BullHockey! (Denver Coliseum 1972) (2017)

ag.gameitem.AGID:
Spielzeit: 60
Mindestalter: 12
Spieleranzahl:
2
ag.gameitem.publisher:
DENVER BRUNCH GAMES COMPANY
Spiel-Designer:
Unbekannt
Künstler:
Unbekannt
Mechaniken:
Simulation,
Stock Holding,
Hand Management,
Area Majority / Influence,
Roll / Spin and Move
Beschreibung
In this 2P Sport & Logistics game each player is the Owner/Manager of a minor league hockey team in 1972, skating together as bitter rivals in the Denver Coliseum. The western league is on the rise & this contest could help put it on the map among HOCKEY's elite. However! In the same building: The Stock Show & Rodeo is preparing to open AND the BULLS have all escaped in chaos & are stampeding the rink. Manage your team & crew to profit from this unique situation. The puck must drop, so there will be a winner-- but today there might be BULLS.
GOAL: Have the most $$ after 3 periods of hockey
Players compete on several fronts to put some $$ on the scoreboard by a variety of mechanisms:
AREA CONTROL: Use barricades to control the four quadrants of the hockey rink in order to manipulate the routing of BULLS.
ROLL & MOVE: Each quadrant is subdivided into 16 sectors where actions may be selected by the end location of the erratic & rapid transit of the PUCK token. The PUCK moves according to hockey actions, it can be moved by TIME CARDS & PLAYER CARDS and it can travel by a strict P1/P2 roll & move procedure.
SIMULATION: Players compete in statistically realistic head-to-head hockey combat based in an abstracted dice & block war-game system. The puck-shaped timer cards provide situational responses as well acting as the "clock" for each period of hockey. Once the deck is depleted, the buzzer sounds.
STOCK HOLDING: Each barricade & player card are shares of the team & league value indexes represented by a 2-Axis 'tug of war' pawn index tracking the scaled value of each team's contribution to the night & establishing current market prices for removing bulls & scoring goals. The index is driven by the categorical accumulation of player actions. Judicious buy/sell strategies may be required.
HAND MANAGEMENT: Players must manage the multi-purpose TIMER CARDS & HOCKEY PLAYER CARDS for more effective operations in each phase of play, as well as more control over deterministic mechanisms within the game.
CAN ALSO BE PLAYED SOLO VS. THE AUTOMATED CONSOLE
NOTE: This speculative scenario is statistically & historically plausible & reflects accurately a confluence of scheduling in Denver, CO, January 1972.
In this 2P Sport & Logistics game each player is the Owner/Manager of a minor league hockey team in 1972, skating together as bitter rivals in the Denver Coliseum. The western league is on the rise & this contest could help put it on the map among HOCKEY's elite. However! In the same building: The Stock Show & Rodeo is preparing to open AND the BULLS have all escaped in chaos & are stampeding the rink. Manage your team & crew to profit from this unique situation. The puck must drop, so there will be a winner-- but today there might be BULLS.
GOAL: Have the most $$ after 3 periods of hockey
Players compete on several fronts to put some $$ on the scoreboard by a variety of mechanisms:
AREA CONTROL: Use barricades to control the four quadrants of the hockey rink in order to manipulate the routing of BULLS.
ROLL & MOVE: Each quadrant is subdivided into 16 sectors where actions may be selected by the end location of the erratic & rapid transit of the PUCK token. The PUCK moves according to hockey actions, it can be moved by TIME CARDS & PLAYER CARDS and it can travel by a strict P1/P2 roll & move procedure.
SIMULATION: Players compete in statistically realistic head-to-head hockey combat based in an abstracted dice & block war-game system. The puck-shaped timer cards provide situational responses as well acting as the "clock" for each period of hockey. Once the deck is depleted, the buzzer sounds.
STOCK HOLDING: Each barricade & player card are shares of the team & league value indexes represented by a 2-Axis 'tug of war' pawn index tracking the scaled value of each team's contribution to the night & establishing current market prices for removing bulls & scoring goals. The index is driven by the categorical accumulation of player actions. Judicious buy/sell strategies may be required.
HAND MANAGEMENT: Players must manage the multi-purpose TIMER CARDS & HOCKEY PLAYER CARDS for more effective operations in each phase of play, as well as more control over deterministic mechanisms within the game.
CAN ALSO BE PLAYED SOLO VS. THE AUTOMATED CONSOLE
NOTE: This speculative scenario is statistically & historically plausible & reflects accurately a confluence of scheduling in Denver, CO, January 1972.
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-25 16:21:22.571