TOKYO JIDOHANBAIKI is a game about Japanese vending machines and drinks, with multiple 5-10 minute games inside. The core of the gameplay centers around a vending machine drink tower, which miniature drinks are dropped inside of. Some of the drinks will come out again, and others won't!
Included in the game are 6 drink types, with 6 different colors, that fit conveniently into 6 yellow drink crates. There will also be many extra components included for the individual mini games.
All of the 20+ included games will be from a varied mix of guest designer from across the globe.
On top of the stand alone games included, JIDOHANBAIKI comes with extra components and rules that are used specifically to integrate with both TOKYO METRO & TOKYO JUTAKU.
In TOKYO METRO, players will take on the role of private investors looking to build up stations across Tokyo, speculate on train lines, and comprise a shared network to benefit multiple parties.
The core of the game is built around worker placement, which opens up three possibilities:
1 - Walking and riding trains across the Metro map, in order to build new stations at advantageous locations for income when trains pass through.
2 - Investment into train lines, either by purchasing stock and becoming a shareholder in the line, or by speculating on a train line you do not own stock in, in order to potentially double your speculation.
3 - Build up your available actions, by gaining more action discs, purchasing discarded action cards for personal use, or gaining tokens for a specific use.
With route planning, investing, speculating, area control, and a real replication of the Tokyo area, TOKYO METRO brings a heavy economic twist to the TOKYO series!
COMING TO KICKSTARTER JANUARY 2018
Stay tuned for more information, including how METRO will play when combined with TOKYO: JIDOHANBAIKI. Dark Flight is currently seeking play testers to give feedback on this game:
In TOKYO JUTAKU you will take on the role of a famous or emerging Japanese architect with the goal of building small homes on a strange or limited size property.
In this real time dexterity game, players will build with geometric pieces to stack up to certain building requirements such as the number of floors, and number of pieces allowed.
You can only build with one piece at a time, with no subsequent higher floor overhanging a lower one. The harder your conceptual building the more you will earn if you can complete it first! As soon as one player has claimed 5 site cards, the game will end, all players will add up their total yen payments and the richest architect will be declared the winner!
This re-implementation of the original highly acclaimed Jutaku includes scaled up pieces and site cards for easier building, high quality gloss finished wood pieces, and comes in the new Dark Flight Games standardized medium box.
Import / Export is a role selection game with a passive and active economy driven by player decisions.
You have the power to gain over 100 unique powers by exporting shipments of goods, specializing into a varied tech tree, and unlocking advanced game engines that will be completely unique to each play!
Once your shipments enter the open sea, someone can trigger an Import action, where everyone will hold a silent auction to buy your containers and either allocate them as a future end game investment or an immediate boost to their available actions for specific roles.
The end goal of the game is to have the most credits, which will be a combination of your physical credits, passive credits that were saved as imported goods, plus any bonuses from completed shipments.
In Jutaku you will take on the role of a famous or emerging Japanese architect with the goal of building small homes on a strange or limited size property. It is a real time dexterity based game where players will build with geometric pieces to stack up to certain building requirements.
Turin Market is an auction set collection game for 2-5 players, takes 10-30 minutes to play, and utilizes bluffing, silent auctions, sales, and loans. It is incredibly quick and easy to pick up, but has a deep breadth of strategy driven by player interaction and perceptive card value.
There are 18 goods cards in the game, each with 3 of one good, 2 of another, and 1 of another. The goal of the game is to have the most Scudo (aka money) when the game ends. Each round all players will put one card from their hand in the center, and reveal them simultaneously. Then all players will participate in a Silent Auction, with the highest bidder receiving the most cards and so on down the chain. All players who received any cards pay their bid to the bank, and anyone who did not receive a card (lowest bidders) will pay half their bid rounded down. Everyone will then have the option to put a card they have won up for sale using their own Scudo as collateral for the sale price.
There are slight variations based on the number of players, such as keeping a secret card in your hand until game end to add to your goods. In the 2-4 player games there are 5 auction rounds, after which a payout phase begins. Players with the most of each good are paid an amount from bank, as well as 1 Scudo from each other player with any of the good. Once payout is complete, everyone pays back their loans (taken out for 10 and paid back for 15) and the game is over. The player with the most Scudo is declared the winner!
Poison Bottles is a card game with many classical elements entwined. Each player has a 3x3 grid of facedown cards in front of them, for which they will try to secretly change as the game progresses in hopes to achieve the lowest score possible.
There are five distinct phases in the game, starting with trick taking, where a high card of the first played suit will win. If a poison bottle is played in the trick, the rules are reversed and the low card wins.
In the next two phases, peeking and swapping, every player is allowed to look at any one card on any players board, followed by the losers of the trick swapping one card from their board with a card from their hand. A marker is then placed on one card of each players board to protect it from being attacked.
The attacking phase follows, where the winner of the trick then takes a card from an opponents board, and swaps it with one from his hand, leaving the card face up for the rest of the game. This is repeated for each opponent.
The final phase is the drawing phase, where players draw back up to a five card hand. These phases are repeated until a player cannot draw a card, upon which the game ends immediately. Players then reveal their boards and count up their points, however, if a player manages to get three of the same number card in a row or column, that row is eliminated and now worth 0 points. Similarly, if a player manages to get a row or column of three poison bottles, that row or column becomes worth -30 points. Poison bottles played in the trick taking phase are worth -3 points to that player at the end of the game.
There are elements of hearts, nines, and memory in the game, with a focus on bluffing and heavy player interaction.