This week we are looking at my latest amusement- ahem, I mean game. It is still very much a work in progress, and isn't really a "Game a Week" as I have started it well before the beginning of this week, and intend to keep working on it. But I thought I would show what is eating my time.
I've trying really hard to develop a solo game that uses the shake and make mechanic. So I did my best beginnings. I chose the amusement park theme because of Boardgamizer, and quite like the idea.
First pass rules:
1 player
Hard limit: 12 turns
Make the best amusement park possible in a year!
Shake and make: 3 equal segments 1, 2, 1
To play the game you start by randomly placing a face up chit on each of the nine spaces.
The number corresponds to how many customers you will get if you build there.
You then shake the container, and read your results. Depending on colour of the button (brown, white, green) you collect one or two cards of wood, metal or money
You may spend the resources listed to buy new attractions or build roads as listed:
2 wood, 1 metal = minor attraction (x1 customers)
3 wood, 2 metal = medium attraction (x2 customers)
4 wood, 3 metal = major attraction (x3 customers)
2 metal, 1 wood = road
2 money = 1 of either resource
5 money = 2 customers
You can then use your resources to build as much as you like.
Every amusement must be attached by a road to a previous amusement.
If you build a road past an open spot for an amusement, that spot is now defunct and cannot be built upon.
When you build an amusement you gain the number of customers shown on the chit, times by the size of amusement you built. (chit says 2, built a Major amusement, you get 6 customers (2x3))
Once twelve turns are over count out your resources, any set of five is equal to 2 more customers.
Count your customers, that is your score.
I'm trying very hard to design it in such a way that everything will fit in the box I am using for the shaking, so everything is rather tiny.
I like it as a jumping off point, but there is very little tension, and the number of customers gets bigger than I would like. So I need to mull on it quite a bit more, but I thought I would share where I'm at.
If you have any thoughts, I would love to hear them!
Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts
Tuesday, May 13, 2014
Tuesday, April 22, 2014
Game a Week: Storm Clouds
Iitttttt's Tuesday! And you know what that means?
It means we have another Game a Week!
This week we are going to design the game I'm calling Storm Clouds. It is using the Theme and Victory from Boardgamizer: Storm and Block all Players.
This will be a game for two to six players.
Players each play as a storm front attempting to take over a region. Each player is attempting to block out all other storms from the region.
It is played on a hexagonal board made up of hexes.
There are seven hexes from corner to corner, making each edge a line of four hexes.
In a two or three player game each player starts with 4 gems on the board at the edge nearest to them.
In a four to six player game each player starts with 3 gems on the edge nearest to them, sharing one corner with an opponent.
In a two or three player game each player starts with 6 other stones in their pool.
In a four to six player game each player starts with 7 other stones in their pool.
Players then take turns either placing a new stone or moving a stone one space in any direction.
You may have no more than ten stones of your colour on the board.
You may only place a stone adjacent to one of your own stones.
When moving you may jump over any one of your stones.
Jumping must occur in a straight line.
A stone surrounded by stones of the other colour is captured.
A group of stones of one colour are considered a unit. If they are surrounded by another colour they are all captured.
Captured stones are removed from the game.
Win by removing your opponent from the board.
If there is nowhere to move or place a stone, you have lost by default.
If no one can move or place a stone, the game ends in a tie.
Initial playtests of this game reduced the number of available stones from 18 to 10. There is certainly strategy involved, and no one strategy has yet to come out on top.
We've only playtested a two player game, though three would be easy to envision.
The four to six player games are harder to imagine, and may require a larger board, but the theory should still be the same. For a one week game, I'm going to call it done as is though.
It means we have another Game a Week!
This week we are going to design the game I'm calling Storm Clouds. It is using the Theme and Victory from Boardgamizer: Storm and Block all Players.
This will be a game for two to six players.
Players each play as a storm front attempting to take over a region. Each player is attempting to block out all other storms from the region.
It is played on a hexagonal board made up of hexes.
There are seven hexes from corner to corner, making each edge a line of four hexes.
In a two or three player game each player starts with 4 gems on the board at the edge nearest to them.
In a four to six player game each player starts with 3 gems on the edge nearest to them, sharing one corner with an opponent.
In a two or three player game each player starts with 6 other stones in their pool.
In a four to six player game each player starts with 7 other stones in their pool.
Players then take turns either placing a new stone or moving a stone one space in any direction.
You may have no more than ten stones of your colour on the board.
You may only place a stone adjacent to one of your own stones.
When moving you may jump over any one of your stones.
Jumping must occur in a straight line.
A stone surrounded by stones of the other colour is captured.
A group of stones of one colour are considered a unit. If they are surrounded by another colour they are all captured.
Captured stones are removed from the game.
Win by removing your opponent from the board.
If there is nowhere to move or place a stone, you have lost by default.
If no one can move or place a stone, the game ends in a tie.
Initial playtests of this game reduced the number of available stones from 18 to 10. There is certainly strategy involved, and no one strategy has yet to come out on top.
We've only playtested a two player game, though three would be easy to envision.
The four to six player games are harder to imagine, and may require a larger board, but the theory should still be the same. For a one week game, I'm going to call it done as is though.
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