GOGGLE BOX is a game based on the 'game system' created by Reiner Knizia in his
New
Games in Old Rome (published by Piatnik). In order to play this game you will need
the
equipment it supplies. GOGGLE BOX is not supported or endorsed by the manufacturer or
designer of that game system. GOGGLE BOX is the copyright of Derek R Hohls, 1995.
The first TeleVision pictures were transmitted in America in 1927. In the 70 years since
then, T.V. has grown to become the most pervasive form of entertainment on Planet Earth.
It is reported that many poor people will buy a T.V. before they buy a bath! In the USA,
millions people watch the 'Goggle Box' every day. Clearly, great fortunes have been - and
still are being - made in the T.V. industry.
In GOGGLE BOX, players take on the roles of T.V. tycoons, seeking to buy and sell
programmes - represented by cards - in an effort to acquire control of different types. But,
beware, T.V. audiences are notoriously fickle and poor ratings can send your financial
empire tumbling.
Materials
The game board shows two different areas. The first area comprises a set of 5 columns,
colour coded to match the cards, with each of the columns divided into 11 spaces, numbered
from -5 at the bottom to +5 at the top, with '0' being the middle space. This area is used
to keep track of the Ratings of each programme. The second area below it is a track
numbered from 0 to 100, in increments of 20, which is used to keep track of each player's
Financial Reserves.
In addition to the game board, all the cards will be needed, as well as all the chits.
Furthermore, each player will need a coloured figure to represent his financial reserves. The
black figure will be needed. One stone of each colour will also be used.
Preparation
The game board is laid out. A stone, corresponding to the track colour, is placed on the '1'
space of each Ratings column.
Each player receives 30 points worth of chits, with each players' figure being placed on the
'20' space of the Financial Reserves track (this number represents another 20 points worth
of chits). Appoint one player as Banker to keep track of the spare chits. Chits in the game
are used to represent money.
The cards are sorted according to type; the '12' cards in one pile, the Banner cards in
another, and then the rest of the numbered cards together. The Banner cards should be
shuffled and placed face down next to the Ratings area, as should the '12' cards.
Sort the numbered cards out, putting all the 3, 4 and 5 cards aside from the rest, which
should be shuffled and placed face down next to the board. Shuffle the 3, 4 and 5 cards
together and deal them out. In a 4 player game, the last player draws an extra card from the
top of the 'numbers' cards pile. All the numbered cards (excluding the '12') represent
programmes, with each colour representing a programme type.
Take up the value '12' cards, shuffle them and turn over the top one. The player whose
coloured figure it matches, will start (keep turning cards if the first colour/s does not match
one chosen by a player). This player places the black figure in front of himself.
Course of the Game
The game is played in rounds. In each round, players will, in sequence, carry out the
following steps:
- bid on programmes up for auction (if any)
- buy, or exchange, programmes from, or with, each other
- decide which programmes, or groups of programmes to
'screen'
- determine the Ratings of programme types
- calculate income
At the end of each round, the black figure is given to the player who currently has the most
money; if there is a tie it is given to the player closest to the left of the last player who
started a round.
The game lasts for 5 rounds, following which a winner is determined.
Programmes up for Auction
In the first 4 rounds of the game, the remaining cards from the numbers deck are drawn and
auctioned, as described below. In the fifth and final round, no cards are auctioned.
The player who is starting looks draws one or more cards (see table below) from top of the
'numbers' deck, looks at them, and places them face down before him without revealing
them to anyone else. He then announces the type of each card (ie. their colour
or value) and
makes an opening offer for all. He must bid at least 1 point. The auction continues in a
"free for all" fashion until the highest bidder has been found. That bidder then
pays his bid
to the Bank, and takes the card/s into his hand.
No.
players Cards drawn
3 &
nbsp; 3*
4 &
nbsp; 2**
5 &
nbsp; 2/1***
* 1 card is drawn by the last player in the fourth round
** 2 cards are left in the deck at the end: these are not
auctioned
*** 1 card is drawn by each player in the fourth round
Each player in turn, moving clockwise, takes a turn to put cards up for auction.
Programme Exchange/Purchase among Players
Players should now be allowed a set period of time to arrange deals with each other.
Typically one to three minutes is sufficient. Any deal must involving two players, each of
whom gives and takes something (or things). The items traded can be cards or chits. Players
cannot give cards or chits away.
Screening Programmes
Each player selects cards from his hand that he wants to 'screen'. Cards must be played in
sets, and can consist of either:
- two or more cards of the same colour in numerical sequence;
or
- three or four cards of the same number.
Cards are placed face down in front of the player, with each set in a sperate pile.
