Sunday, March 31, 2013

War in Sweetland

Been doing my regular walk on the beach, thinking about game genres and annoying mechanics when I started thinking of Candy Land and the possibilities of improving it.
The main complaint people (according to the Ludology podcast and The Dice Tower) generally have about it is the lack of choice, so I came up with a very different game.

The same familiar colored cards, brightly colored track and cheerful characters would be used.
While cards could be used to move pawns, one could also choose to use the very same cards to recruit and upgrade troops, used to attack other players in a tug of war, eventually over running them to be the ruler of "Sweet Land."

Players would have variable powers, from the number of troops, to upgrade powers and special spaces on the board itself.

Pretty simple game, but maybe it will be a good one.

Saturday, March 30, 2013

Pieces of Cloth

I spent Wednesday, Thursday and Friday morning at Bigor, the Israeli Role-Playing convention.
I practically lived in the lounge, playing different board games. Played with friends from the Technion board game club and with strangers. Played games I was familiar with (I won't be playing Galaxy Truckers for a long time, I think) and added some new ones to the my list.
Catching the last train on Friday, which leaves Modiin at a rather upsetting 13:51 so the shabbat can be kept, I headed over to my brother's apartment in Tel-Aviv as I promised him I would show up for his board game event.
Despite my exhaustion, I had a fun. Played a round of Settlers of Catan, with my brother winning as expected, as well as Carcassone, where I tied for last. Just couldn't get those farmers down.

While we were waiting for my brother's friends to arrive, I tried to teach him Perudo, and told him which games I played. I mentioned I watched Jungle Speed being played (Not a fan of dexterity or party games, so I opted out.)
Messing around with some pieces of cloth my sister-in-law had cut from curtains and left on the table, I started combining Jungle Speed and Perudo into a silly game.

The object of the "game" was to grab the dice cup (the totem) if the sum of all the pips was higher than 15. If it was you would win and pass your piece of cloth. Lose, and the piece of cloth would go back to you. Now I'm playing around with this silly idea, to see if I can make a genuine game out of it.

Tuesday, March 19, 2013

Back to Outer Space

The latest on my game oriented mind:
I think it was a side banner about Scarlet Blade (A MMORPG filled with CGI boobs? What were they thinking and why do I want to play it?) that lead to me check out the latest on MMORPGs. Found a video on one called ArcheAge, in which I saw a bunch of characters running around doing the usual fighting fare, but then went on to build a house and a sail boat.
Also saw a video about EVE online ship sizes, and I'm currently reading Elisabeth Moon's Victory Condition.

So, I've been thinking about a game where guild leaders build massive ships, recruiting members to fill various rolls aboard it. I guess I've seen attempts at it before, and it would be hard to pull off (everyone wants to be at the top.) but it might have some merits.

Friday, March 15, 2013

Humor me

The mafia is taking over.
Will it make a better emotional impact if I had humorous aspects to the game, or would a more serious tone be better?
Dropped the digital bit for now, and currently thinking each player could choose his mobsters, each with differing powers and strategies.
Some mobsters would be good at forcing other players out, others at maximizing income or victory points.

As the players run around the boards doing their thing, they would collect "heat" and the cops would eventually show up: the game fighting back as it were. Some player pieces might be better able to handle such events, another strategy to win.

Tuesday, March 12, 2013

Emotional Connection in Board Games

Currently thinking about what I last wrote about, how I could create a deeper emotional connection in board games, the way a novel, a TV series or a video game might.
I sense I am drifting away from the 4X idea and into newer ground, but that's expected and ok, I think.
Seeing a game idea all the way through isn't the main goal for these.

Back on topic, I think a worker placement game could work for my purposes. Replacing featureless meeples with fleshed out characters that evolve over the course of the game and/or multiple sessions.

One idea is to use a mobile device to tell the story of these characters, while each player moves physical pieces on the board and interacts with other players. This would be an additional layer of the game, which must work just as well without it.
This approach would mean a lot of technological hurdles.

I have also put some thought into theme. Fantasy and Science Fiction seem like the easy choice, so I've been trying to think outside the box.
A mafia theme is the best direction I have so far, as each player will play a family trying to take control of a city. My biggest problem with this theme is that it may be too violent - I don't workers dying off before the emotional connection can be made.

Sunday, March 10, 2013

Story Telling in Board Games

This isn't part of my 4X game, more of a side note that has been inspired by it and other media.

Been thinking about whether one can tell a story in board games, not in how I imagine (having never played) Tales of Arabian Nights or Once Upon A Time do it, but more in the way a movie, TV series or computer game might do it.
What if losing a piece in the Game Of Thrones board game was as surprising as when a major character is killed in the book?
Could you make a game that really felt like a space opera, where you became attached to certain characters battling within a larger struggle?

I don't have any answers yet, but I think it'll occupy me for a while.

Sunday, March 3, 2013

4X: Player Boards - Ships

Made a rough mock-up of the spaceship player board (each player will also have a board representing a colony.)
Each ship will be separated into 6 main areas:



-RESEARCH: Each player will start with one scientist meeple, moving it around according to the area which they want to research. Possible effect on this area might include additional scientist or blocking a wedge.

-FIRE CONTROL: Combat may only be initiated when this module is available. May be upgraded with add-ons that provide combat benefits, such as modifying dice rolls or drawing additional cards.

-SENATE: (maybe I can think up a better name) Necessary for political maneuvering, such as alliances or spying. Add-ons will allow for more of these actions, as diplomats (and spies?) can be dropped of on colonies belonging to other players.

-CARGO BAY: The trading module. Can store various goods to be traded with other players or otherwise. I need to do some thinking about this mechanic. More space for goods can be added.

-CONSTRUCTION YARD: Needed to build colonies, ship add-ons, repairing damage, etc. Add-ons would add more of these actions.

-BRIDGE: The core of the ship, destroying this module will force the player to rebuild a ship at his home planet. I don't want any player knocked out of the game, especially due to an unlucky roll, so how much he suffers would need to go down to play testing. Might just go back home and lose one turn to rebuild, or lose goods and add-ons as well. This part might have some add-ons as well, perhaps parts that would protect the bridge or additional improvements.

I may rearrange the parts, as they are linked to combat. Once you lose a fit, your opponent rolls a die to determine which module gets disabled. With a dice modification mechanice, a roll of 2 might be changed to a 1 or 3 to disable a different area according to the winner's wishes. No such ability would apply when losing to anything other than another player's ship.

Friday, March 1, 2013

4X: Navigating Space

No real reason for being silent over the past week. Updating sort of slipped my mind while I was busy with visitors from Germany, Harucon 2013, birthday party...

Anyways, reporting on some thoughts I've had about my game, concentrating on space, both physically and metaphorically - the board on which the game will be played, representing outer space.
Currently thinking I may have each game played within a single (simplified) galaxy, with several options available for different player numbers or play experience, as less planets may mean more combat but slower research.

Each Galaxy will be made of a number of suns, connected by nodes, through which players could travel. Each player will receive a home system: a planet matching his color orbiting a sun (and perhaps a second mismatched planet for future colonization?) Each other node will have a circular card placed around it. One side of these cards will be unknown (fog of war type graphic) while the other will have between 0-3 planets orbiting it.

Now that I think about it, it would probably be best if both sides had a sun printed on it, both to save costs of punching an additional hole, and of having a clue as to how many and what planets might be in orbit.

Players with their space ship on the appropriately colored planet (similar to their home, or through later research) may be able to place a colony and improve their production/position.