• I have been watching let there be blood over and over for about a week now… I really like it and i decided to make a game about it featuring the central and southern California Oil industry about 1898-1914.

    Id like to base it using pieces from Milton Bradley game called “king Oil” which had marvelous pieces for oil derricks , caps , pipelines, etc…

    4 players, Map, cards… dice…

    Id like to throw in ideas about the shipping costs of rail roads so it combines OIL, RAIL, and HOUSING aspects of gaining wealth, so you can approach divergent paths to win the game.

    For example if you owned the rail lines you can charge the other guy for shipping his oil to process or ship

    You will need to build housing to accommodate workers and can charge rent to others developing in the property

    You will randomly (by cards) select the number of options you have that turn on property purchase, but be warned if you develop oil successfully all the other players can start buying up the land around you and have a good chance to get oil as well, but you only gain wealth by having oil derricks pumping.

    The game will account for dry wells, fires, random government agencies, even range wars with rival developers.

    I want to map to include all those great TV shows set during this time: Bonanza, Big Valley as well as the movie…just for fun.

    Ideas welcome as always. But note: this is not Axis and Allies style gaming. Think AH rail baron meets MB king oil meets Ben Cartwright


  • :-o
    My, you truely are an eclectic gamer. :wink:
      Where is the phone Co., Ma Bell? Or even General Electric? Tey certainly were monster moverers and shakers in the 40s’ and 50s’.
      Let’s see though, you want an ‘Oil and Rail’ game with a little Monopoly thrown in. This could get complicated in a hurry with all the interactions and options you want. I think your cards should set the pace and restrictions of the game. Each player is trying to become a monopolising Baron right? But they have different directions that they can go; Oil, Shipping, Real Estate or Cattle Baron? Whatever.
    Anyway, each player draws a goal card randomly. the card states what monopoly they are to acquire, (that’s two games right there ;) and the amount of wealth/items, could be tokens, that are required for them to win the game.
    I’m not clear on how the old TV shows or movies could be worked in unless you want to use characters from the shows as business advisors or adversaries in the random event cards. For nastalgas’ sake.
    Anyway, these are the first random thoughts I came up with. Good luck with the game design, I look forward to seing it on the store shelf someday.


  • The aspects of wealth accumulation being treated are:

    Oil, Cattle, Mines ( both silver-Nevada, and Gold- California) and Rail

    each player can pursue either business, while each player has unique abilities:

    4 players:
    Barkley Ranch in Stockton, Ponderosa Ranch in Lake Tahoe, Daniel Plainfield’s Signal Hill tract, and High Chaparral Ranch in Tucson, Arizona.

    The Cartwright’s can prospect silver mines or cattle
    The Barkley’s will have a better chance for gold mines and possibly oil
    The folks at High Chaparral will be cattle and mines
    Plainfield will be oil and possibly rail.

    In each case each has a unigue or natural propensity to develop one way and a minor strength at another method both based on geography.

    two sets of cards Income cards and Event cards. Income allow you to decide if you can buy a tract and others allow drilling options, prospecting opportunities etc.

    Some will be very bad cards

    I will introduce the Law, Indians, Desperado’s, gunslingers, hired guns etc  Ill even provide for Mexican raids courtesy of Pancho villa all these will be introduced by cards and you can hire these men for protecting, enforcing, or stealing other players property.

    It will like every episode of Bonanza, Big Valley, High Chapparal, Movies high plain drifter, Magnificent Seven, Let their be oil.

    It will be a game of greed and cooperation.

    The rules will be easy and the cards will explain must of the hard stuff.

    I will introduce shootouts and all the historical issues of the day: teapot dome scandal, Silver strike, Gold Strike,

    It wont be like monopoly, rail baron, or king oil, but you will see elements of these games in it–loosely.

    Its basically a Catan Eurotrash game, but with BLOOD.


  • Was this a prophcy?


  • I drink your MILKSHAKE!!!

    sorry had to, how do you “win” at this game just by owning territory?


  • Actually for the last 3 weeks i have been working on this. I abandoned my last attempt on this game.

    I bought a number of games dealing with this topic and still don’t see anything good.

    I bought some old game called Gusher, which is the precursor to King Oil and will use something from it as the platform to build something.

    Kinda wanted to make something akin to Monopoly except with Oil Business ( oil derricks replace houses)

    But the problem is i want to be original and more cutthroat.

    So far i got this:

    variations in cost of drilling different areas ( higher cost=high reward, but possible dry well)

    If you land on a railroad, you get to roll again ( replaces the reroll if you rolled doubles like in Monopoly)… also another player has to pay high costs depending on current shipping prices… card effect this.

    Pipeline must go to either Standard Oil or Another oil company ( need to research)

    These represent the “bank” and the pipeline must be secured by leasing land which is more costly than rail upstart costs, but in the long run its cheaper.

