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Routeplanning game needs theme

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zaiga
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Joined: 12/31/1969

I

Anonymous
Routeplanning game needs theme

When I first heard routeplanning game, I imagined water cascading down a mountain forming rivers and streams...

Anyway. What

zaiga
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Joined: 12/31/1969
Routeplanning game needs theme

It

Scurra
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Joined: 09/11/2008
Routeplanning game needs theme

It does sound a little bit too like Elfenland in the way you describe it, which suggests that a wacky SF theme would help to discourage immediate comparisons.

zaiga
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Joined: 12/31/1969
Routeplanning game needs theme

Quote:
09-05-2003 at 03:32, Scurra wrote:
It does sound a little bit too like Elfenland in the way you describe it, which suggests that a wacky SF theme would help to discourage immediate comparisons.

Oh no, I hate it when that happens! What is the point in making Elfenland 2, with just a different theme?

Could you describe how Elfenland works? I know that it also is a routeplanning game, but what mechanics does it use?

jwarrend
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Joined: 08/03/2008
Routeplanning game needs theme

I saw this post yesterday and thought it was interesting, but I

Cyberchrist
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Joined: 12/31/1969
Routeplanning game needs theme

Theme suggestion:
Let the different locations be pyramids, tombs, elephant graveyards, diamond mines, and other exciting locations.
The object is to pick up artifacts, relics, ivory, diamonds or other valuable things.
The transportation methods could be boat, camel, jeep, parachute etc.
To spice it up you could let the players have to aquire (by selling goods) machetas (to get through the djungle by foot) or a extra gallon of gas to the jeep (to cross that desert), you get the picture.
In that way you could get a little resource management factor into the game.

Anonymous
Routeplanning game needs theme

This is such an open-ended question. I mean if you can slap "any old theme" on it then anything that capures your imagination makes sense. Ie you mentioned cartoonish, then you can take a note out of the Acme catalog (Warner Bros cartoons, Bugs Bunny/Roadrunner style). Rocket powered skates, catapults etc. Minus licensing issues it might work.

Or if you want to make it comical do something just a bit of kilter, such as travel is always done by foot, but in "wacky ways". (ever see the Monty Python skit where the guy walks in all manner of crazy ways?) Ie. goose-stepping with a twist, walking on hands, walking while butt is always dragging or whatever.

You mentioned wanting to appeal to kids and adults, well then a Zoo based game might make sense, or shopping mall (travel by elevator, escalator, walk, stroller, skateboard, inline skates...)

Just throwing out ideas, but if it has to be a theme you personally will enjoy the most, then only you can answer your question.

zaiga
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Joined: 12/31/1969
Routeplanning game needs theme

Some nice suggestions, thanks a lot! I know this is a very open-ended question, but I just want some ideas for inspiration. I was simply a little bit stuck trying to come up with ideas that appeal both to kids and adults.

The safari theme and the wacky space theme seem to fit. Now, I

Anonymous
Routeplanning game needs theme

I think that the ideas offered by Jeff and Cyberchrist are excellent and I see a lot of possibilities in them. I offer another suggestion just in a sense of brainstorming altough I already like some of the other ideas better:

Sci-Fi was mentioned. You could create a space theme with intersteller-intergalactic travel between galaxies and planets. You could use modes of transportation like rockets, worm holes, hyperdrive, and so on. Using a space theme is so open ended due to the technological possibilites. You could invent any sort of vehicle you want or need.

Now Elfenland... I would be very careful here. I would probably download a copy of the rules and at lease read them. The worst thing would be for your game to get pigeon-holed as a clone, esp. since you

FastLearner
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Routeplanning game needs theme

A basic description of Elfenland:

The board has 20 cities connected by paths that move through various types of terrain. The goal of each player is to visit all 20 cities by the end of the game. Each player takes turns putting markers on the paths (each path can have only one marker) that indicate the type of transportation that must be used on that path, from riding a unicorn to riding an "elfcycle". Players have cards in their hands with the various types of transportation. After placing the markers (which are replaced every turn), each player plays the appropriate type of card (based on the marker for the path) in the appropriate quantity (based on the type of terrain combined with the type of transportation), trying to reach as many cities as possible. Since there are only 4 turns you need to reach an average of 5 cities each turn to reach all 20.

The "routeplanning" aspect includes playing the type of markers that will help you travel effectively on a path (based on your cards), playing markers that will make it more difficult for other players to do the same, and then arranging your cards and travel in order to take advantage of the resulting routes.

There are a few other things, including each player having a marker that makes a path more difficult to travel on for everyone, but the core of the "routeplanning" is in the description above.[ This message was edited by: FastLearner on 09-05-2003 14:38 ]

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