Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts

Wednesday, January 6, 2016

Shred: The Deck Building Game

Let's blow the dust off this little corner of the net and share some thoughts.

I am still floating ideas about my action programming deck building game. In a recent epiphany I realized I could use the fact I have a specific series of cards, corresponding to player choice.
This series of cards could be used as a new way of expanding the deck, making me think of mastering tricks and unlocking them, which lead to the theme of skateboarding (or snowboarding, bmx, inline skates, or any similar Extreme sport)

Basically the top level idea is that each player sets a number of cards down. Each player then flips a card, performs the action printed on the card, and passes to the next player. If a move is successful, a player continues on to the next card. If the player fails his move by ending in the wrong place (i.e. on a ramp instead of a rail) crashes into another player, or is crashed into, he wipes his sequence of cards and becomes a static obstacle until the next round.
At the end of a round, players look at their sequence of cards, and may purchase a new card fitting the pattern they created, or part of it (i.e. if a player played a straight, a straight and a right turn, he may add a deck to his card that requires two straights in a row.)
Cards would come in several stages, ranging from easy moves with smaller benefits, to more difficult maneuvers that offer greater rewards for a player who pulls them off.

I can think of a few options for an end game: one might be to add an 'ultimate' type trick to a deck and land it successfully. Another might involves a final round where the player who racks the most points on a single run (with each card in the series he plays have a numerical value towards that end) wins the game.

More to think about: Specific cards, and potential powers. Adding a counter to denote special abilities unlocked, especially for adding cards to a trick. Throwing unique player abilities into the mix.

Wednesday, August 19, 2015

Plenty of Ammo

2 Weeks since I've been back from Cologne, Germany, after my 4th GDC Eu / Gamescom.
Managed to get a spot as a Conference Associate again, and it was a blast seeing my friends and making new ones. Went on swag runs, took advantage of free food at parties, expanded my network, and yes, even played some games.

Brought a few games with me this year. Bought Orleans for myself and enjoying losing, Tier Auf Tier for my brother/nephew and even got a free game for free - Gremlins inc.
The conferences were a little disappointing. Most GDC sessions didn't seem that interesting, The games I was most excited about had exclusive videos rather than hands-on gameplay, and I didn't have my friend Alex to get me inside places.
I know I'm going to have a lot of inspiration and ideas from what I did experience, so maybe this blog will see the frequency of posts go up.

Having gained some insight on what makes League of Legends such an exciting e-sport, the first thing that comes to my mind is the lack of turn based entries for professional gaming.

The idea I'm currently mulling over is an arcade flight sim, with timed turns that play simultaneously, with challenges coming from choosing an aircraft and weapons to suit the play style, then carefully maneuvering the aircraft into the correct position, and predicting where the enemy might end up during his turn,
Who knows if something like that would be appealing enough to be as popular as Star Craft or LOL, even if I do make it, but that's the way it goes.  

Thursday, April 9, 2015

Post Conference Ideas

Bigor, the Israel convention for roleplaying, miniature, and board games was earlier this week, during the still ongoing passover holiday.
I've played some games I was familiar with, as well as a few new ones, including Yinsh, Cavemen: The Search for Fire and Kings of Israel.
Some were better than others, but the most influential so far has been the Pathfinder card game.
The idea of a co-op game where you can not only customize your deck to match your own style as play but help your teammates during the post scenario trading phase seemed different to me, and I started thinking about implementing and expanding this idea into video games.

I guess MOBAs have some of these elements of helping other people build their characters and form strategies to defend and attack on multiple fronts, but I think it could be pushed even further - if killing mobs gave out experience points to the entire team, which needs to decide on how to distribute it.
What if different characters were suited for different tasks, which would unlock equipment best used by team members going after different goals?
How about players unlocking abilities for their teammates but not themselves?
A game based on combat and magic linking all these abilities seems like the easiest and obvious choice, but I've also given some thoughts to some more unusual themes such as city building, or flying an airship.

Wednesday, March 25, 2015

Spiritual Successors

Played XCOM: The Board Game a couple of weeks ago. Fairly entertaining experience, especially when we barely eked out a victory.
This got me thinking about the game, which made me start a list of games I'll need to pay once I feel I've progressed enough in my career choice that I can relax at home... Might take awhile longer :/

It also made me think of the spiritual successors and clones for the original game, and whether this remake will spawn new ones. Maybe it will, or maybe it just isn't as innovative as the original and mobile games are where such things pop up now.

I've played quite a few number of these games, and rate them much higher than most reviews.
While analyzing what made these games appealing I started coming up with my own ideas.

