Skip to Content
 

CGD1 Theme: Spelunking

79 replies [Last post]
sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

FastLearner wrote:
... let's add mechanics to the discussion.

Well, I've put my two cents in regarding the mechanics. Right now I see two different game possibilities that both look like they'd work pretty well... my description and Doho's. Either with some modification I'm sure... which is what this discussion is for.

For example, in Doho's suggestion (which I am calling Tourist Trap for lack of anything better) he mentions scoring rounds and scoring for various special features. I dont' know exactly how that would work. With a little pondering today I looked at possible tile configurations with each side being either Rock, Open, or Passage. I looked at the various features a cave system could have- completed caverns connected by passages, completed (i.e. fully surrounded by open space) Rock features, Stalagmites/tites and underground springs

jwarrend
Offline
Joined: 08/03/2008
CGD1 Theme: Spelunking

FastLearner wrote:
Other than Journey the other themes would just be theme "concepts" -- we certainly wouldn't want to use the names.

Why not? I must admit that this is something that confuses me as much as the "I have the best idea in the world and someone might steal it" line of thinking. Why not make an overtly Indiana Jones game? Does anyone seriously think we're going to publish this thing? (I'm not trying to be a pessimist, rather I'm saying that if we're thinking about publication, we're missing the point of the project) I think we should be trying to make a game that is maximally fun, and if we find that the game is the most fun when it is built around a movie or other work that we know and love, why not create such an experience?
(As proof, would the Lord of the Rings game by Knizia be as much fun with a different theme? Maybe; but it works so well precisely BECAUSE it's a Lord of the Rings game!)

So, I say, let's rip off proprietary material with impunity. If we want to make a Jones game, let's make one. If the game is good enough to publish/sell, we can try to license it, or else retheme appropriately. But why preemptively stifle our creativity by saying things like "rather than Jones, Belloc, and Salah (sp?), we should call the players Smith, Dubois, and Abdul, just to avoid getting sued". We're not going to get sued. Let's get serious here.

If we can make a game that has a great "feel" like the theme we're going for without overt and explicit references, so much the better, but I don't see why we should handcuff ourselves in the early stages...

-Jeff

I grant that there's a pretty good chance that someone knows the copyright laws better than me, but I would be absolutely shocked if they prohibit you from creating a private work for your own use that involves copyrighted material. Like, if I wanted to write an Indiana Jones story, of course I can do that; it's only when I try to sell it, and benefit from the copyrighted "brand name" without permission that it becomes problematic.
At least, that's what common sense dictates, and I assume that the law does as well...

jwarrend
Offline
Joined: 08/03/2008
CGD1 Theme: Spelunking

sedjtroll wrote:
FastLearner wrote:
... let's add mechanics to the discussion.

Well, I've put my two cents in regarding the mechanics. Right now I see two different game possibilities that both look like they'd work pretty well... my description and Doho's. Either with some modification I'm sure... which is what this discussion is for.

I might also propose a "route-planning" style of game, where the "board" is a system of caves with several "sites of great natural beauty", and somehow you have to bring the right equipment/etc to negotiate the system of caves in the shortest amount of time, or something. It would be kind of like a race game, I guess...

For my "mines of Moria" idea, I could see any of the above working, but I could see a "business game" developing where you're trying to mine different commodities, each of which has a different "market value", but there are difficulties associated with obtaining them, and getting them out of the mines to be able to sell them "at market".

Or perhaps we could have a system of caves that has treasures, stalactites, AND dinosaurs, and players can get points in several different ways and must choose what kind of journey will be most lucrative. And perhaps they also have to bring certain kinds of equipment that will be more helpful with one kind of adventure than another.

These aren't really meant to be "alternatives" to Seth or Doho's ideas so much as ideas I'm throwing out there that may spark someone to think of something more fleshed out and clever. If they do, help yourself!

-Jeff

doho123
doho123's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

Well, since this thread has really bumped up the amount of space, I'll just answer some wuestions people have had regarding Tourist Trap.

"scoring": Yes, tile would have a point on it (in cases of boring passageways that make it easy to link up many cave tiles by having multiple edges, no points). And tiles with pretty pictures and names like "Onyx Column" would have but one or tow passage links, but score points. There might even be special tiles that can multply popints of neighboring tiles ("Mystery Lake" multiplies the tile to the East of it by 2X).