    Should be able to develop cattle, lumber gold, and silver in addition to Oil… all representing smaller business that don’t perform well in latter game. ( think Utilities in Monopoly)

    Some element of Gun fights, the law, and lawlessness need representation. You should be able to send hired guns to steal another players businesses ( like Bonanza)

    The pieces should represent derricks, caps for dry wells, cows, hired hands, and railroad cars.

    it takes alot of time and this is a tough design to get right.


  • Sounds interesting…… Keep us posted.


  • Sounds pretty awesome.  If you want it to not have a duration of an average Monopoly game, or to just make it a bit more cutthroat (which I think makes for more fun), I’d take the number of maximum players minus one for how many resource/wealth sources are available.  So, if you have 4 players, I think the idea of just Rail, Housing, and Oil would work better.

    You could always expand on it.  Just a thought.


  • i am posting what i got from my last attempt at this… however note i have many new ideas not yet put to paper.

    Note that lumber may be a 5th business model

    Bonanza:
    Strike it Rich!

    This game is for up to four players. The game can be won by only one player who amasses the greatest wealth by a time limit decided before the start of the game. Wealth is created by investments that are prospected, developed, and generates income each game turn. Players roll to start game with the high roll playing first and play continuing clockwise. The map represents the principle sections of California, Nevada, and Arizona where oil, Railroads, cattle, and mines (both silver and gold) were predominate investment opportunities from 1870’s- 1930’s

    Starting cash reserves:
    Each player is given $80,000 in bills, Four $500, Eight $1,000, Four $5,000, and Five $10,000

    The game features four starting areas of the map: Barkley Ranch in Stockton, Ponderosa Ranch in Lake Tahoe, Daniel Plainfield’s Signal Hill tract, and High Chaparral Ranch in Tucson, Arizona.

    Turn sequence:
    1. Draw and play one income card
    2. Make purchase decisions
    3. Make selling decisions
    4. Draw and play one event card
    5. Calculate income profit or loss

    1. Draw Income Card:
    Each player begins his turn by drawing a card which determines a number of options he has for the current turn:
    • Whether he can purchase options of a new territory.
    • What his oil or mine investments are going to generate per site.
    • Whether he has some new oil wells or mines that are dry.
    • Changes in shipping cost for using rail lines that are owned by others.

    2. Make Purchase decisions:

    The game features four different types of investments:

    Territory allocations: The map has printed territories and within each has a number of potential sites where they are allocated for a type of investment. Oil derricks, Cattle, and Mines require one allocation. If a well runs dry, the cap is placed and it cannot again be used for any other allocation latter.

    OIL
    For each territory, where you are granted the original drilling option to purchase (by way of income card) you may develop oil wells also equal to the number of potential drilling attempts granted by the card from 1-4 different wells. Each time you drill you are assessed a cost depending on how far the drilling requires to produce oil and sometimes you may even drill a dry well which does not generate any income. In both cases you pay a fee to prospect. Roll a D6 and consult the following chart:

    Die roll:
    1= no oil- broke Rig, pay $3,000
    2= no oil- damaged Drill, pay $2,000
    3= no oil- lost tools in shaft, pay $1,000
    4= oil found- substantial depth, pay $6,000 and place oil derrick
    5= oil found- moderate depth, pay $4,000 and place oil derrick
    6= oil found- surface depth, pay $2,000 and place oil derrick

    Money is paid in full once the oil derrick is placed. Producing oil derricks generating income each turn are required for results of 4-6.

    Note: If you do not have the original option to the territory, you may still drill for oil on your turn on a territory where the original drilling option is granted to another player. This is known as a leased drilling option. By playing double the printed territory cost to that player for each time you drill, you can still prospect in that territory. The number of leased options would be limited only to what you got on the income card you drew on your turn. In addition, anytime any player drills adjacent from a potential oil site from a producing oil derrick, he may allow for a die modifier of +2. Of course, the original player will usually try to develop adjacent oil wells first depending on his cash situation.

    Oil produces an income each turn depending on the rate printed on the income card, but to gain this income the oil must be transported to specific areas of the map representing key rail centers for transport to outside of California, or by way of a pipeline to a sea sport. Each oil derrick costs one territory allocation.

    Pipelines:
    Pipelines cost $25,000 to build and allow the free transport of all producing oil derricks to an adjacent territory. Only one pipeline can be built between two territories. Each time you use the pipeline of another player your shipment is charged shipping costs of $1,000 per occurrence in each effected territory.

    RAIL
    Rail is the second method of wealth accumulation. Each player may fail at developing oil in a new territory, but allocate money to buy his own rail line. The board has many rail lines all color coded which connect the territories to areas where the oil can be shipped to remove the shipping cost of travel via pipeline. You can also charge other players a shipping rate determined on the rail cards property profile. When all the rail lines have been purchased, the rates are double. Rail lines do not require a territory allocation.

