1-6 PLAYERS, 20 MINUTES

AMUSEMENT ARCHITECT

Design an amusement park within the confines of a tycoon's interests and desires.

Famed tycoon Cynthia C. Coolridge is looking to build a new amusement park. You and the other players will compete to design the best park layout to win the contract.

Each game begins with a particular scenario proposed by Coolridge. Perhaps you are building at a beach, or around a lake, or along a river. From there you must design your park based on the challenges she proposes. Today she wants lots of smaller coasters. But perhaps she wants one gigantic food court. Or just maybe the mini golf course must be spread out over the entire park. You will need to adapt  your design to fit her tastes if you want to succeed.

Compact Carnival contains five different scenarios that change the starting conditions of the game. Each comes with a different way to interact with your design by altering where you are able to place your attractions. Throughout the game, players will add attraction cards to their park each depicting a number of attraction types. Each attraction type has several possible scoring variants, and one of each is chosen randomly at the start of the game. The blending of these features provide an immense opportunity for replayability, and allow players to explore a deep variety of options for their park designs. This combination keeps tactics fresh and strategies sharp each time you play the game.

Downloads:

Amusement Architect Sell Sheet

Backstory

In 2017(ish) a publisher mentioned they wanted a 30 card game and were looking for submissions. So I started work on a city builder influenced by Between Two Cities for just two players. This small game then got rethemed to a carnival idea and began expanding to four players too. Thus Compact Carnival was born.

For a while it remained a game where players would all build one park and score just the attractions they placed. This was a lot of fun, but unfortunately the game too just as long to score as it did to play. Compound that with the addition of extra attractions to try and spice up decision making and interaction and the game got very bloated.

I took a long step back from the game until May of 2020 when I began working with a mentor to revive this and push through some creative blocks. I began to take inspiration from Honshu, Sprawlopolis, Tiny Towns, and the ever important Rollercoaster Tycoon. These shifted the cards to be rotating multi attraction cards with variable scoring and bonus starting scenarios. The game adapted and grew and I’m incredibly proud of the game it’s become.

Mechanics:

  • Card Drafting
  • Modular Board
  • Pattern Building
  • Tile Laying
  • Variable Setup

Components:

  • 93 square cards
    • 72 attraction cards
    • 21 scoring cards
  • 18 player mats
  • 1 set of instructions

Select comments from Nonepub playtesters:

“This doesn’t feel solvable.”

“I love the puzzle of where to put things.”

“I could play this with my parents.”

“There’s a wide range of ways you could
market this.”

“The hard calls feel good.”

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