of the game wins.
# of Players: 1-4
Suggested Play Time: 30-60min
List of Components
16 mini cards (laminated)
13 2cm square laminated chits
2mm 1d6 cubes in white, black, red, yellow, blue, green, 12+ of each
1 regular sized altoids mint tin

Picture(s) - Proof of Concept
see below
Link to Files (Rules & Components)


components:
page 1:
https://drive.google.com/open?id=0B3TJ2-_aXNlUeDVtZE16VmI2TE...
page 2:
https://drive.google.com/open?id=0B3TJ2-_aXNlUWnlEekY5X0VKWE...
page 3:
https://drive.google.com/open?id=0B3TJ2-_aXNlUWVdCWS1HZ0M1Ym...
page 4:
https://drive.google.com/open?id=0B3TJ2-_aXNlUVTV1NmM5UjlnUU...
rules:
https://drive.google.com/open?id=0B3TJ2-_aXNlUdnA1OGNtaEdzWm...
smaller version of rules to be included in the tin:
https://drive.google.com/open?id=0B3TJ2-_aXNlUZWhyUGRlbTRtN2...

enjoy
-p
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Eric Miller
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Re: [WIP] Beer (2017 Mint Tin Design Contest) idea Phase
Following along!
 
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the prototyping stage


the prototypes, done on graph paper and tested.
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Re: [WIP] Beer (2017 Mint Tin Design Contest) idea Phase


The printable components set up. Everything fits in the tin. Used a bunch of mini dice I got from Germany for player markers and various other uses. It all fits in a tin.
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Re: [WIP] Beer (2017 Mint Tin Design Contest) idea Phase
Links?
 
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Re: [WIP] Beer (2017 Mint Tin Design Contest) component Phase
components:
page 1:
https://drive.google.com/open?id=0B3TJ2-_aXNlUeDVtZE16VmI2TE...
page 2:
https://drive.google.com/open?id=0B3TJ2-_aXNlUWnlEekY5X0VKWE...
page 3:
https://drive.google.com/open?id=0B3TJ2-_aXNlUWVdCWS1HZ0M1Ym...
page 4:
https://drive.google.com/open?id=0B3TJ2-_aXNlUVTV1NmM5UjlnUU...
rules:
https://drive.google.com/open?id=0B3TJ2-_aXNlUdnA1OGNtaEdzWm...
smaller version of rules to be included in the tin:
https://drive.google.com/open?id=0B3TJ2-_aXNlUZWhyUGRlbTRtN2...


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so, as you can tell, this was inspired by vinhos and heavy euros. last year i played several of the mint tin games, notably mint works, and was impressed that real games could come in a mint tin. so, i started playing vinhos in april, but the box is huge and not the easiest to transport, and has a lengthly set up time. so, i wondered if it was possible to have a heavy economic game in a mint tin. after multiple tries and plays, and quite alot of different designs on graph paper, this is my attempt at designing such a thing. after reading some of Vital Lacerda's commentary (he is an amazing designer and we should pay attention), i also wanted the mechanisms to be thematic.
1.local sales -> selling in your local town for money
2.exports -> selling around the country, and gaining renown.
3. GABF -> using the festival as a springboard for more notoriety for your beers
4. changing commodity prices -> i liked a stock mechanism, as it impresses me that the prices for these things are in constant flux depending on supply and demand. a warehouse in oregon burns down, and suddenly all the hops in the country double in price.
4.1 buying -> price goes up as there is now less supply
4.2 produce -> price goes down as there is now more supply
4.3 monopoly ->the biggest producers tend to become the suppliers to everyone else. and i like the idea of some competition and incentive to try and produce these resources.
5.beer prices -> these also seem to be in flux, and i like the idea of public preference influencing the price, as whatever is now in vogue is worth more. then, as more beers are sold locally, there is more supply and less demand and the price adjusts accordingly.
6.recipes -> beers all need water, malt, hops, yeast and malt, but some need more of one than others and perhaps specialized ingredients and techniques.
7.cellars -> beer storage. i also like the idea of trying to incentivize building cellars with a boost in end game scoring.
8.beer snobs -> ok, so i ripped off vinhos quite liberally, but having a bit of hidden information in a game is good, and special powers to make things slightly assymetrical is good
9.upgrading brewers and breweries: makes sense that more advanced knowledge and equiptment should incur some advantage. i know for a fact that better equiptment makes your brewing more efficient (ok, perhaps not double, but this is an abstraction afterall)
10.movement -> i love the idea of bump actions in worker placement. sort of a heisenburg uncertainty principal type of thing in that whatever you do can change the state of other things on the board as well. and, it makes you think twice about bumping someone, in the thought of do you want an opponent to get a free action. also, could influence your own moves, in that a less desirable action that results in a free action may be better than the better action taken.