Once all cards have been placed face down, all players turn over the top card of each of their
sets.
Determine Programme Type Ratings
The '12' cards are now shuffled, and laid out face up in a row next to the board. The order
in which the card colours appear determines the order in which Ratings for the programme
types are determined.
For each colour in turn, the following procedure is used. Each player decides on the
direction that he wants that Rating to move. If he wants to move it up, he secretly selects
chits and places them in his right fist; if he wants to move it down, he secretly selects chits
and places them in his left fist. The player then holds out both closed fists. When all
players have made their choice, all fists are opened simultaneously. Add up each of the
values of all the 'up' chits, and the 'down' chits. If the 'up' value is greater than the 'down'
value, then the Ratings should move up, and vice versa. The number of spaces moved is
proportional to the amount spent. The Rating moves down 1 space for each 2 chits by which
the 'down' value is grater than the 'up' value; and up 1 space for each 3 chits by which the
'up' value is grater than the 'down' value. Ignore any fractions. The Rating cannot exceed
5 or be less than -5.
Example
Red is the Rating currently being changed. Player A puts chits
to the value of '7' in
his right hand, player B puts chits to the value of '3' in his left hand, and player C
puts no chits in either hand. The net 'up' value (7) is higher than the 'down' value
(3) so the Rating is moved up 1 space ie. (7 minus 3) divided by 3 is equal to 1 and
one third; this becomes '1' as fractions are ignored.
All chits used are paid to the Bank.
Two Banner cards are then drawn from the Banner deck: the colours drawn are each moved
up 2 spaces (if the same colour is drawn twice, the Rating is moved up 4 spaces). These
cards are then discarded face down next to the Banner deck.
Calculate Income
Player now turn their sets of cards over and determine their income from the programmes
they have screened. Values are determined as follows:
Two or more cards of same colour in sequence:
(Value of high card in sequence - Value of low card in
sequence)
times
Rating for that colour
Three or more cards of the same number:
Value of Card
times
(Highest Rating of any colour + Lowest Rating of any colour)
In addition, if a player is the only one to play a sequence of a particular colour, then he gets
double the normal income (not double a loss).
Because the income is related to the Ratings, and Ratings can be negative, it follows that
'income' can be also be negative ie. the player has made a loss and will have to pay in to
the Bank.
Example
Ratings for colours are as follows: Red, '3'; Blue, '2'; Yellow
'-1'; and Green '-5'.
Player A plays a sequence of Red cards, from 1 to 4, and one
of Green from 7 to 8.
His income from the Red is (4-1)*3 = 9. His income from Green is (8-7)*-5 = -5.
His net income is therefore 4.
Player B plays a set of value '6' cards, of colours Red, Blue and
Green. His income
is (3-5)*6 = -12. He also plays a set of value '5' cards of colours Red, Blue and
Yellow. His income is (3-1)*5 = 10. His net income is therefore -2 ie. he must pay
2 chits to the Bank.
Player C plays a sequence of Red cards from 8 to 10. His
income from the Red is
(10-8)*3 = 6. He also plays a sequence from '2' to '4' of Blue. His income from
the Blue is (4-2)*2 = 4. This is doubled to 8, because he was the only player to play
a Blue sequence.
Because players A and C both played Red sequences, neither
gains a double income.
Although Player A was the only one to play a Green sequence, he does not lose '-10'.
Use of Financial Reserves
The Financial Reserves Track, is used to keep track of 'large' amounts of money. If a
player acquires chits with a value in excess of 50, he returns 20 points to the Bank and
moves his figure up by 1 space on the track. If, however, he is short of chits, he gets 20
points worth of chits from the Bank and moves his figure down by 1 space on the track.
Bankruptcy
Any player who cannot, for any reason, meet his debts at any time, is bankrupt and must quit
the game, unless he can find another player to loan him money. This loan may be made
under any conditions, but the player who borrowed the money is under no obligation to repay
it.
Ending the Game and Winning
The game ends after five rounds; or earlier if all players are bankrupt before then.
The winner is the one with the most cash (including Financial Reserves) or, conversely, the
one who has lost the least.
Comments
GOGGLE BOX is about making money. However, as in life, there are many ways to spend
or lose money, and few ways of actually making it. Consider that you may have to spend
money during the auction phase, the exchange phase, the Ratings phase and may still lose
money during the 'income' phase: but you can only make money during the income phase.
Do not overbid and try make deals that will allow you to swop cards, rather than buying
them. Focus on one or two Ratings, initially trying to force them up: only one you see what
in what colour your strongest opponent is focusing is worthwhile trying to force a Rating
down.