Developer Blog – Hauler part 3
I have to beg for your forgiveness, I have not kept up with the blog on my working with Hauler. Almost a year to the day since my last post, it is finally time I unveil the finished product that will be called Hauler! I am very excited, that after more than 2 years in design and playtesting, I think the game is polished, tight and, oh ya…EPIC! The specs on the final game come in with this list of contents:
- 20″ by 30″ game board
- 82 Route Cards
- 520 Deckbuilder Cards
- 32 Randomization Cards
- 41 Tabbed Cards for Indexing
- 6 Scoring Tokens
- 12 Weather Tokens
- 18 Time Tokens
- 24 Operation Center Tokens in 6 colors
- 36 Tickets
- 36 Fuel Tanks
- 36 Truck Tokens in 6 colors
- and…the Hauler Die. 6 custom faces that represent Accidents, Robberies, Cops and Tickets.
The game is complex. This is Dominion meets Trains meets Ticket to Ride…with a case of red bull. Basically, the game is a deckbuilder and a board game fused in a synergy never before seen (by me at least) and promises depth of play that is beyond a normal gateway game, but not overly complicated. Each turn, the player may choose to move all his trucks or play cards from his hand, purchase cards from the piles or purchase route cards that give victory points upon the successful delivery by one of his trucks from origin to destination, with the possibility of bonus victory points for added speed. There are also victory point cards in the deckbuilding piles, so a player could theoretically catch some mega luck and win just collecting VP cards, but that is highly unlikely. The winning player will have a deck that gives the right action cards to allow him to move his trucks and still provide green stamps (money for you non-truckers) to buy higher value cards for later use and deck building purposes.
But that is not all, there are action cards in the game that are like attack cards, but not really. Only one real thief type card, but there is a sleeper cab that causes the other players to oversleep and lose 2 hours of drive time on their turns, there is a lot lizard (trucker term for prostitute) that causes other players to miss 4 hours of drive time. There are cards that give you extra actions, extra cards, an extra buy and pollution cards that junk up your hand every time you move a truck with a card effect.
Players start with one truck and are able to move it after placing their first operations center, which their first truck is dispatched out of. Trucks can move up to 12 hours of travel time per turn (more if a card allows) and if the player plays it safe, they simply move the time allotted on the map for standard travel, or they can speed and shave time off each segment to get to a destination faster and earn bonus victory points. Some perishable items and hazardous materials will pay a bonus for alacrity on the highway. Of course, if you speed, you still roll the hauler die.
So, gone is the turn order on the board. Gone is the resource management poker mechanic and all that is left is good old fashioned trucking and deck building. I will write more blogs, I promise, as we get past beta and into full prototyping. Expect this title to come 2014 to a kickstarter near you! In the meantime, here is the prototype board.