Race of man
Race of man
In Race of man you don’t just builds cities and fight wars. You also have to deal with Diseases, Catastrophes, and immoral decisions
In Race of man you don’t just builds cities and fight wars. You also have to deal with Diseases, Catastrophes, and immoral decisions Read more
Race of Man is a game where challenges quickly pile up.
Mother natures plays a part of the game with a global environment that affects all players.
To survive, players must expand their Nations by building cities, or by conquest.
Diseases flourish randomly and infect people and even entire cities.
Outlaws appears unexpectedly and they are definitely not friendly.
The environment must be properly treated otherwise disasters comes crashing down.
Cleaning up pollution is a joint task. You might hate your enemies, but you need them for this.
There are additional resources as a reward, if you dare to look for them. You could compromise your morals and ethics by chopping some free resources from the rainforest.
The game is played from start to finish in rounds of 8 stages.
With help and explanations written directly on game elements you can focus on your strategy without consulting the manual all the time.
I really wanted to build a game that had many challenges, and at the same time, easy to learn.
This is a basic version, and the concept can be expanded in many ways. See the chapter "Expansion"
How can you build your empire if the Plague is lurking outside and Earthquakes have destroyed your only factory?
In Race of Man you don’t just builds cities and fight your opponents.
You also have to deal with Diseases, Catastrophes, Pollution and Outlaws. You find yourself constantly changing plans because some unexpected happened.
Can you honestly say that you would never chop down trees in the Rainforest, if you could get a head start or save your nation from economic chaos?
Would you work with your enemies to fight Pollution in the ocean, if it was necessary?
This is some of the challenges in the tabletop game Race of Man.
You can play 2 - 4 players and a game takes 1-2 hours.
"Do I have what it takes to survive in the everlasting Race of Man?"
Be ... prepared !
If you want to learn more about the game, then read on...
PLEASE NOTE THAT MANY PARTS ARE STILL PROTOTYPE!!!
Race of Man can be played in 3 different ways. Each way takes a different approach to your strategies
Race of resources.
Who has the most resources after 15 rounds. Takes Approx. 1-2 hours
Race of Empire.
Build 6 Cities (2 players), Build 5 Cities (3 players), Build 4 Cities (4 players). Takes Approx. 2-3 hours
Race of world domination.
Eliminate all other players. Takes from 2- ? hours
The game is played in rounds of 8 steps. The Game Card helps focusing on the game instead of remembering a lot of rules.
Furthermore, help is written on cards, tokens etc.
The Game card keeps track of 3 things.
1. The game round. What step are the game currently on in the current round. See chapter "What's in a round" for more details
2. The Ecolograph show the overall state of the games environment. The longen the marker moves towards the bottom, the harder the game is.
3. The time line keep track of what round we are in. When entering a new era(color) more Round cards will be added to the stack.
The Catastrophe is a lookup chart to see the effect and the number, if we are rolling the dice
1. Draw card.
A round always starts with a global event in the game world. This can be good or bad.
The player who is in charge of the Round cards, pick a card and read it out loud. The effect is carried out immediately.
Introducing a new word: Ecolograph.
The Ecolograph holds the state of the environment in the game. If the players has treated the environment badly, catastrophes will appear every round.
3: Turn Effort –timer.
Pollution will occur and its up to the players to clean it. Otherwise the environment will be affected. And when the environment is affected, EVERYONE is affected. You have 6 rounds to succeed !!
4: Move Outlaws & Diseases.
Outlaws live a life of their own, plunder everyone they meet and move each round via the Direction die.
They appear in the game by the Round cards or maybe hiding in an Unexplored area.
Diseases also move via the direction dice and infect everything they hit. Units and Outlaws dies immediately. The effect on cities can be seen directly on the Disease token.
Each city produces 25 resources per round. You can expand this production with Factories (15 more) and Nuclear power plants (25 more).
6: Roll for hierarchy.
It's vital to know if you are the first or the last to move your units. You might want to prepare for defense instead of attack.
So before the Purchase and Move phase you roll for hierarchy.
Now that you know the move order it's time to spend some resources on new units or buildings.
Factories and Nuclear power plants help produce more resources, but they also produce pollution.
8: Move Units
It's time. You have invested, you have planned it all. Now your move will expand your nation. Maybe by building a new city, finding resources or by conquest. See more about the Units further down.
Oh, you noticed the dice !
Race of Man use dice for some of the overall decisions in the game to create unexpected challenges for the players to overcome.
