The post-apocalyptic consequences executed by the human being, have put our planet in a limit situation.

Four states govern the world.

The civilization has regressed into its evolution, it does not have purposes nor ambitions already. People must survive with scarce natural resources and in a few habitable places, due to radioactive and biochemical residue.

The geography has changed.

The technological resources are insufficient.

The critical needs bring new conflicts.

It is time to conquer.

In a dystopian world, the four states that govern the world, have the goal to occupy territories to guarantee the survival of its inhabitants. The one who accomplishes these goals, will be the victors.

The reason of NGo Project.

We set out to make an entertaining game from start to finish, with no advantages for anyone, no chance, in which you can hide your strategy. A game with a touch of logistics that encourages players to interact with each other, talking, intimidating, negotiating, convincing, etc...

The theater of war is just an excuse (a layer); the essence of NGo is in the interplay among certain elements that allow, with few rules and few types of pieces, a very entertaining game and healthy mental stimulation.

Let me elaborate:

a) On one hand, we wanted a game as balanced as chess, checkers, etc., that does not look like chess in its minimalist and mathematical sense. We wanted no more balanced look it is, and especially not tends to isolate players in deep concentration and silence that threatens the kind of entertainment we want, especially with four players participating. Don’t misunderstand - that this is not a criticism of chess, but on the contrary, we adopted the qualities of such games that help us in our goal, and then asked ourselves how to develop the interaction among participants.

b) On the other hand, as with all table games, we had exposed and visible pieces, which reveals in most cases our strategy, and we wanted to add benefits of a card game like poker or "Truco" (a card game popular in South America), games where the winner may not always be the one who gets the best cards, but who best manages situations and minimizes risk. "Truco" promotes interesting communication among participants, and that mattered a lot to us.

We found a way to add player interaction in NGo through cards, contributing to the possibility of building a hidden strategy and forcing negotiations with other players, be they genuine or misleading, depending on your strategy. We focused on the idea that nothing is absolute in NGo, there is not a “winning” card, so we designed a structure for the cards to be combined to effect actions, and for each attempted action to have a combination that negate it.

c) Then as we do not like things to "fall from the sky" or appear too "magically" and like the gameplay to have some realism, we needed to incorporate "Production and Logistics". We do this in a simple, intuitive way that does not hamper the simplicity we must maintain to keep gameplay entertaining.

The merging of a), b) and c) is what makes NGo the triathlon of table games. It is not enough to be very good in one of the above areas; your skills must be more well-rounded, or perhaps, you must know how to balance the variables you encounter.

But perhaps the most interesting thing NGo provides is that it makes players pay equal attention to what we see on the board and to interacting with other participants; the above variables generate uncertainty, strategies change, and errors can be expensive and require players to rethink goals. There is a lot of mental activity involved, but it begins as fun and ultimately favors the communication and negotiation skills of the participants.

Winning often requires players to maintain a balance of powers until a certain strategic point in the game; this means a bad player often ends up being helped by all to keep the rest in check, and not break the balance in favor of a more dangerous opponent, so all play an important role in the development of the game, and no one is likely to prevail if they cannot handle the competition.

 

If we have kept your attention to this point, maybe we have managed to convey the vision behind NGo. If so, we are proud to have played our part with a entertaining game well-seasoned by mental exercise.

NGo (NEW GLOBAL ORDER) has all conditions that game boards need to be enjoyable, strategic and suspicious.

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