NaGaDeMon 2012 - Emergency!!

Hi all, Here I will write about my attempt to create my latest game idea into a working game called "Emergency!", which focus around treating patients.

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Step one, first thoughts

Slotermayer the great
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This is my game idea I will try to finish to a playabla state until end of november, part or the NaGa DeMon 2012

Basic idea: every player controls a „health company“
Basic actions:
• Lead a hospital
• Control ambulances
• Earn money through hospital
• Give money for health insurance to other players
Game board: the board should look like a city map, with hospital for all players in the corners. Could be square for 4 players, pentagon for 5 players.
…In the city:
• Collect emergency patients in the city
• Ambulance “races” to the patients, then drives through the city to the “right” hospital
• Treat the patients in the hospital
… in the hospital:
• Increase numbers of beds
• Hire/ fire employees (doctors, nurses)
• Purchase new medical equipment and ambulances
… as health insurance:
• Citizens of the city as clients
• Players have to pay for clients in not-self-owned hospitals
More ideas:
• Random emergencies
• Drive ambulances via dice roll
• “points” in hospital via doctor resources, distributed to patients
• Game’s goal: occupy as many beds as possible, release patients only if free beds are needed
• Tactic: patients of the own insurance in your own hospital, these should get released as fast as possible.
• Tactic: deliver “expensive” patients to other hospitals

Game material:
• Patients
• Ambulances
• Doctors
• Money
• Amount of health insured citizens
• Cost of running the hospital
Areas of the city:
• Highway
• 4 hospitals
• Opera plaza
• Pedestrian area
• Harbor
• Airport
• Amusement quarter
• Chemical plant
• Industrial area
• Power plant
• Office area
• Bank quarter
Patienten loop:

First iteration:
[add photo of the first game board]
Define random accident:
• Roll a six sided die for the city block number. Player can choose between two blocks with same number. Place patients next to the block.
• Roll a six sided die (numbered 1,1,2,2,2,3) for the amount of patients
• Draw number of patient counters from the black bag.
• there are patients for each players insurance, plus VIP patients.
• Roll the six sided Xtra die (x2, blank, VIP, bad injured x2, bad injured, bad injured VIP). After finishing the first draft (changing the drawing mechanism) this die is cut. There are now just patients and VIPs in the bag. No more bad injured for now.
Types of patients:
• Use eight lego blocks (2x2) per color/ player for the player’s patients.
• Use 6 additional blocks in orange for VIPs.
• Each player starts with one small ambulance (lego block 2x3), can transport one patient at a time.
• Each player can buy two more ambulances, 1 small (lego block 2x3) and 1 big (lego block 2x4). Big one can carry two patients at a time.
• Each player starts with 4 beds, a bed is a white lego block (2x2)
• The box has 35 beds for all players.
• Game could end when all beds are used?
Hospital reputation table:
Add table here.
• The better the reputation, the more a patient costs per turn, the more the hospital can earn per turn per patient.
• Climbing up the rank by successfully releasing patients from the hospital, the higher the more patients have to leave.
• Dead patients drop the reputation.
• Dropping is faster than climbing in ranks.
Card hand:
• Moving ambulances (+1 to +5 spaces on the board),
• using doctors and nurses (treat one or two patients one station “better”),
• calling for new emergencies (roll up a new emergency in the city),
• and random events, are executed by cards, played from the hand.
Players draw a new card every turn
Players can play at least one card per turn. Playing the card should be simultaneously, executing the cards in the order of the initiative rank, printed on the card (lowest starts first).
Random event cards are:
• Extra plus one in hospital rank.
• New bed for hospital
• Wrong treatment! Move a patient of any hospital one station “worse”.
Each hospital has three areas:
• Intensive care unit, patients here die if not treated directly. Successfully treated patients move to the standard station.
• Standard station, patients not treated move to the intensive care station, successfully treated move to recovery station.
• Recovery station, patients stay here until treated successfully and get released.
As soon as patients arrive in the hospital the hospital owner draws a diagnosis card. The diagnosis dictates what doctor can treat the patient, and how long the treatment takes.
After getting the details for the first iteration done, I decide to skip on the diagnosis idea. No difference in treatment, doctors etc. yet. Maybe implement later. This adds additional complexity and bookkeeping to the patient loop, not needed, but could be cool.

So much for part one, next up will be more pictures and the first rules
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Mon Nov 5, 2012 3:29 pm
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