# Shelf-Space — Development Manifest
**Version:** 0.0.1a
**Publisher:** The CollabGadget Co.
**Description:**
*Shelf-Space* is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and synergy between tenants. It is inspired by Monopoly but is cooperative, more strategic, and artsy.
**Purpose of this Manifest:**
Track development progress, features, and design milestones. Each item can be checked off when completed.
---
## **Table of Contents**
1. [Core Game Design](#core-game-design)
2. [Board & Layout](#board--layout)
3. [Anchors & Stores](#anchors--stores)
4. [Stats & Revenue System](#stats--revenue-system)
5. [Upgrades & Costs](#upgrades--costs)
6. [Gameplay Mechanics](#gameplay-mechanics)
7. [Event Cards](#event-cards)
8. [Turn & Round System](#turn--round-system)
9. [Cooperative Features](#cooperative-features)
10. [Victory & Goals](#victory--goals)
11. [Art & Visuals](#art--visuals)
12. [Playtesting & Balancing](#playtesting--balancing)
---
## **1. Core Game Design**
- [ ] Define game objective (co-op goal, target revenue, synergy goals, etc.)
- [ ] Decide player count range and scaling
- [ ] Establish approximate game duration
- [ ] Draft initial ruleset
---
## **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
---
## **3. Anchors & Stores**
- [ ] List all anchor types (MegaMart, Cinema, etc.)
- [ ] List smaller stores and kiosks
- [ ] Define stats for each (FT, NL, SZ, BA, SY)
- [ ] Design Anchor/Store Deed Cards
- [ ] Test balance of revenue vs. cost
---
## **4. Stats & Revenue System**
- [ ] Base Revenue formula
- [ ] Online Sales revenue percentage
- [ ] Traffic Boost mechanics
- [ ] Stat modifiers applied (FT, BA, SY)
- [ ] Implement sample calculation for anchors
---
## **5. Upgrades & Costs**
- [ ] Remodel (Level 1) bonus %
- [ ] Expansion (Level 2) bonus %
- [ ] Full Upgrade (Level 3) bonus %
- [ ] Operating Costs (maintenance, emergency, tenant rent)
- [ ] Shutdown & Startup values
- [ ] Scaling formulas for SZ / BA / FT
---
## **6. Gameplay Mechanics**
- [ ] Revenue per round & per landing
- [ ] Upgrade implementation
- [ ] Event card interactions
- [ ] Stat and synergy bonus effects
- [ ] Player actions and optional cooperative choices
---
## **7. Event Cards**
- [ ] Traffic Boost cards
- [ ] Mall-wide events
- [ ] Emergency repair cards
- [ ] Online Sales boost cards
- [ ] Test probability and frequency
---
## **8. Turn & Round System**
- [ ] Define turn sequence
- [ ] Revenue collection rules per turn
- [ ] Apply operating costs per round
- [ ] Upgrade rules and optional actions
- [ ] Round tracker integration
---
## **9. Cooperative Features**
- [ ] Resource pooling mechanics
- [ ] Shared bonuses from synergy
- [ ] Event mitigation cooperation
- [ ] Testing cooperative decision-making impact
---
## **10. Victory & Goals**
- [ ] Define co-op goal (target revenue, foot traffic, upgrades)
- [ ] Optional competitive scoring per player
- [ ] Determine scoring or win conditions for playtesting
- [ ] Adjust goals for scaling difficulty
---
## **11. Art & Visuals**
- [ ] Board visual design
- [ ] Deed card layout
- [ ] Tokens and currency design
- [ ] Event card visuals
- [ ] Testing readability & aesthetics
---
## **12. Playtesting & Balancing**
- [ ] Test revenue formulas and percentages
- [ ] Test upgrade progression
- [ ] Test event card impact
- [ ] Test cooperative mechanics
- [ ] Adjust difficulty, costs, and revenue scaling
- [ ] Document feedback & iterate
---
**Notes:**
- Each `[ ]` can be updated to `[x]` when completed.
- Version 0.0.1a focuses on prototyping core mechanics and establishing a development roadmap.