Regarding the comparison to my Yellowstone Idea: I didn't even think about that game, ,but the more I think of it, Yellowstone has more in common with Carcassonne (capturing areas of a shared board everyone is building), and Tourist Trap is more similar to Princes Of Florence (players are bidding for tiles to place VERY CAREFULLY on their own individual board).

Confusion of the Tourist Tile scoring system: What I am envisioning with the tourist tile is that, when a player takes a tourist tile instead of a cave tile, a scoring round happens where everyone looks at their Tourist Trap and scores. Since the player who took the tourist tile doesn't get the added benefit of a future score from a played tile, he also gets some score bonus (such as, maybe, double his score, or in addition to his points, he also gets the points of another player). This is somewhat similar to the way a selected roles gets a bonus in Peurto Rico. I sort of like the idea that maybe there are only 10 tourist tiles in the deck, and once they are all drawn, the game is over. Some in some cases, it might not be worth the risk for a player to pick the tourist tile, and if noone picks it during a bidding round, it just gets discarded. And it makes for a somewhat variable game length, even though the players can sense that the eventual end is getting near as the tourist tile 7,8, and 9 show up in the auction.

doho123
doho123's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

jeez, I need to proofread my submissions better for mistakes!

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

doho123 wrote:
"scoring": Yes, tile would have a point on it... There might even be special tiles that can multply popints of neighboring tiles ("Mystery Lake" multiplies the tile to the East of it by 2X).

Personally I don't think I like this too much. I think it detracts from the look of the game to have game text on a tile. When the game is over people should be able to look at their board and see an interesting or beautiful cave system, not a bunch of words and numbers.

I could see some tiles having numbers so you know how much they score, but it might be cleanest to just score for particular things... maybe Xpts per completed cavern, Ypts per surrounded rock, Zpts per "special feature" (where the rules would list the special features- basically little pictures of things like Underground lakes/springs, stalagtites, rock bridges, gowing fungus, etc.)- perhaps the special features would need to have differing point values, I dunno.

Quote:
Confusion of the Tourist Tile scoring system: What I am envisioning with the tourist tile is that, when a player takes a tourist tile instead of a cave tile, a scoring round happens where everyone looks at their Tourist Trap and scores.

As I mentioned, I've never played a game that scores like that before, so I am not familiar with it. My impression is that it's kind of lame. Personally I like the idea of the game end being signalled by one player placing his third Concession. That way you can try to end the game sooner by or make it go longer by bidding or not bidding on the Concessions.

Also, rather than scoring rounds, I think it'd be fine to simply score at the end. The Concessions could score a certain amount, and if you want mid-game scoring it could be done like Carcassone- if you complete a cavern or surround some rock you get some points. Then you might score more for those later on. It'd be good to get points during the game though if the bidding system uses VPs to get tiles.

- Seth

Oracle
Offline
Joined: 06/22/2010
CGD1 Theme: Spelunking

FastLearner wrote:
Journey is in the public domain, but Moria is part of The Lord of the Rings and is copyright the Tolkien estate.

The Lord of the Rings is also public domain because the copyright has expired. Of course, the recent movie is copyrighted, so we couldn't use artwork from the movie.

With the Tourist Trap game, it sounds like each player would be working on their own separate board. I think that would have too little player interacation. I'd rather see one big game board. Thematicially, the players are all trying to run tourist sites in the same cave, so they each want to claim their own piece of it. They would be bidding for the right to place a piece in a way that benefits them the most.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

Oracle wrote:

With the Tourist Trap game, it sounds like each player would be working on their own separate board. I think that would have too little player interacation. I'd rather see one big game board. Thematicially, the players are all trying to run tourist sites in the same cave, so they each want to claim their own piece of it. They would be bidding for the right to place a piece in a way that benefits them the most.

Sounds good to me. Allows for larger board space as well. Now, should there be a pre-set board with one opening to the caves on each side (one for each player)? Probably.

- Seth

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

Oracle wrote:
They would be bidding for the right to place a piece in a way that benefits them the most.

