John Gibson
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Tzolk'in has a very similar board layout to a game I was working on last year called Gear World. Here are my notes from my design journal:

Gear World Notes

Map Board
• One large central gear interlocked with four smaller gears at the corners
• Placing a token on a building area or a farm, forest, mine, etc shows who owns it
• Smaller gears could have 13 teeth
o Each small gear would have its own “personality”
o They would have 4 settlement locations
o Winner is first person to have at least one settlement on each of the four small gears
o Each settlement location would have a separate cost: cheapest to costliest.
o Cost would be different resources for different gears: 16 combinations in total
o Ownership of each settlement would grant different benefits at certain times/phases in the game.
o The other 8 spots could be mines, farms, etc. These could produce resources as well, but player would have to have an adjunct settlement first
o Resource might only be received when ending on a mesh occurred between player’s owned teeth. Resources would accumulate on the gear until the mesh. Could end game without ever collecting the resources.
o A player could attack other player’s gear if they end on a mesh.
o A lake in the middle?
• Larger gear could have 24 teeth
o 24 gears (8 Settlements and 16 Building sites)
o 24 gaps (Farms, Forests, Mines, etc.)
o 16 spots that share a gear with a building site
o 28 spots on the spokes and around the center hub
o Grand total of 92 spots on the Main Gear
o A lake in the middle an between each spoke: 5 lakes in total

Player Boards
• 4 circular spots at top, one for each small gear
• When resources are accumulated, they are placed on the spot and cannot be used until the gears mesh.
• Can be stolen by another player when their gears mesh
• Zeppelin track for keeping track of number of zeppelins: 0 - 6
• Can move goods off small gears x the number of zeppelins
• Once per turn you can move goods from small gears to main gear (lower part of player board)
• Zeppelins cannot be used for attacks, only for moving goods between a player’s settlements)

Roles
• There would be different role cards that players could use each turn
• The engineer can add or subtract one gear from the turn’s movement.
• Crafter could produce one extra good of any type they are entitled to
• Builder would need one less good to produce/build something
• The General would add to the attack or defence of a player’s settlements during that turn

Phases
• Auction phase
o Auction off the role cards based on number of players
• Movement phase
o Move the main gear (Engineer gets to add or subtract one from the movement)
• Action phase
o Establish a settlement on small gear you are meshed with
o Attack a settlement on a gear you are meshed with
o Establish a mine or farm or ?
• Produce good
o Having a crafter could get you an extra good
• Trade/move goods
o Goods need to be moved to a city/settlement to be utilized
o Zeppelin allows the movement of good a number of spaces without being actually connected



Combat
• Possibility: Defence and Attack strength are equal to settlement’s control number. Default is 3
• Possibility: Can add Walls and Swords to Buildings and/or Settlements
• Could use dice to resolve combat or just compare numbers
• If a player looses in an attack, then their Control number drops and they lose goods to their opponent.
• If a player’s control number drops below 0, then they lose their settlement.
• Can only lose secondary settlements, not Main.


Movement track
• There would be a movement track on the board, from 0-6
• The movement track marker would begin the game on 3
• The gear moves the number of spaces on the track during the movement phase
• The Engineer could move the marker one spot to either side for changing the movement to 2 or 4
• The movement phase would be in-between other phases

Goods
• Some goods are produced/harvested directly
• Some goods are created by combining other goods together
• Range from plentiful to rare
• These goods would be used to build things and create settlements.
o Forest – 1-2 Lumber
o Ore Mine – 1-2 Ore
o Field – 1-2 Wool
o Clay – 1-2 Brick
• These properties would be on square chits like Portia Rico. Game would be different every time.
• During a particular action players could pick a face up tile from a pile, and the person with role linked to these tiles would either get first pick or an extra face down property. These could be placed in any spot linked to a settlement that can afford the expansion (Control Number), this includes the settlements on the small gears.
• Gem Mines – these are permanent.
o Diamond 1-2
o Ruby 1-2
o Emerald 1-2
o Sapphire 1-2

