Notes from New Bedford – Part 2: 2 Player Buildings

The majority of buildings were created by having a action and picking an appropriate building name that made sense. A smaller number of buildings were designed by having a great building name and trying to find an action that would fit in the game. Aside from the most basic building names, like bank and school, I went to the history of the town. I read up on history from several sources, and made sure that I used buildings that would have existed at the time, especially those that were built around and just before the time.


Schoolhouse: Learn the basics in different subjects, take the different basic resources.
Lumber Mill: Started as a way to convert the raw resource wood into more valuable processed product lumber. By the time lumber was removed from the game, it was used almost exclusively to sell for money so the obvious solution was to change make it sell wood for twice the money, keeping the original flavor.
Tavern:  Anyone who has heard a lot of fishing stories knows that “the one that got away”  usually means there was nothing to catch anyway. So here, the idea is that you are being paid for your story of whaling. The empty sea tokens “get away”, and the other sailors at the Tavern pay you for your story.
Bank, the obvious choice for a place to get money.
Tryworks: Originally called the Oilworks, but Tryworks is the more correct name. However, by the 1850s, most trying of whales would have been preformed at sea, but I couldn’t leave out such a thematic element.
It doesn’t make much sense that only right whales should be able to be used, but it works better to balance out the game
Wharf: Another way to launch ships for a reduced cost, just another word for dock.
Lighthouse: Lets you move out a space, like a Lighthouse keeps ships from getting too close to shore. The lighthouse in the river in New Bedford was built in the late 1840s, so I was just able to include it in the game. I’m glad because I feel a game about ships should always have a Lighthouse
Dry dock: Lets you take the dock action, and has the feel of being able to prepare and launch from the same place.

Next Part


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