problems thusfar:
1.working on powers for the snobs. thinking of some rule breaking things like being able to buy commodities without having taken the action, adjusting prices of commodities and beers, and perhaps even preventing bump actions.
2.need a cover design for the mint tin.
3.i have been considering allowing the sale of commodities. if someone were to pick up hops at $1, then sell them off at $10 later and keep the profit, that would certainly be like real life.
4.i am considering having one last free turn with no bumps, just as vinhos does. i have tried it both ways and have yet to make up my mind
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beer snob rules trial
beer snobs:
label chits A - M
A - buy hops
B - buy malt
C - buy yeast
D - buy fuel
E - upgrade brewery
F - upgrade brewer
G - +3 in GABF
H - adjust price of any one commodity by $2
I - adjust price of any beer by $2
J - prevent opponent bump action
K - buy cellars at market price
L - produce any commodity for market price
M - peek at contents of tin
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Tie breakers:
1. Whoever has the most beer left over at the end wins
2. Whoever has the most money left over at the end would wins
3. Whoever last made homebrew
 
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problems solved:

1.powers for the snobs. done. needs more playtesting, not very dramatic but not overpowered
2.need a cover design for the mint tin? done. see page 4
3.i have been considering allowing the sale of commodities. if someone were to pick up hops at $1, then sell them off at $10 later and keep the profit, that would certainly be like real life. i think i'll see how it plays out. seems to work out thusfar.
4.i had considered having one last free turn with no bumps, just as vinhos does. i have tried it both ways and i think we'll just end after the last GABF.
 
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Last time I looked, I didn't see any solo rules. If they are there, apologies for missing them...

And yes, examples will be very helpful.
 
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sorry,
a bit of an over sight. i was so focused on getting the other various components done that that was lost in the shuffle.

For solo play please use 9 of the beer snob blank chits and label them alpha A - I
1.set up yourself as normal.
2.alpha starts with $100, no points, and 1 beer snob. Also assign alpha a color.
3.assign yourself the first player, alpha the second.
4.during each turn, pull a chit for alpha’s action and place it to the side. also, if alpha moves to a space you are on then you may take a bump action as normal. if you move onto a space alpha is occupying, then alpha may take a bump action. draw another chit and move to this space. also, when alpha leaves a space, leave a token on that space of a different color. if you move onto that space, you must pay an extra $5 to the bank to take this action space.
A. pass: alpha will pass, place beer in the GABF for the price of the public preference beer for the round, plus the bonus for that beer, and will take the 4th slot for the point bonus in the GABF. Alpha will also always select the first turn space.
B. buy hops: alpha buys hops at will, but will increase the cost of hops by $2 and increase his production by 1
C. buy malt: alpha buys mal at will, but will increase the cost of malt by $2 and increase his production by 1
D. buy yeast: alpha buys yeast at will, but will increase the cost of yeast by $2 and increase his production by 1
E. buy fuel: alpha buys fuel at will, but will increase the cost of fuel by $2 and increase his production by 1
F. sell beer: alpha will sell beer locally to the beer of public preference, and will sell 2 beers for the listed price, gain that money in his treasury, then that price shall adjust downward as usual
G. Export: alpha will sell throughout the country. Roll 1d6 and alpha will place his beers on the region as noted below and gain victory points as usual.
1. The west
2. Texas
3. The Midwest
4. Florida
5. The south
6. The northeast
H. Cellars/snobs: alpha gets a cellar and 2 snobs free of charge
I. Brewer/Brewery: increase production of each by 1
5. Play continues as it would in a 2-4 player game and ends after the final GABF.
6. Brownie Points are awarded in the contest with alpha
a. more money: 1 brownie point
b. more victory points: 1 brownie point
c. more exports: 1 brownie point
d. more production of a resource: 1 brownie point per resource, up to 6
e. more cellars: 1 brownie point
f. more beer snobs: 1 brownie point
g. each win in the GABF: 1 brownie point, up to 4
7. tally up your brownie points
0-2 needs more practice
3-6 nice try, have a home brew
7-10 pretty good, getting ready to go pro
11-13 now we’re cooking
14-15 braumeister!
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