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The Bonfire

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Anonymous

Hello, all.

I've had this idea for a cool feature/mechanic, but I haven't been able to wrap it around a solid board game idea. I'm hoping maybe somewhere else here can help me out, or at least get some inspiration of their own from this.

I call this idea the Bonfire. Imagine a Fantasy setting, with a roaring magical bonfire in the center of the board. Players each have the ability to raise or lower the level of the fire, but it affects all players equally. That is, if the Bonfire is at level 1, then each player has certain actions available to choose from, but at level 2, the options are different. Think of it as a resource pool that is shared by all players.

I can think of a million variations on this idea, and have adapted it as many times in my mind, but it's only a gimmicky thing, and doesn't make a game on its own.

One idea I had was to make sort of a racing game, where players chose from different races of people who each could summon various racing familiars that had different abilities (the Roc can cross mountainous spaces quickly, but has trouble over sandstormy deserts, the Giant Rattlesnake can cross deserts with ease but sink in the sea, etc.), and players would alter the level of the Bonfire to achieve the greatest comparative advantage over their opponents.

I also thought maybe adapting the idea to a weather pattern system instead of a bonfire might make a neat game, with players summoning only one type of monster, but also being able to summon different types of storms to hinder or help their opponents' movement as they snatched up treasures across the board. This one too seems somewhat lacking, tho it's a similar principle.

Any thoughts on how to finish the Bonfire idea?

-Peter-

Hedge-o-Matic
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The Bonfire

I'm intruiged, but admit that I'm not exactly bursting with ideas for specific game mechanics for this. I think that having a magical source of power for all players in the center of the battlefield is a good beginning, and anytime you've got players vying for influence with a critical resorce they share in common, it's a good thing.

If the Bonfire is physically on the board, maybe there could be pieces -wizards of some sort- that could give the player a boost if they are next to the fire. This way, wizards would be fighting it out near the center, next to the fire, while the rest of the forces are back a ways. Perhaps all non-wizards within the Bonfire's power in hexes are destroyed, so a surge of energy from the Bonfire might have to sacrifice a few troops to achieve, or you could betray your plans by moving your forces away from the fire to save them. Or are you bluffing? And if not, should the other players hinder your increase of the bonfire, or increase it even further, hoping to wipe out the creatures you've moved to safety?

Magical effects could come from the Bonfire itself, such as storms or magical creatures. Or, to balance things a bit, have the bonfire in the center, but have the perihery of the battle area lined with magical towers, each with a different ability. They theres some tension between rushing for the raw, unformed power of the Bonfire, or gaining control of the more concrete abilities of the border towers.

Okay, maybe I do have some ideas for this. I think that the interaction of reletively simple play elements could make a good game, out of this.

Anonymous
Re: The Bonfire

screechwithgrace wrote:
One idea I had was to make sort of a racing game, where players chose from different races of people who each could summon various racing familiars that had different abilities (the Roc can cross mountainous spaces quickly, but has trouble over sandstormy deserts, the Giant Rattlesnake can cross deserts with ease but sink in the sea, etc.), and players would alter the level of the Bonfire to achieve the greatest comparative advantage over their opponents.

What if the bonfire were a power source (could be mechanical, electric, whatever in nature). The power source is in the center of a board. Around the board is one (or more?) track that the players are on. They start in front of themselves and have to negotiate the various turns, inclines and declines of the track. The thing is, they all have the same amount of power going into the vehicle at all times, since they draw their power from the source in the center.

Each turn, players would play a series of moves in which they have three choices: Accelerate, Decelerate or Coast. Accelerate is a vote to turn up the juice. Decelerate turns it down - it's like brakes. Coast has no direct influence on the speed of everyone. The track's turns and obstacles would have different numbers on them showing how fast you can safely go. If you're going too fast when you reach that point, you risk Bad Things Happening (TM). Expanding this somewhat, you could jam on the brakes and slow down more, but you're causing some damage to your vehicle - the usual wear-out type things in racing games: brakes, tires, possibly the engine could get burned out.

A variant of this could be bumper cars (where the motor is the metal cage thing that all the cars are hooked to). In this version, you not only have speed influence, but also turning. This would probably be best on a hex grid. That sounds kindof fun, actually.

Anonymous
The Bonfire

Quote:
Each turn, players would play a series of moves in which they have three choices: Accelerate, Decelerate or Coast. Accelerate is a vote to turn up the juice. Decelerate turns it down - it's like brakes. Coast has no direct influence on the speed of everyone.

Hmm... voting on the level of the Bonfire. That's a different spin than what I was originally intended. I was trying for something more of each player affects the level on his/her turn, then moves. The idea would be to make each player have different incentives to make the Bonfire different levels at different times.

e.g. P1 needs the Bonfire at level 2 to make that turn, but level 2 will make P2 go too fast. At the same time, P3 will be unaffected from level 2, but he's farther behind the rest, so it's okay to help him out a little bit.

I guess the only way to make that work is to associate a cost with affecting the level of the Bonfire. Maybe the choice would be to affect the level OR to move, but not both. In a racing game, movement is crucial to victory, and would make the cost pretty high. OTOH, you wouldn't want to make a move in unfavorable conditions anyway, so there would need to be some more balancing out.

Perhaps making the ability to affect the level of the Bonfire would be only allowed thru drawing cards, and then your options would be much more limited. Forcing cards to be played at some point would also help to make the game more exciting, since the level of the Bonfire would not always be 100% under control of the players. Fun stuff.

-Peter-

Anonymous
The Bonfire

screechwithgrace wrote:
Hmm... voting on the level of the Bonfire. That's a different spin than what I was originally intended. I was trying for something more of each player affects the level on his/her turn, then moves.

It could be a vote or it could be a power adjustment card everyone plays (that could have a value between -2 and +2). Sortof a vote, but not quite. If there are 4 players and everyone plays the +2 card, you're at +8, and bad things might happen. So you have to try to guess how each player would vote, and influence it based on that. This does sortof sound like the game F.B.I. in some respects.

Anonymous
The Bonfire

Quote:
It could be a vote or it could be a power adjustment card everyone plays (that could have a value between -2 and +2). Sortof a vote, but not quite. If there are 4 players and everyone plays the +2 card, you're at +8, and bad things might happen. So you have to try to guess how each player would vote, and influence it based on that.

That's a really interesting idea. I was actually thinking about a similar mechanic to this one for a custom rules game of the computer game StarCraft (Use Map Settings), where players would have a side area off of the main arena of battle. In this area, each player would have a single, cloaked, unfightable unit, and they would have the ability to move that guy into an adjacent area, and depending on how many guys were in that special area, different things would happen.

Ooh, I got some great inspiration for that idea! I'll go and try it out, and see if it can't be made into a nice little board game.

-Peter-

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