Manifest: 'Shelf-Space' (Developer-Facing) - Castle - 11-20-2025
Shelf-Space — Development & Asset Manifest
Version: 0.0.4a
Publisher: The CollabGadget Co.
Description:
Shelf-Space is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and tenant synergies. This manifest tracks mechanics, stats, formulas, components, prototype production, and development progress.
Purpose: Track progress;
items are checkable milestones.
Table of Contents
- Core Game Design
- Board & Layout
- Anchors & Stores
- Stats & Revenue System
- Upgrades & Costs
- Gameplay Mechanics
- Event Cards
- Product Cards
- Currency & Denominations
- Turn & Round System
- Cooperative Features
- Victory & Goals
- Art & Visuals
- Playtesting & Balancing
- Prototype Production & Print Services
1. Core Game Design- Define game objective (co-op goal, revenue, synergy)
- Decide player count range and scaling
- Establish approximate game duration
- Draft initial ruleset
Notes: Game is cooperative; tenants can be shut down and replaced by new tenants mid-game.
2. Board & Layout- Create multi-directional mall board template
- Define wings (North, East, South, West)
- Place anchor and store positions
- Design special tiles (traffic surges, events)
- Finalize visual layout for playtesting
Movement Notes: Event cards dictate movement rather than purely linear movement; must be readable from all angles.
3. Anchors & Stores- List anchor types (MegaMart, Cinema, etc.)
- List smaller stores and kiosks
- Define stats for each (FT, NL, SZ, BA, SY, SI)
- Design Anchor/Store Deed Cards
- Test balance of revenue vs. cost
Deed Cards Include:- Stats: FT, NL, SZ, BA, SY, and Special Impact (SI)
- Revenue formulas
- Upgrade levels
- Operating costs
4. Stats & Revenue System
Stats Overview, Abbreviations & Formulas
Stat
Abbreviation
Effect
Formula / Notes
How It’s Determined / VisualizedFoot Traffic
FT
Attracts customers; affects revenue for tenant and neighbors
Code: Revenue = BaseRevenue * (1 + FT/100)
Assigned by tenant type and size. Anchors higher FT, small stores lower. Visual: arrows/circles showing influence radius.
Noise Level
NL
Reduces revenue of nearby tenants
Code: NearbyRevenue *= (1 - NL/100)
Assigned by tenant type (arcades/cinemas high; boutiques low). Visual: shaded “noise zones” around noisy tenants.
Store Size
SZ
Physical footprint; scales costs/upgrades
UpgradeCost =
Code: BaseCost * (1 + SZ/10)
; Maintenance =
Set by type/real-world size. Visual: board tiles occupied or footprint icon.
Brand Appeal
BA
Popularity/prestige; boosts revenue & synergy
Code: Revenue *= 1 + BA/100
Determined by brand or theme. Visual: stars, logo, or color coding on deed card.
Synergy Type
SY
Tenant category for adjacency bonuses
Code: Revenue *= 1 + 0.05 * NumberOfSameTypeNearby
Pre-set category (Electronics, Food, Clothing). Visual: color-coded groups/icons.
Special Impact
SI
One-time or rare effect; may change revenue, stats, or movement
Code: Revenue *= 1 + SI/100
or triggers special events
Assigned by special tenants or flagship stores. Visual: flashy icon or color burst; explained in card text.
Revenue Types- Base Revenue: Standard tenant earnings
- Online Sales:
Code: Revenue += BaseRevenue * OnlineSales%
- Traffic Boost:
Code: Revenue *= 1 + TrafficBoost%
- Product Card Boosts:
Code: Revenue *= 1 + ProductBonus%
- Stat Modifiers: Apply FT, NL, BA, SY, SI multiplicatively
Example Calculation:- BaseRevenue = 100
- FT 40 → 140
- BA 30 → 182
- SY 2 nearby same type → 202.3
- SI special +10 → 222.53
- NL nearby 10% → 200.28
- Implement sample revenue calculations for anchors
- Test stat effects on revenue
5. Upgrades & Costs- Remodel (L1) bonus: +10–20% revenue
- Expansion (L2) bonus: +25–40% revenue
- Full Upgrade (L3) bonus: +50–75% revenue
- Operating Costs (Maintenance, Emergency, Tenant Rent)
- Shutdown & Startup Values
- Scaling formulas for SZ / BA / FT
Formulas:- UpgradeCost =
Code: BaseCost * (1 + SZ/10) * UpgradeLevelMultiplier
- MonthlyMaintenance =
- EmergencyRepair =
Code: Revenue * Emergency%
6. Gameplay Mechanics- Revenue per round & per landing
- Upgrade implementation
- Event card interactions
- Stat and synergy bonus effects
- Player actions & optional cooperative choices
7. Event Cards
Expanded Explanation:- Traffic Boost Cards: Temporarily increase FT for a tenant or nearby stores.