    CATTLE
    If you prefer a more cautious investment strategy you may develop large cattle/livestock reserves in any territory you control up to the limit of the development limit. Each cattle raised produces $500. Each cattle raised requires one territory allocation. Some event cards may alter this however.

    MINES
    This form of investment requires many turns to prospect, but at times can provide a cash cow to the investor or prove a financial failure. A shed is constructed and placed in a territory and uses one territory allocation. The income cards elucidate when you have a strike.  If a strike is discovered it may be either gold or silver depending on the area and your claim will immediately generate the dollar amount each turn until another card is drawn by you or another player that ends this income leading to an dormant mine. Mines like oil require shipping but only by way of Rail to the same locations as oil.

    Other units:

    HOUSING
    Every mine requires one house unit
    Every oil derrick requires two house units
    Every cattle requires three house units

    Each house unit costs $2,000 and is paid during the purchase phase.

    3. Make selling or trading decisions:

    On your turn, you can sell Territories, developed oil derricks, cattle, or mines. You can do things like charge another player a protection charge to keep your enforcers from attacking his assets or protect them against other players. Whatever can earn you money you must use your assets to your advantage.

    You may sell back anything to the bank at ½ rate or to sell or trade with another player for other assets. This is all part of the wheeling and dealing part of the game. You only able to make deals when it’s your own turn, unless you have been first offered by that player who is playing his turn. If you cannot sell enough of your property to pay your debts your considered bankrupt and out of the game. If you’re bankrupt all your properties go back to the bank and are available for purchase.

    4. Draw and play one event card
    You now draw the event card and follow the instructions, which can have some good and bad effects on you or other players. Some of these cards are random events like outside attacks, or stampedes, or squatters etc. The results of the card must be settled before the next and last phase. During this phase, you can also move units that are able to move (e.g. hired guns) one space and engage in shootouts. The following outline some of these:

    THE LAW
    In the event of lawlessness, event cards, or disputes of claims or assets the appearance of the local Sheriff may resolve disputes between parties. These units are not paid for any player and are otherwise controlled by the bank but can be bribed to leave your dispute alone allowing you to solve it by violence. The bribe is set by consulting the bribery table below:

    THE LAWLESSNESS
    These represent desperados who are hired killers to enforce and steal assets of other players. For game purposes we refer to them as hired guns. These are placed in controlled territories or sent to adjacent territories to engage in a showdown or gun battle. They may even be used to defend the rampage of Indian or Mexican raids that are featured on some of the event cards. They attack and defend at three or less. Hired guns cost $1,000 each per turn and can move one territory. All combat consists of a shootout described below:

    THE SHOOTOUT
    Each player that has decided to resort to violence can engage in a showdown with his adversary allocating his hired guns in a shootout.

    The active player rolls first a D6 trying to hit on a three or less. The passive player rolls the same and the result is compared. If both players hit, the player who rolled lower gets to score his hit first and remove the opposing unit. If it is a tie, then both players lose a hired gun. Of course, if one player hits and the other player miss, then the first player chooses the defender loses. Sometimes your hired guns are fighting Mexican desperado’s, which attack at two, or Indians, which attack at one. At times, the event cards can ally the Mexicans or Indians with your side to fight as a united force.

    Note: If the Sheriff is involved and or his deputies, they attack at four.

    5. Calculate income profit or loss
    The active player adds up his investments and tracks their path for shipping, calculating these costs and playing other players or the bank. Any gain is tracked as a profit of capital and a decline of revenue is your income loss. The player who gains the most net income total by the last turn of the game is declared the winner. The time limit is agreed in advance.

    Note the new game is really nothing like this, but i am just showing you what i came up with in 2008.

    I made 3 maps of western USA of various types using old western period maps to lend an air of realism.  My new concept is more abstract because i prefer a property track like Monopoly that surrounds the land map.

    The size of these maps in some cases goes over 1 GB, so i cant get a picture.


  • Interesting. It sounds similar to settlers of catan but still very different.


  • Hmm, I’d do a tone of research about the period, myself.  Sounds like you got a firm concept of what you want the game to be, though.


  • Naw my concept has many holes. Thats why i most likely will only use about 5% of this stuff in the end.

    It will take alot of time


  • k

    go for it, then.

    I’ve been doing a lot of reading on history and economics lately, so if I come across a good book, I’ll link it.


  • ok


  • Found a book about Rockefeller and Standard Oil:

    http://mises.org/resources/3095/Gods-Gold-The-Story-of-Rockefeller-and-His-Times

    It’s basically a revisionist biography of Rockefeller.

    I know you were planning in having your game be more focused on California and not the Us as a whole, but it may be useful.  it’s also a free pdf.


  • Yes definatly just California but also perhaps Reno and Truckee area of Nevada.

    I will check it out

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