**Version:** 0.0.1a
**Publisher:** The CollabGadget Co.
**Description:**
*Shelf-Space* is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and synergy between tenants. It is inspired by Monopoly but is cooperative, more strategic, and artsy.
**Purpose of this Manifest:**
Track development progress, features, and design milestones. Each item can be checked off when completed.
---
## **Table of Contents**
1. [Core Game Design](#core-game-design)
2. [Board & Layout](#board--layout)
3. [Anchors & Stores](#anchors--stores)
4. [Stats & Revenue System](#stats--revenue-system)
5. [Upgrades & Costs](#upgrades--costs)
6. [Gameplay Mechanics](#gameplay-mechanics)
7. [Event Cards](#event-cards)
8. [Turn & Round System](#turn--round-system)
9. [Cooperative Features](#cooperative-features)
10. [Victory & Goals](#victory--goals)
11. [Art & Visuals](#art--visuals)
12. [Playtesting & Balancing](#playtesting--balancing)
---
## **1. Core Game Design**
- [ ] Define game objective (co-op goal, target revenue, synergy goals, etc.)
- [ ] Decide player count range and scaling
- [ ] Establish approximate game duration
- [ ] Draft initial ruleset
---
## **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
---
## **3. Anchors & Stores**
- [ ] List all anchor types (MegaMart, Cinema, etc.)
- [ ] List smaller stores and kiosks
- [ ] Define stats for each (FT, NL, SZ, BA, SY)
- [ ] Design Anchor/Store Deed Cards
- [ ] Test balance of revenue vs. cost
---
## **4. Stats & Revenue System**
- [ ] Base Revenue formula
- [ ] Online Sales revenue percentage
- [ ] Traffic Boost mechanics
- [ ] Stat modifiers applied (FT, BA, SY)
- [ ] Implement sample calculation for anchors
---
## **5. Upgrades & Costs**
- [ ] Remodel (Level 1) bonus %
- [ ] Expansion (Level 2) bonus %
- [ ] Full Upgrade (Level 3) bonus %
- [ ] Operating Costs (maintenance, emergency, tenant rent)
- [ ] Shutdown & Startup values
- [ ] Scaling formulas for SZ / BA / FT
---
## **6. Gameplay Mechanics**
- [ ] Revenue per round & per landing
- [ ] Upgrade implementation
- [ ] Event card interactions
- [ ] Stat and synergy bonus effects
- [ ] Player actions and optional cooperative choices
---
## **7. Event Cards**
- [ ] Traffic Boost cards
- [ ] Mall-wide events
- [ ] Emergency repair cards
- [ ] Online Sales boost cards
- [ ] Test probability and frequency
---
## **8. Turn & Round System**
- [ ] Define turn sequence
- [ ] Revenue collection rules per turn
- [ ] Apply operating costs per round
- [ ] Upgrade rules and optional actions
- [ ] Round tracker integration
---
## **9. Cooperative Features**
- [ ] Resource pooling mechanics
- [ ] Shared bonuses from synergy
- [ ] Event mitigation cooperation
- [ ] Testing cooperative decision-making impact
---
## **10. Victory & Goals**
- [ ] Define co-op goal (target revenue, foot traffic, upgrades)
- [ ] Optional competitive scoring per player
- [ ] Determine scoring or win conditions for playtesting
- [ ] Adjust goals for scaling difficulty
---
## **11. Art & Visuals**
- [ ] Board visual design
- [ ] Deed card layout
- [ ] Tokens and currency design
- [ ] Event card visuals
- [ ] Testing readability & aesthetics
---
## **12. Playtesting & Balancing**
- [ ] Test revenue formulas and percentages
- [ ] Test upgrade progression
- [ ] Test event card impact
- [ ] Test cooperative mechanics
- [ ] Adjust difficulty, costs, and revenue scaling
- [ ] Document feedback & iterate
---
**Notes:**
- Each `[ ]` can be updated to `[x]` when completed.
- Version 0.0.1a focuses on prototyping core mechanics and establishing a development roadmap.
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