- Mall-wide Events: Affect all tenants (holidays, sales, emergencies).
- Emergency Repair Cards: Force unexpected costs or downtime.
- Online Sales Boosts: Increase revenue through digital channels for one or more tenants.
- Special Synergy Events: Trigger extra bonuses when certain tenant combinations are adjacent.
- Test probability/frequency
- Ensure visual symbols and text clarity on event cards
- Include any SI-triggering events
Notes: Event cards often trigger movement, temporary revenue/stat changes, or special effects linked to SI.
8. Product Cards
Stats Overview, Abbreviations & Formulas
Stat
Abbreviation
Effect
Formula / Notes
How It’s Determined / VisualizedPopularity
PO
Base consumer demand; increases revenue
Code: Revenue *= 1 + PO/100
Set by product appeal. Visual: star rating or icon.
Hype
HY
Short-term buzz effect; temporary revenue boost
Code: Revenue *= 1 + HY/100
Set by events or launch campaigns. Visual: flame/flash icon.
Rarity
RR
Scarcity; boosts revenue due to exclusivity
Code: Revenue *= 1 + RR/100
Determined by edition, limited releases. Visual: gem/lock icon.
Market Trend
MT
Trendiness or popularity shift; may affect multiple rounds
Code: Revenue *= 1 + MT/100
Assigned dynamically; visual: arrow up/down or trend graph.- Associate with anchors
- Example: New Phone Release → % revenue boost
- Persistent bonus, separate from Event Cards
Revenue Formula:
Code: Revenue *= 1 + PO% * HY% * RR% * MT%
9. Currency & Denominations- 1, 5, 10, 20, 50, 100, 500, 1000, 10000
- Optional: special tokens for cooperative resources
- Track totals & denominations during playtesting
10. Turn & Round System- Define turn sequence
- Revenue collection rules
- Apply operating costs
- Upgrade rules & optional actions
- Round tracker integration
11. Cooperative Features- Resource pooling
- Shared bonuses from synergy
- Event mitigation cooperation
- Test cooperative decision-making impact
12. Victory & Goals- Define co-op goal (target revenue, foot traffic, upgrades)
- Optional competitive scoring per player
- Adjust goals for scaling difficulty
Notes: Final objectives are not set; focus on documenting mechanics first.
13. Art & Visuals- Board visual design
- Deed card layout
- Tokens and currency design
- Event card visuals
- Test readability & aesthetics
14. Playtesting & Balancing- Test revenue formulas
- Test upgrade progression
- Test event card impact
- Test cooperative mechanics
- Adjust difficulty, costs, revenue scaling
- Document feedback & iterate
15. Prototype Production & Print Services
Steps for Physical Prototype:
- Finalize Visual Assets
- Board layout, deed cards, event/product cards, currency, tokens.
- Prepare print-ready designs (high-resolution, correct dimensions).
- Research Print Services
- Compare services: The Game Crafter, Print & Play Productions, MakePlayingCards.com.
- Check for print quality, card thickness, board options, shipping times.
- Select Materials
- Cardstock weight & finish (e.g., linen finish for cards).
- Board material (foldable or mounted).
- Tokens (wood, plastic, or punch-out).
- Order Samples
- Test print a small batch of cards, tokens, and board.
- Verify color, size, and readability.
- Build Prototype
- Assemble board, tokens, cards, and money.
- Label sections for stats, upgrades, and revenue tracking.
- Create a “playtesting kit” including dice or other movement mechanics.
- Initial Playtest
- Test rules, stat effects, revenue calculations, and upgrades physically.
- Take notes on clarity, difficulty, and flow.
- Iterate
- Adjust visuals, stat values, and board layout.
- Order updated prototype if needed.
- Document each iteration in dev manifest.
Checklist Notes:- Each
can be updated to
when completed.
- Version 0.0.4a includes fully defined product card stats (PO, HY, RR, MT) along with tenant stats (FT, NL, SZ, BA, SY, SI) and enhanced event card explanations.
|