Games with productive
economies (production cycle), and some comparison games |
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Lewis Pulsipher |
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Game |
Source
of resources |
Resource collection |
Resources Used
Up |
Means of
Production (also tends to govern where assets are built) |
Limits on
Production (other than availability of
resources and means of production) |
Resulting Goods
("Assets") (MoDD= Means of Destruction & Defense) |
Victory
Condition |
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Board Games |
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Risk |
Territories
and Regions (variable) |
None
specified (ownership) |
None
specified |
None
(agriculture) |
None;
accumulation economy |
Armies
(MoDD) |
Hold
all territories |
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Diplomacy |
Supply
Centers (designated territories) |
None
specified (ownership) |
None
specified: "supplies" |
Supply
centers |
Supply
centers; maintenance economy (strictly
zero-sum) |
Armies
& fleets (MoDD) |
Hold
more than half cupply centers |
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Axis&Allies |
Territories
(variable) |
None
specified (ownership) |
IPCs |
Capitals
and Industrial Centers |
None
(piece maximums rarely apply); accumulation economy |
Units
(MoDD), Technology, Industrial Centers |
Capture
cities |
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Britannia-like
games |
Territories
(two types) |
None
specified (ownership) |
Increase
Points |
None
(agriculture) |
Overpopulation;
piece maximums fairly often apply (hybrid economy) |
Armies
(MoDD) |
Points
for specific territories, other objectives |
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Video
Games |
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Warcraft
II/III |
Gold
lodes/mines, forests |
Workers |
Gold,
wood |
Buildings
(factories) |
Maybe
a very large piece limit |
Units
(MoDD), technology, more buildings |
Destroy
all opposition |
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Supreme
Commander |
Resources
in the ground |
Mines
and variations thereof |
Energy and mass |
ACU
(armored command unit) and buildings (factories) |
Maybe
a very large piece limit |
Units
(MoDD), technology, more buildings |
Destroy
all opposition |
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Starcraft |
Mineral nodes, geyers |
Mines
and variations thereof |
Minerals
and vespene gas |
Buildings
(factories) |
Maybe
a very large piece limit |
Units
(MoDD), technology, more buildings |
Destroy
all opposition |
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Civilization |
Land
and sea spaces |
None
specified (ownership) |
Various
materials |
Cities |
Maybe
a very large piece limit |
Units
(MoDD), Technology |
Destroy
all opposition, or reach high technology, or others |
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Shooters |
Enemies |
Pick
up "drops" |
Money |
Vendors |
Inventory
capacity |
MoDD,
Technology, capabilities |
Blow
things up/kill things/rise in level |
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Heroes of
Might & Magic 2, 3 |
Towns,
mine locations |
Gold
generated by owned towns; others from mines in appropriate locations |
Gold;
later wood, ore, and other materials |
Buildings
in towns |
Maybe
a very large piece limit |
Variety
of units (MoDD), heroes |
Destroy
all opposition |
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Commercial
non-Wargames |
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Settlers of
Catan |
Hexagons (territories) |
Randomized |
Sheep,
wool, ore, etc. |
None |
None? |
Roads,
towns, etc., many of which are victory points |
Victory
points |
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Smallworld/Vinci |
None |
None |
None |
None |
Army
maximums |
None |
Victory
points for territores |
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Carcassonne |
None |
None |
None |
None |
Meeples
available |
None |
Territories,
more or less |
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Robo Rally |
None |
None |
None |
None |
None |
None |
Win
the race |
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Power Grid |
Fuels
available at increasing prices as more are bought |
Powering
cities yields money used to purchase |
Appropriate fuels for power plants |
Power
plants (auction); cities (purchase) |
Three
power plants allowed, city network |
Money,
can be converted to Cities |
Supply
power to the most cities when game ends |
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Puerto Rico |
Goods produced |
Sale/shipment
of goods = money |
Money
to purchase buildings |
Buildings,
colonists to work the buildings* |
Time, roles |
Crops
that can be shipped, resulting in money |
Victory
points for shipping goods and constructing buildings |
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Agricola |
Varies
("the world") |
Use
actions |
Resources,
money |
The
land |
Available
land, resources, time |
Food
that can be eaten or sold |
A
well-rounded farm |
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Dominion |
The
pools of cards on the table |
Play
of cards |
Money,
except it is only used temporarily, goes back into deck |
None |
Available
cards |
Money,
victory points |
Victory
point cards |
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Hotel Samoa |
Random
appearance of tourists, facilities |
Pricing
auction |
Tourists
ultimately leave |
Hotel
facilities |
None |
Money |
Money
at game end |
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Mafia/Werewolf/Resistance |
None |
None |
None |
None |
None |
None |
Guess
roles |
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Other Genres of Games |
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Dungeons &
Dragons |
Enemies |
Pick
up "drops" |
Money |
Vendors,
character skills |
None |
Weapons,
magic items, capabilities |
None
(rise in levels and capabilities) |
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Magic:the
Gathering*** |
Deck |
Draw
cards |
None |
None |
None |
Cards |
Inflict
wounds on opponent |
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Traditional Games |
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Chess |
Pawns for promotion |
Reach the back rank |
None |
Promotion
- end rank |
Eliminated
piece available |
Piece
that has been eliminated |
Capture
specific opponent piece (King) |
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Go |
"The piece
supply" |
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Unlimited
pieces |
None |
One
at a time |
none |
Territory
controlled |
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Monopoly |
"The bank" |
Pass
Go, or get appropriate card |
Money
which pays for properties, buildings |
Land
on a property, auction, bank provides buildings |
Money
and properties (and buildings) available |
Money |
Money
at end |
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Checkers |
checkers |
Reach the back rank |
None |
Kinging
- end rank |
Pieces |
Stronger
piece |
Wipe
out opposition |
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Tic-Tac-Toe** |
Common
piece supply |
None |
X's
or O's |
None |
One
at a time |
None |
Three
in a row (pattern) |
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Scrabble** |
Common
piece supply |
None |
Letter pieces |
None |
Seven
tiles |
None |
Victory
points |
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Chinese
checkers |
None |
None |
None |
None |
None |
None |
Race |
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Backgammon |
None |
None |
None |
None |
None |
None |
Race |
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Pachesi |
None |
None |
None |
None |
None |
None |
Race |
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Other possible assets: |
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*
I list colonists with means of production in Puerto Rico because they are not
"used up" the way resources are. |
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Mobility |
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**
there is not a production cycle in
these games because nothing can be altered by players |
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Turn order |
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***
"lands" could be thought of as short-term means of production |
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Action points |
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