The aerial combat of sending interceptors against UFOs always seemed on the slim side compared with the squad level combat - what if it had more depth to it?
What if there was ground combat element of using armored vehicles against a massive alien invasion, while still having squad based combat for terror missions or clandestine operations?
What if I used elements from the "chariots of the gods" theories and give an ancient Egyptian or Mesoamerican theme to such a game, shrinking down the geoscape but expanding base management into more of civilization building game?

Saturday, February 28, 2015

Super villain guild - flavor

Going back to thinking about my programmable action deck building game, and the super villain guild leader theme.

There are a few mechanics and flavor ideas I don't want to forget.

a. Before regular play begins, players will choose a super villain card to add to their deck, in some form of bid, with some sort of balancing mechanic put into play - perhaps the one who chooses last gets to go first.

b. One super villain will be left over, and would dictate scenario conditions, special rules and winning conditions. A fun idea for that would be to have different artists prepare a small 4 pager comic to some back story fluff and cool art

c. The map will have area control aspects - each action would allow to place at least one cube onto an area, with certain cards improving upon this mechanic. Having a cube at a specific area would give certain benefits (influence,) having more cubes than any other player would give better benefits (control.)

d. Cube could be played to areas with influence (with a starting area designated by the initial super villain choice each player makes) or to adjacent areas.

e. Police cars and super heroes would foil player plans, by removing cubes, forcing discards, changing order of set cards, etc. These would be follow a specific rule set, perhaps with players turning a card at the end of each turn (AI)

Friday, January 16, 2015

New theme idea

Popped into my head while thinking about Venture bros. and Sentinels of the Universe: giving my programmable deck builder a super hero (or rather super villian) theme.

Instead of exploring the galaxy or the wild west, each player would control an organized crime group, along the lines of the guild of calamitous intent, with a basic deck of henchmen to run around and create chaos in a city, gaining notoriety to hire more henchmen and eventually attract super villains with better skills, earn money and fight of AI police and superheroes trying to thwart them.

Monday, December 22, 2014

New theme for my game

Been playing around with the theme for my programmable action deck builder, changing it from a space opera to a game about going an expedition to explore north America, in the same vein as Lewis & Clark.

Players would start at a major city, a set amount of money and supplies and a basic deck. Before heading out to explore, they would bid on a random set of cards to enhance their deck, with the player who payed the least (or has the fewest cards, or a similar device) starting first.
Each player could move forward at least one space. Those falling behind could move faster, as the territory was already explored, giving a bit of a catch up mechanic and something players must consider. Those discovering new territory would also flip over an event card, with various beneficial, harmful or neutral effects.
Moving would also exhaust supplies which would have to be replenished through hunting or bought at various checkpoints (towns/forts) along the way.
Recruiting people such as European traders or native guides would also be an option along the way, with these having benefits over the basic cards.
Some cards would go onto a players board, rather than into his deck, giving a permanent effect.

Finally, the length of the game could be changed to suit players wishes by giving different paths to explore.

Sunday, December 7, 2014

Musician brand - another thought exercise

Went to the GameIS convention last week.
Didn't really change anything about how I feel about the Israel game industry and my chances of breaking in through it. Brought my portfolio, but only showed it to a couple of people. Met a few familiar faces and a few new ones, collected the few freebies available and sat through a few sessions.

One of the sessions talked about music in games and how difficult it is to license for a low budget production. On the other hand, using the name/image/brand of an artist is easier to accomplish, and adds theme to a game.

This lead me to think about board games, and if that can be applied.
I'm sure there are board games out there with a musical theme, mostly of the party / trivia variety, but I can't think of anything that uses a personality like Michael Jackson or Ozzy Osbourne as a theme.
Been thinking if something like that could work.
Not looking for another Monopoly or Love Letter retheming, but something custom.
Probably something small in physical size, like a deck of cards and a few counters, with a set of simple rules that would draw non-gamers into the fold.

Saturday, November 15, 2014

Stripping the Theme Out

My deck building programmable action card game is still popping up in my thoughts. I like the science fiction theme I started with, but I have some issues making it all fit.
Sometimes I think it is an entire race/culture you are controlling, but then I have an issues with the mechanics of area control.
Sometimes I think a player controls a space ship, but then I have issues with some of the player interaction.
Sometimes I think of a completely different theme, such as sailing ships at the age of exploration.

I think that stripping out the theme and concentrating on pure mechanics may be the way to go for now, and figure thematic issues once everything is ticking well enough for testing.

A track for laying down actions and having them unfold is a must.
Powerful deck customization is also important, with the possibility of adding or removing multiple cards from the deck in one turn, searching the deck and combining cards for powerful combos, etc. - something that Dominion still does very well.
I also like the idea of adding customization to the player board during gameplay.

Now to figure out how the cards could interact.

