Soul Merchants proto idea

Gambling economic trade game

Building the first Hardships deck:
  • Each player gets a hand of 7 hardship cards, and drafts them clockwise.
    • For hand a player drafts from, they may choose to draft it face down into one of two deck piles:
      • Outbound hardships: Cards in this deck are used for the first "set sail" round.
      • Inbound hardships: Cards in this deck will be drafted again for the second "set sail" round.
  • After the draft is completed, the freshly built Outbound hardships deck is shuffled (or not?) and set aside.

Building a fleet:
  • Each player takes on the role of the owner of a dutch naval trade company, in competition with other players.
  • For each ship they control, they must load it up with goods they want to bring to the new world, food & water, a captain, and sailors to get the ship to it’s destination.
  • Problem is, all of these things cost money.
    • Denmark Cargo costs money to buy.
    • Boats cost (depending on quality) money to commission
    • Trade goods cost money proportional to the amount stored
    • supplies per ship cost money
    • Hiring a good captain and crew is VERY expensive. (had to be trained in naval school, experienced, paid ahead of time, etc.)
    • (should be noted that all hired crew get paid for at the END of a successful delivery. If the ship goes down or they die on the way… oh well! Free labor.)
  • Thus it is relatively inexpensive to load a single very good boat with very good crew and a ton of goods...
    • But any number of things could make it sink… and you haven’t diversified enough to cover your loss.
  • Buying a few fair boats, (or buying an armada of junkers) and distributing goods across them is a smarter idea for risk management.
    • But this multiplies the cost of Men and supplies, and increases likeliness of any one ship going down.
  • To skimp on costs, there is a Soul Merchant deck of very inexpensive men available for purchase.
    • These men are cheap, but if they ever out number your paid crew, they will mutiny and fight for control of the boat, at which point the boat is lost.
    • They are also weaker (inexperienced, untrained, not used to life at sea), and often become the victims of card effects. Falling ill, etc.
    • The Soul Merchant MUST be paid up front per each crew "hired" through him.
  • Captains must also be paid for upfront.
  • All non-SM crew members will give the ship some small bonus, or way to mitigate the damage of the Hardships deck.
    • Ex: A Doctor might be able to prevent a death by illness, or a traveling Merchant might be able to get you a better exchange rate on selling goods.

Setting sail:
  • Each player decides how their resources and crew are allocated across all of their ships.
    • Which captain goes where? How much of your cargo do you place on which ships? Where do your crew go?
    • Do you send along any extra of your starting cash? On which boats and in what denominations?
  • After all player’s boats are set to sail, disembark.
  • At this point flip over the top card of the Outgoing Hardships deck and have all players deal with it.
    • After all effects, and crew effects have been resolved, flip the next card and so on.
  • After the hardships deck is empty, and all the effects from all cards have been resolved, all surviving boats, crew, and cargo arrive in India!

Building the Inbound hardships deck:
  • Five new random cards are drawn and added to the Inbound deck created at the beginning of the game.
  • The deck is shuffled and dealt to all players as evenly as possible.
  • The players draft these cards counter clockwise
    • When drafting a card, a player may decide to add it to the new Inbound hardships deck face down, or remove it from the game.
  • The new inbound deck is shuffled (or maybe not?) and set aside

Rebuilding your fleet 2:
  • First: all players with remaining Denmark Cargo sell it for cash at India’s exchange rate.
  • All showing crew, captain, and boat cards currently showing in the market are discarded and replaced by new faces.
  • A second phase begins for building a new fleet. Players take turns hiring on new crew to replace old, buying new boats if necessary, buying new supplies, and buying Soul Merchant victims.
    • Players may no longer buy Denmark cargo, but rather may now buy Indian tea at a set price per cargo item, which sells for more back in Denmark.\
  • Players who lost all of their ships and crew in transit may…? Are we doing player elimination? Can they buy back in?
    • Players may use this phase to build a new fleet and cargo from scratch, as if they were starting over from turn one. Let’s say they’re commissioning an Indian company at full price to send goods home.
      • Maybe given a small advantage to get back in the game? Guaranteed an Indian captain with a strong ability like "Can ignore the effects of one Hardship card after drawn."?

Setting sail:
  • Each player decides how their resources and crew are allocated across all of their ships.
    • Which captain goes where? How much of your cargo do you place on which ships? Where do your crew go?
    • Do you have any left over money not used on Indian cargo? which boats do you put it on and in what denominations?
  • After all player’s boats are set to sail, disembark.
  • At this point flip over the top card of the Inbound Hardships deck and have all players deal with it.
    • After all effects, and crew effects have been resolved, flip the next card and so on.
  • After the hardships deck is empty, and all the effects from all cards have been resolved, all surviving boats, crew, and cargo arrive in Denmark!

Endgame:
  • Each player sells off any remaining Indian Tea at Denmark exchange rates, and returns any cash on surviving boats back to their supply.
  • Each player pays off all surviving crew at their promised price.
  • Tally up, and see who earned the most money!

Other fiddly ideas:
  • Bigger ships allow more crew on board - which is excellent for making sure it makes landfall, but require more crew to operate - which is terrible if some die, and becomes expensive
    • All ships have a "minimum required crew to sail" below which point the boat is lost.
  • All captains, and some crew have the "navigator" icon. This indicates the training & literacy required to use a map and complete the voyage. If all units with a navigator icon on a ship are lost, the ship is lost.
  • Maybe all non-SM crew are up for auction? (I’ll pay you 5k !if you make it back alive…)

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