When I first say this idea, what popped into my mind was:
- Click image to enlarge.
Do we really need another? I know this game is widely different then USA 2.1 - mostly because of the Bonus set-up and the use of a secondary playing field (the contract & trucks) - But in the most part I feel that this whole idea could piggie back on top of the USA 2.1 map...
Because of this I was not fully invested or interested in this map - and I did not leave any comments the first time I saw it.
But let's put that to the side and step back a little and really look into the workings of this map design... The over all idea was a little clumsily written, but I think I grasp it, and I'll try to repeat how I believe this game is played.. Then I'll go ahead and leave suggestions of changes and additional ideas that can be added - but keep in mind - these are my suggestions and opinions - and any, all or none of them might ever get adopted into this map design...
First off all players start with one truck and 4 spaces on the nation's map.
(Do not know if the spaces on the map are random or pre-set. If they are random, and since all contracts out combinations of two city deals - It is possible that a player might get a huge advantage because of the drop.)
This map is made for up to 8 players..
Players can attack their own truck in order to add two additional expansions on to it - each will give the player the ability to carry a contract - allowing all players up to but no more then 3 contracts per game.
These trucks can attack:
1) The expansion slots on it's own truck to grow
2) Other Trucks and their expansion slots
3) Any and all contracts (Each location can only be attached to one contract)
4) Stollen Cargo
5) Any city on the map (if does not all ready control a city)
Stollen Cargo will allow the player to bombard cargo locations. Since cargo starts in a city, ends in a city, and passes through any and all spaces heading to final destination - Stollen Cargo can pretty much bombard anywhere on the map.
Bonuses are paid to those whom control the contract and both cities tied to that contract
The winner is the player who controls all the cities..
This is how I read the rules above - I could be wrong, but to the most part - that is how I see it...
Suggestion #1
Soon we will be making up to 12 player maps - so as a standard from this point forward, we all should be trying to make all maps playable with 12 players. Adding 2 more trucks at the bottom for both sides would solve this issue and would be an easy fix.
Suggestion #2
Player starts with a Truck and 4 locations on the national map.
(I do not know if these cities are randomily placed or preset. If they are random then their is a chance that a player will have a huge advantage on the drop because they could actually end up with the starting and ending locations of a contract right off the bat.)
What I suggest, is that players start with the Truck only... Do not give them any spaces on the national map at the start.
Suggested design of the trucks:
- Click image to enlarge.
I think their Initial Trucks section should be auto-deploy for what ever base amount the designer wishes the players to play with.
I feel trucks can attack too many places... In my opinion they should only be able to attack these areas:
1) Additional Cargo Space on it's own Truck (Free up space for another contract/load)
2) The starting city section of any contract.
I think the additional cargo space sections on their own truck should be bonuses.
Example:
Players start with one Truck section worth 5 Auto-Deploy each turn
Second Section of truck is 10n - if captured player get's a +2 to deploy.
Third and last section of own truck starts as 20n - if captured player get's an additional +3 to deploy for a total of +5 deploy bonus which is exclusive to them, and they can try for it at any time.
Suggestion #3
Now that the Trucks can only clear out it's own trailer and/or attack the starting section of any contract - Which all players can be fighting each other over and hi-jacking each others contracts - preventing them from getting their trucks on the road; brings us to the contracts themselves....
So once a player attacks a starting section of a contract - from their - they can assault what ever city that contract starts from.. This brings the trucks out of the depot and finally onto the actually national map.
Once on the map, the player can branch out and travel down any road in any direction - hoping to end up in the destination city of the contract that placed them on the board.
Trucks in this example - can not attack other trucks, can not attack Stollen Cargo - and can attack any and all starting sections on any contract with no max limit to number of contracts.
Suggestion #4
If a player has the initial part of a contract, has the starting city - and has reached the destination city - then while controlling all three areas will be able to attack the last half of the contract - to close it out and collect it's bonus...
Only way to attack the destination section of a contract is to have control of:
1)Initial part of contract
2) starting city
3) destination city
And it's the destination city which can attack the last half of the contract in these cases.
As long as the player has control of both parts of the contract they gain the bonus - even if they lose one or both of the cities later on. Only way for them to lose this bonus is for another truck to challenge that contract by attacking and claiming the first section of the contract away from the player (hi-jacking the contract)
Review :
1) Truck attacks first half of contracts
2) first half of contract attacks it's corresponding starting city.
3) Must still have first half of contract, initial city, and destiny city - to attack last half of contract from destiny city
4) If own both half of the contract you gain the bonus.
Suggestion #5 Stollen Goods...
I think Stollen Goods is too powerful in your version...
What I would do is this...
If a player owns both half of a contract and another player challenges them by capturing the initial half of the contract - this splits the contract in half and at this point no one get's the bonus - but the player who has the last half of the contract can now attack Stollen Goods from that half.
Stollen goods is attacked by the second half of a contract if the player controlling the second half of the contract, no longer controls the first half.
From Stollen Goods - the player can bombard any (2nd, or 3rd) section of any player's truck.
1st section of player's truck is starting point...
Has one-way attack to 2nd section of truck and one way attack to any contract.
Stollen Goods allows the player to slowly strip other players from their two expansion slots from their trucks.
Suggestion #6
Winning condition is the first player to control the 2nd half of every contract. They do not need to have control of the cities, they do not need to maintain control of the first half... But as long as they have completed all contracts and maintain control of the second half as proof of receipt then they win the game.
Suggestion #7 add-ons
I've written too much all ready - so I will not go into detail - but having s Patrol Car (CHP) per major route that can bombard certain roads for trucks that are speeding or over weight would be a cute addition as well as having rest areas which are safe from police - and from which spot can attack the police on that route... Multiple rest stops on a route - but only one police car per route..
Well - that's my 2 cents - sorry for writing a book....