PLAY | BoardGameGeek | EverybodyWiki

      Designer's Notes
This game is based on a LARP called City, from the late 1980s and 1990s. In this game
kids formed their own governments, claiming various rooms at their parent's houses and
areas outside at different properties. Some of these micronations held vast territories,
while others were small city-states. These micronations would often sign various verbal
treaties for cooperation in business and war, and were governed by a kid with the title of
chief. Some micronations, regardless of size, had thriving economies, while others were
almost completely vacant of any activity. Most micronations also had private property
that was owned by various kids. Many micronations issued their own unique paper
currency, and they all competed for market share in the economy. Some of these
currencies experienced periods of high inflation from over printing or decrease in
demand. Currency was used for products and services that the kids created and offered.
Social relationships were very important, and the social landscape dynamically changed
between kids as a result of business and political activity. The focus of this game is to
simulate these socioeconomic dynamics over a period of several years, and to allow
players to manipulate them in attempt to win in the game.
In this game the random actions of parents take the place of natural disasters. These
disasters can be kids getting grounded, kids losing shops, or companies losing net worth.
Often, in the original LARP, when kids would return to a house they would find any
structure that they created last time they were over destroyed. This could be the result of
a parent cleaning, moving furniture to a different room out of play, or parents getting rid
of such items. This is simulated through the loss of shops. Likewise, valuables could
disappear in a similar fashion, symbolizing loss of assets.
In the original LARP the distinction between companies and kids as different entities did
often exist, but the lines were blurry. I represented this by making shops sometimes
benefit a kid's company, and sometimes only benefiting the kid. Similarly, a company's
net worth is closely tied to the kid that is president and their household.

The renting of properties in the original LARP was not uncommon, but not as much as it
is in this game. However, kids with the most or best shops usually brought in the most
business. So rent payments in this game represent both rent and commerce generated, in
a single mechanic. I chose the term rent because of its familiarity of the term in games,
as well as its similar practical function.

~1st edition published, with 4 expansions
~planning begins for 2nd edition
~2nd edition published
~social actions between kids streamlined
~currency accepted at a village now solely based on chief's perception of issuers
~share prices for companies now based on company value rather than supply and demand