Thursday, October 30, 2014

Starfleet Manager

Been to Japan for the Tokyo Game Show. I enjoyed it, but it wasn't as good as the GDC Eu + Gamescom combo are for meeting people, getting my portfolio looked at or for collecting swag.
After a few more hectic, 10 bed dorm room, days - I headed out to Seoul, where I'm writing this post from my room at a serviced apartment hotel.
I like it here in Seoul, and could see myself staying, if one of the game studios I've been giving surprise visits to and dropping my resume at decides to embrace me into their midst, despite the usual work permit, language barrier difficulties.
Korea Games Conference is next week. A couple of weeks later I'll head to Busan for G-Star to wrap up my trip in South Korea. If nothing changes, I'll be out of options but to start making real progress towards becoming a freelance illustrator.

Watching people play on the Tokyo and Seoul subways has been delightful, people of all ages and walks of life enjoying the same thing I do (and some even pay money to do sod maybe I'll have a slice of that in the future.)
Seen a few people play sport manager games, and started thinking about taking the concept and adding a theme I'd actually be interested in: Science Fiction.

Grand scale space opera to be exact - instead of recruiting star players to my fantasy soccer team, what if I micromanaged the promotion of spaceship recruits?
Batting averages replaced by damage reports?
Diplomacy with alien species, research fund allocation, communications with other players?

Developing the world in which these stats would "live" would probably be the hardest part, and the main reason this will probably be just another pipe dream. Maybe I could connect it with my sci-fi programmable deck builder game, which I still think about on occasion.

Wednesday, July 30, 2014

Narrowing the Playing Field

Been giving a lot of thought as to the all important basic actions one could perform in my game (which I think I'll start calling Starguments, after a funny exchange on facebook)
What I came up with, which also affects the game board, is a politics action for exerting control over the galactic house and the various planets, a navigation action for reaching and connecting these planets and a trade action for collecting bonuses from said connections.

Each player would start with a home planet of his color and a connection to the planet where the government is seated.
The full board will be build from modular components selected by the players according to their actions in the initial tutorial phase, as well as choose their unique alien race with it's specific powers (and goals?)
Tutorial actions will also allow for deck customization by replacing basic cards with randomly drawn powered up version, if the player so chooses.

Friday, July 25, 2014

Everyone likes lists

Things to possibly include in my game:

Galactic map - possibly modular
Tutorial - A short explanation of game mechanics that would double as a set-up randomizer
House of Representatives - area control type deal for various combos and end game victory points
Multiple victory paths - with some randomization available
Variable player powers.
Different ways to add cards to deck, i.e. playing an action that involves the house of reps may allow to add Politic cards, visiting cantinas may allow to add smuggler cards, visiting a starport for ship upgrades.
Player pieces moving around the board to collect cards and change spheres of influence.

Wednesday, July 23, 2014

Looking to the Stars for Inspiration

First, a confession: I forgot my game idea. I remembered it was a good one, so I came back to this very blog, and reading my posts sparked inspiration for a new round of ideas.

Been thinking about Race for the Galaxy and how they didn't introduce combat rules until the 3rd expansion. I hear it's a bad mechanic, but I like the idea of having a game in which you build your engine toward your goal without someone else tearing it down, though they can obstruct your way as they build their own.

To this end I have been looking at the Star Wars universe as my main source of inspiration, and chewing on whether there is enough in if I remove all the combat.
Political intrigue, trading via legal and illegal means, bounty hunters, and more go along in the background, so I think there is something to work with.

I've also been thinking of some of the 4X video games I've played, such as Master of Orion and Civilization and looking for ideas - possible victory conditions in particular.

As I was typing this, I actually thought to look some things up, and an idea sparked - what if instead of playing a supreme leader type of role players took the role of some sort of galactic criminal. Like Firefly, I guess? (Not a huge fan of the series.)

Monday, June 23, 2014

Galactic Senate - Deck Building

The latest game thought exercise, the tutorial level thing, has brought me back to an older theme: that of a Galactic senate in which culture differences and language barriers pose obstacles to the players. Overcoming these obstacles in the best way possible is how players make points and win the game.

Originally with a worker placement mechanic, I'm now mulling over deck building to tackle the theme.
One way in which it differs from Doiminion and company is that instead of purchasing cards with a hand full of treasure, you would need a card that speaks the same "language" as a card you wish to add to your deck (or a crisis to solve?)
A second difference would be programmable actions, similar to Wings of Glory, where you need to place a card in advance to determine movement, and hope it works out the way you planned.
Finally, in similar fashion to Trains, cards will give you actions (and reactions) to make changes over the player board, such as persuading representatives to your cause, to affect scoring.

Wednesday, June 18, 2014

Tutorial Level

An abstract idea has popped in my head, fallout from a past Ludology podcast, I believe.

Ryan and Geoff had been talking about the difference between board and video games, and how most people would want to jump straight into the full board game experience, without messing around with truncated versions designed to teach the game...

