Widgets…A game invented in 24 hours – part 2

Here is the game of Widgets:

Background: The factory is old, the computer antiquated but given the right commands this computer can still be productive.  As robot operators, you give the computer commands which it processes and then orders the robots to perform tasks.  Your goal is to make as many widgets at possible before your robot runs out of power and has to recharge before its next shift.  Will you be the best robot operator?

Game Bits: 12 D6 (3 x 4 different colours), 4 D6 white, one factory game board, one computer control panel board, 4 robot player boards, 4 robot counters, large widgets (four colours), small widgets (four colours), resource cubes (6 colours), shift goal cards, rest area cards

Game Play:

  1. Setup
  2. Program computer
  3. Operate robot
  4. Change power level on robot
  5. Score

1. Setup – each player receives a robot board and 3 dice of his colour robot.  The factory board and computer control panel board are placed in the middle of the table.  The robot tokens representing the players robots are placed in the rest area of the factory board.  The goal cards are shuffled and four cards are dealt to each player.  A player may keep two, three or four of these cards.  The returned cards are shuffled back into the deck and the deck is placed near the boards.  The rest area deck is shuffled and placed next to the rest area on the factory board.  The player who has most recently purchased a new piece of technology becomes the start player.

2. Program Computer – each player rolls their three dice.  The start player is the player who rolls the lowest total on his three dice (if there is a tie then the player who has most recently purchased a new piece of technology becomes the start player).  For each turn the start player for that turn is determined by the lowest roll value.  Player turn then moves to then next lowest roll and so on.

The start player places one or two of his dice on the spots open for commands.  The commands are represented by the numbers 1 to 12.  One or two dice can be used to represent each command.  This means that (potentially) each player will be able to give two or three commands a turn.  Two other commands include the ‘repeat action command’. If a player rolls three of a kind then he may automatically (if he wishes) make a fourth action of the die value (3 threes allows the controller to perform 4 of the three action).  The other action is the ‘sequence action command’.  If a player rolls a straight then he may automatically use another command that is in sequence with the roll (a player rolls 2,, 3, and 4 and therefore may add the 1 or the 5 command).

The 1 to 6 commands can be used by all players on all turns.  The 7 to 10 commands may be used by one less than the players in the game (if three players only two may use these commands).  The 11 and 12 commands may be used by two less than the number of players playing (or in a two player game only one person may play on these commands).  The sequence and repeat commands can only be used by one player.

The commands consist of movement, pick up, drop off, rest, and conversion of resources/widgets (more about the commands later).

2. Operate Robot

In turn each player operates their robot by performing the computer commands.  Commands may be completed in any order.  As each computer command is completed the dice are removed from the board and taken back by the player.

3. Powering the Robot

After a player has completed his robots commands, he takes the total value of the dice roll and moves his power token that number down the power track.  Each robot has 100 power units in its main power cell.  Once the main power cell is exhausted (a player reaches 0 on the power track), the back up power cell does not have the capability to operate at full capacity.  For the next five turns the player loses one dice (rolls only 2 dice per turn).  After five turns the robot can only operate one command per turn and the player discards down to one die.

Scoring

If a player meets the production on the goal card they immediately redeem that card for points.  The scoring token is moved on the scoring track.  The redeemed goal card is put at the bottom of the goal deck and, if needed, the player may draw two more cards and keep both or just one of the cards drawn.

In final scoring any resources still being carried by the robot are -1 point and any goal cards are worth negative points to the value of the card.

ONE MORE POST WITH PICTURES  🙂 with more about rooms, commands and how you score points!!!!

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About Clive

Just an average guy who loves board games, movies, musics, books, comic books, video games and anything else fun.
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