This does NOT leave the players without control of their strategy, but force them to deal with this along the way.
There are 2 kinds of decisions.
1. Lookup decision. Illustrated by a dice with the numbers 1,2,3,4,5.
You have to look up the number on the Game Card.
Cities, and Catastrophes all have a numbers.
E.g. a line of text says
"Catastrophe in the city [ROLL THE DIE TO FIND WHAT CITY]"
Let’s say you roll 3, which is the Catastrophe Earthquake
Well then the lines says “Earthquake in Westbay”.
2. YES/NO decision. Illustrated by a dice with YES & NO on the sides.
E.g. a line of text may say
This means, roll the dice. If you roll a YES an Outlaw survives the disease and of course dies if you roll a NO
There are no safe corners. The game board is round. Not round as a globe, but by the coordinates.
Have a look
The unit are on DD 21 and MUST enter on A 21 on the other side. After that the second move can be any direction
All units have 3 factors. Attack/Defense/Move.
E.g. a soldier has 3/4/3 which means the Soldier can Attack another unit with 3, Defend himself with 4 and, Move 3 squares in any direction.
To Attack a unit you multiply your Attack factor with the die roll. The same goes for Defense. The Movement doesn’t use the dice.
The Unit game token holds all units in the game. So you are not limited to a fixed amount of a certain unit.
In this basic version there are 4 units. In later expansion, more might be added
Attack: 0 Defense: 1 Move: 2
The engineer builds cities. Move him into an empty city area and he builds a city. After that he is converted to a Soldier.
Attack: 3 Defense: 4 Move: 3
The soldier defends your cities and attacks your enemy’s cities and units. It is often the Soldier that explores the Unexplored areas.
Attack: 0 Defense: 1 Move: 2
The Doctor cure Diseases. But who will get to who first? Approach with caution!
Attack: 0 Defense: 1 Move: 2
Pollution may occur in the game and it is your responsibility to clean it up by sailing to the pollutede spot. The challenge is that all players must agree on this.
Or... set sail for the nearest Rainforest and get yourself some easy resources. The Ship will transport them for you. Bad side is that your effort might result in a change in the environment
... move around the board on land as well as sea. They even grows stronger now and then.If an Outlaw moves to an adjacent square to a unit or city, he attacks
If your unit enters an Unexplored area, the card must be turned. There are 5 different card types, with a balance of 60% good and 40% bad outcome.
- 1 board
- 1 Game Card
- 60 Unit tokens
- 12 Outlaw tokens
- 10 Factory buildings
- 10 Nuclear Power plant buildings
- 4 Disease tokens
- 3 Effort timer tokens
- 33 Round cards
- 20 Unexplored Area tokens
- 3 Marker tokens
- 1 Direction die
- 4 Dice (1-10) in 4 colors (red, green, blue, yellow)
- 4 x 10 player flags in 4 colors (red, green, blue, yellow)
- 5 X 15 card-stands in 5 colors (red, green, blue, yellow, black)
- Resources in 5-10-25 and 50 stacks
There's a lot of expansion possibilities.
- New units. Like a submarine, Nuclear bomb, Tank etc
- New Round cards
- New Catastrophes
- New Diseases, bigger diseases
- New Unexplored areas
- Misions. Have a secret mission as a parallel to your overall strategy
- Units can be infected and spread the disease
Some of these will be available for dowload for free or sold separately, if you want proper components.
We have already launched forum.raceofman.dk and you are more than welcome to check in. The aim of the forum is to discuss game variants and expansion, to further grow the game.
Race of Man have been 20 years in the works. Not full time of course.
In 2008 I was close to getting it published by Eggertspiele, but time wasn't on my side. The financial crisis put it to rest.
GameInventors and I will need funds for redesigning the game elements, printing it and shipping it...TO YOU!!!
As a speciel fan/nerd/collector thingie, I offer the 5 prototype boards thats left. The rest has been lost or trashed...
Risks and challenges
The game will be produced in collaboration with GameInventors (http://www.gameinventors.dk/). They have many years experience in producing games.
Race of Man is well tested through 20 years (siiiiighh).
The pledge amount wil help us
1: Redesigning all
2: Printing the game
3: Sending the game
4. An online manual for download.
All carefully handled by GameInventors and SpriteLab.
When the pledge is met we will start working. From then on expect 3-4 months before delivery. The shipping alone are often 30 days.
No matter what we will keep you posted on the progress.
Any questions, just write.
If you back this up, it is me thanking you... :-)