...What if a compressed version of the basics of the game would change how the main game would play out?
A simple example could be one timed lap of a race to determine pole position, but that would have a lot of player downtime, not cool.

Single cells organisms competing with each other to evolve into complex creatures, changing the game map and gaining special abilities according to performance is more along the lines of what I'm going for.

Friday, June 13, 2014

Snake Oil

My roll and move game has a snake oil salesmen theme to it.
The basic premise involves moving around a track and choosing the action that would be most beneficial for you while being careful not to help your opponents even more.
After rolling and moving your pawn, you may choose an action, perhaps from a limited set according to location, and receive a bonus for it, which your opponents can then follow (to help eliminate down time, one of the problems of classic roll and move.)

These actions may include collecting ingredients, brewing concoctions, improving potions and equipment for a variety of bonuses and combos, and selling your product for gold and reputation.

Saturday, June 7, 2014

A Roll and Move Exercise

It's been while since I've posted, hasn't it?

It's not that I haven't thought about game design, although maybe I did think about it less.
My cardinal sins card game still comes up in my thoughts, with some variations on how it would play - sometimes it has a board, other times it's pure card based; Different ideas on what each card might do, etc.

I haven't been listening to the Ludology podcast over the past few months, yet as soon as I do, the ideas start flowing back.

This time it was a question directed towards the hosts - Ryan Sturm and Geoff Engelstein about whether any game mechanics are going to disappear in the future, or fall out of vogue .
Roll and move was mentioned as an unpopular mechanic amongst the hobbyists, and yet still prevailing amongst the general populace who expect it and haven't been exposed to better things.
So I've been thinking to myself how roll and move could be improved upon. The main problem is that it doesn't give any choice and the game ends up playing you rather than you it. You have no real control over which space you fall on in Monopoly or Talisman, while you can at least split the dice results in a game of backgammon.

What if we used this random element to determine our possibilities, the way the dice roll in Catan determines what resources are handed out (or whether the robber strikes again) regardless of who rolled the dice?

Roll the dice, move your pawn around the track, and from where you land have certain choices available to you, such as selecting a role you can play this turn? Would that work? I'll play such scenarios in my mind and look for more interesting ideas. Who knows maybe I'll combine it with earlier ideas in interesting ways, maybe even to an idea I could take to play testing.

Sunday, March 23, 2014

Mechanics That Don't Make A Game

Drafting is still playing a big role in my pipe dream game ideas, I find the possibilities of completely changing how you play the game via the cards you are dealt exciting.
I have a problem though, it's not enough to make a game.
Trying to come up with a thematic reason to start a game with a draft has lead to the concept of a master and subordinate, one of your cards will serve as your main character, with powerful abilities to help you during the game. A second card would have more limited abilities, based on what it could have had if it was chosen first.
This idea has also lead to find uses for other cards from the draft: a starting building, currency or even a map piece.
From there I started thinking of settings. Starship captains for a sci-fi flair came first, but didn't seem to hold together very well. Wizards with apprentices came next and is a stronger idea, I think, but I also like the idea of demons vying for control until hell freezes over and the game ends, which is what I am playing with right now.

Thursday, February 20, 2014

An Alien Defense Board Game

Been inspired to recreate the XCom: UFO Defense base building and financial engine aspects in a board game. If I ever take one of these games out of the idea phase, it would probably be something simpler, this is a good thought exercise and elements from it might pop up in other places.

The basic premise is for each player (2-4) to have start with a basic base, a few personnel - soldiers to fight, workers to build projects and scientists for research project. Each would start with an income as well as immediate finances.
UFO will pop up, players would need to intercept and shoot them down with fighter jets, then send in soldiers to grab artifacts.
Taking these artifacts back to their base, players would research them to gain money and special abilities that would make certain things easier, and give access to new buildings.
Eventually a game end event will occur, such as a mother ship showing up and players would have to work together to defeat it before checking who has made the most points, or something similar.

One of the interesting ideas that came from this exercise is the building / research mechanic: each project would start with a certain number, higher for bigger complexity. Each turn a worker/scientist on the project would place a counter, once the number is reached, the project it done.
Placing more workers would shorten build time, but increase cost, making it an important choice. 

Tuesday, February 4, 2014

Just another game idea

Go to game night, play a few games, preferably ones I haven't played before, and get inspired.
Walk on beach and hone the ideas.

The one floating on top right now is a dice rolling and manipulation game with an online dating theme.
In a nut shell, you would start by selecting a character card to give you an initial set of dice to roll.
Then you would go on "dates" with other character randomly pulled from a deck, and try to match as many of your dice rolls. Each failure will get you closer to your goal of being the first to match all dice results with your 'date' or getting enough cats to be a crazy cat lady.

It's a fairly simple idea, maybe I should focus on something like that and really push to bring one of these ideas to completion.