please consider the following...

About this model

please consider the following information and begin to document and organize these ideas for me. be critical of the concepts and alert me if parts of this game need adjustments or simplification.

four player competitive tableau building board game. theme is constructing and managing a health spa with the goal of amassing guests and positive reputation. each player chooses one of the 5 (to be determined) available actions per turn. the game ends either when conditions are met, or a set number of turns pass. players take turns drafting and combining the following game elements to get the highest score at the end of the game

the theme is constructing and managing a health spa with the goal of amassing guests, gaining popularity, hiring experts and personalities and expanding the business

the resource economy consists of money, buzz, material, and guests. each type is represented by a distinct token. tokens can be placed in players play area to represent bonuses and keep track of their holdings.

locations are represented by square tiles that players draft from a collective store. tiles not in store are face down in draw pile. players may trade resources for a tile of their choice and lay it in their own play area. a 3 x 3 grid limits where a tile can be placed. some tiles might apply adjacency bonuses if played touching. instead of playing a tile, player may opt to instead take its turn to generate revenue for a future purchase

after placing a location tile, it may be further modified by the player in a coming turn. they can either invest tokens on the tile according to its own instructions, granting various bonuses OR a card representing an employee may be assigned to it, which might have rules that alter how a tile works or contain its own token value to add to the tiles total. placing or modifying a tile is considered the same action and consumes player turn. locations may require material to build or run.

a limited pile of material is in a pile in the public game area. players will compete over the finite amount. material is exchanged for money. every other full round the material pile may be refreshed.

buzz follows a progression track. milestones grant the player various benefits. major mile stones allowing the drawing of a prestige cards. this card usually has a major bonus for one specific section of the players economy, including locations, employees, guests, buzz, or other things. buzz is generated by various methods including location tiles, employee cards, guest cards, or by the player taking a special action to generate hype.

employee cards. each card is a unique personality, no duplicates. the card will have cost requirements to draft. usually money, but could extend to any of the four resources. players may invest extra resources in order to promote the employee card and improve or alter its effects. if specified by location tile or the employee card itself, employee cards can stack on a single location tile. instead of recruiting an employee, a player may opt to reset the draft pool, the current cards being discarded.

guest cards and event cards belong in their own deck. These are essentially orders for a player to fill. completing requirements for these cards give the player guest tokens to assign to their play area. guests cards represent a group of people with a specific set of location preferences. events have a greater range of possibilities, and can provide special rewards like location tiles or employee cards.

guest and event cards are played in two ways. first a player at the start of the game will draw 2 cards and discard one, keeping the card face up on the play field for only that player. a player can obtain additional cards exclusive to him by various other means during game play. three additional cards are laid out in the public play field. a fourth card from its own special deck is drawn, and placed to the previous three. this fourth card is a major goal, and affects how the end game is scored. these special cards thematically might be a VIP guest or a prestigious event.

all game elements of a corresponding type. for now they will be represented with badges of color. red, blue, green, yellow, purple. locations, guests, employees, and events will have one or multiple of those 5 colors, or rarely a combination of the two. for example a location with two red badges can have an employee card either with one red badge, up to two. a tile with a red badge and yellow badge can host either a card with a red badge or a card with a yellow badge. pairing game elements of matching types can benefit the player in various ways according to the language on those elements. thematically, each color badge will be replaced with a type of hospitality, but that has yet to be determined

my design goal is medium complexity mechanics, friendly to beginners. is the above enough to create and engaging a tactically rich player experience, if not what am I missing? if you cannot experience a coherent analysis of my ideas, please request the missing information needed to make the project work

"please consider the following..." is a public Machinations diagram shared in the Community by Ian Sunde, with 25 components.

It was created in April 2026 and last edited in April 2026.

Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.