Cooperative Communal Winning!!!
Goal: Win by working together to build and maintain a thriving eco-village. Make the village within 12 years (turns), and keep it for another 12. Survive 24 years of life-changing events and start a legacy of stewardship for the Earth!
Start: Pick a color building to start with. Blue Long-house; Red Brick-house, Black Herb-House. Blue has 1 savings & 3 income, Red has 3 savings & 2 income, Black has 3 savings & 1 income to start with.
Play: The game is played by keeping a ‘character record sheet’, rolling 2 (6-sided) die each turn, reading the results on the ‘result table’ aloud, and following what it says. Mark each turn on the ‘character record sheet’ to keep track of how many turns have been taken. The result roll will determine your actions each turn. IMPORTANT: At any time any player can give any other player savings from their account, or make any transaction that is mutually agreed upon; this allows cooperation by those with excess savings to alleviate the suffering of others. Trade, Gifts, or Building Dwellings can take place once per turn.
Character Record Sheet: Must be maintained each turn.
Player name & Start color:
Turns taken (game ends in 24):
Savings (start color #):
Income-bill Ratio (start color #):
Dwellings (as you place them):
Income-bill Ratio = Net Profit added each turn to your savings (gross-bills)
Savings = monetary or resource amount you have in storage reserves
Result Table (this takes the place of using cards)
mark a turn after each roll, and add your income/bill ratio rate to your savings each turn.
2 = Share a Harvest [+1 savings, and +1 savings also given to a friend]
3 = Harvest natural resources [+2 income, +1 savings]
4 = Discount Dwelling using all free materials [-3 savings, place any dwelling]
5 = Commute to Volunteer Job [-1 savings, -1 income]
6 = Lucky Harvest [+3 savings, and +1 income]
7 = Renovate property for maintenance [-3 savings]
8 = Commute to Job [-2 savings, +3 income]
9 = Pay medical Bills [-5 savings]
10 = Guests!!! Pay extra special Bills [-3 savings]
11 = DAMAGE on your property!!! [lose all income for this turn, & -5 savings]
12 = Long-house has an event that raises +5 in total savings (share).
Place a Dwelling: when the result table tells you to ‘place a dwelling’, pick from the dwelling icons and place it on a yellow circle on the map. Also mark on your character sheet that you have a dwelling and how much resources or bills it adds to your sheet.
7 Dwellings to Build & Rent: A-Frame, Tree-Pole, Dome-Shingle, Glass-Metal, Yurt-Teepee, Adobe-Cob, Under-Earth
Yurt-Teepee House = canvas tents and hides on frames [-4 savings, +1 rent income]
Adobe-Cob House = clay brick & stucco straw-bale [-5 savings, +2 rent income]
Under-Earth House = hill-side walls & sod roof [-6 savings, +2 rent income]
A-Frame House = cedar gable log-cabin [-7 savings, +3 income]
Tree-Pole House = up in trees on stilts and wedge beams [-8 savings, +3 rent income]
Dome-Shingle House = below the trees with decks [-9 savings, +4 rent income]
Glass-Metal House = geodesic, clear and colored glass [-10 savings, +5 rent income]