Buildings
• Convert basic goods into advanced/complex goods
• Construct tools with goods
• Buildings are represented by chits, just like properties
• Buildings have construction costs that need to be paid in order to be built
• The builder role would reduce the building cost by 1 good
• Foundry: 4 Ore = 1 Steel
• Textile Mill: 4 Wool = 1 Cloth
• Hanger: 4 Cloth + 1 Steel = 1 Zeppelin
• Amory:
o 3 Steel = 1 Sword
o 3 Bricks = 1 Wall


Gems
• Each small gear would focus on a different gem for building a settlement
• So there would be a demand for one particular gem if it could not be produce on that gear
• Gem Mines on Main Gear in same order around the gear: Diamond, Ruby, Emerald, Sapphire (4 of each, all worth 1 mine)
• Cost of settlements on small gears
o Gem x 2
o Gem x 4
o Gem x 6
o Gem x 8
• Diamond Gear
o Ruby Mine 1
o Ruby Mine 2
o Sapphire Mine 1
o Sapphire Mine 2
• Ruby Gear
o Diamond Mine 1
o Diamond Mine 2
o Emerald Mine 1
o Emerald Mine 2
• Emerald Gear
o Sapphire Mine 1
o Sapphire Mine 2
o Ruby Mine 1
o Ruby Mine 2
• Sapphire Gear
o Emerald Mine 1
o Emerald Mine 2
o Diamond Mine 1
o Diamond Mine 2

Settlements
• Default number of land spots a settlement can control is 3
• Double-sided square chits with numbers on each side are used to display the current control power of a settlement: 4-11
• A player’s settlements can combine their numbers if they are both linked to the same land spots: 3 + 7 = 11 spots
• Each farm, mine, etc. has a control value equal to the number of goods it produces: 1-2. I.E. 2 Ore Mine = 2 control
• Upgrading the amount of control comes at a cost, using gems to pay.
• As control goes up or down rotate/flip Control chit
• Control only land, not buildings or other settlements
• Only Buildings or Settlements can attack other Buildings or Settlements
• Contiguous spaces can share, move goods
• No limit to distance that zeppelins can move goods
• 2 goods per zeppelin, 6 is the limit
• Several action options, but limit to how many per turn
• 6 actions possible per turn, but can only perform 3 per turn (cannot perform same action twice)
• No zeppelins – don’t perform that action.


...and there you have it.
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Greg R.
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Change up the gears a tiny bit and get it published. A "steampunk" themed euro with dynamic worker placement would probably generate a lot of interest.
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John Gibson
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TurquoiseKnight wrote:
Change up the gears a tiny bit and get it published. A "steampunk" themed euro with dynamic worker placement would probably generate a lot of interest.


Thanks!

That was exactly how I was envisioning the game as I was designing it. The card art for the roles would be very Steampunk in theme. Lots of little cubes and cardboard tokens. I thought the Zeppelins might be a nice touch, too.
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Yours Truly,
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There must have been a moment at the beginning, where we could have said no. Somehow we missed it. Well, we'll know better next time.
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TurquoiseKnight wrote:
Change up the gears a tiny bit and get it published. A "steampunk" themed euro with dynamic worker placement would probably generate a lot of interest.


You might be interested in a recently published Steampunk game with gears:
011


Different type of game of course, there's room for more than one steampunk game with gear components
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John Gibson
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JohnnyDollar wrote:
TurquoiseKnight wrote:
Change up the gears a tiny bit and get it published. A "steampunk" themed euro with dynamic worker placement would probably generate a lot of interest.


You might be interested in a recently published Steampunk game with gears:
011


Different type of game of course, there's room for more than one steampunk game with gear components


Looks cool. My gears would be similar in size to Tzolk'in, but I get the general idea.
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Robert Brimer
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So gears are going to be the next big thing? I can't wait to see what the Japanese do with them. No doubt it will involve ample amounts of cleavage.
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Yours Truly,
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There must have been a moment at the beginning, where we could have said no. Somehow we missed it. Well, we'll know better next time.
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bosefasaurus wrote:
So gears are going to be the next big thing? I can't wait to see what the Japanese do with them. No doubt it will involve ample amounts of cleavage.


and likely some tentacles.
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