Furthermore, players could score when completeing a cavern, and then score at the end for all caverns connected to their entrance or something.

So you might want to complete a cavern, but if you do it gives someone else points because it's on their network...

Oracle
Offline
Joined: 06/22/2010
CGD1 Theme: Spelunking

sedjtroll wrote:
Furthermore, players could score when completeing a cavern, and then score at the end for all caverns connected to their entrance or something.

I'm also picturing using money as "victory points". Players generate a certain amount of revenue for completing the cavern, and then they have to spend it to bid on the new pieces. The mechanic will be like Empire Builder where you have to decide if you want to keep the cash towards your $250 million goal or spend it on more track in the hope that it will help generate more revenue.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

I hate to say it, but perhaps the "scoring round" when a concession is won (in auction) IS a good idea- it would give people VPs (money) to bid with, and it would allow for different values of different tiles and tile configurations.

I suppose the number of tiles turned up to bid on would be at least 1 more than the number of players, and if a Concession comes up and does not get bid on it could be removed from the game or tossed back in the mix. If it's removed then the game end could trigger if 3 get removed (for example) just as if three get placed by one player.

Or maybe the game end is simply when X Concessions get discarded, so if you want the game to end you don't bid on them... and if you want to draw out the game then you bid on the Concession (where there is no real benefit to getting the concessions otherwise- or no large benefit anyway)

- Seth

Anonymous
CGD1 Theme: Spelunking

OK... I'll put in my two drachmas here too...

First... don't refine your topic too much... "Spellunking" should be a game wherein ALL of the definitive topics can be covered (and, btw, LoTR is NOT public domain).

jwarrend has it right. Make this a resource management game where each player "shops" for his materials to go spellunking with... and force some hard decisions to be made.

The game now revolves around both "having brought the right stuff", and using "the right stuff properly" from a strategic/tactical sense in the game. In a player v.game model, this can mean simply a random events phase within the 'caves, mines, or ancient architecural digs site chart' and in a player v. player, it can also mean sabotaging the alternate paths to the goal. Scoring can be made simple in all three cases by offering money for exploration acheived, which could then be used to purchase further equipment and allow further exploration, etc... with game end being determined by either death of the exploring party, or retirement due to hefty profits from said exploration.

...and now you have an "Explorers Game" that will cover the needs of a much wider market of players... hence 'more sales' :-).

...yes... I know how to allow the mechanics the flexibility to work under this scheme as well... allow a self-generating board, perhaps drawn on graph paper by the players... with differing charts for both random map generation and random occurrences... for each type of exploration you wish the game to cover.

...I'll shut up now and read some more :-).

XXOOCC

Oracle
Offline
Joined: 06/22/2010
CGD1 Theme: Spelunking

It seems like we've been saying that the goal is to complete a cavern (that's what points are awarded for), but if the goal is to explore the cave that might not make much sense. We could construct the cave the way we've been talking about, and then each play has a pawn moving around (exploring) the cave as it's being built. If they're the first to move their pawn into the completed cavern, they can claim it and get the points for it.

Certain squares can have a random element for the first person to get to them (like finding a jewel, or falling into a pit). This can be settled by drawing a card.

Anonymous
CGD1 Theme: Spelunking

I will confess that I skimmed a lot of the previous three pages... and was unaware of the 'build a cave aspect of the game... which isn't really Spellunking anymore :-).

...but ok...

XXOOCC

FastLearner
Offline
Joined: 12/31/1969
Cave Building Tiles

If we're going to build cave complexes, this might be an interesting idea for tiles (obviously rotate and place as needed). Obviously this is just intended as sample artwork, rough stuff to give the idea.

. . .

Or with text in the feature areas ("Special Cave" is just sample text):

This idea is for fairly large tiles (about 3" across or so). When placing them you would try to maximize your position, screw your opponents, and not inadverdantly help your opponents (through a curve or such that would aid them, or through accidentally linking them into the cool cave you just placed).

Obviously these are just examples -- there are a wide variety of possible combinations with all sorts of paths and dead-ends and hazards and what have you.

There might even be a game mechanic for breaking through thin walls or something.

I would imagine players would "claim" special areas (perhaps with a token) as they laid the tile, or that optionally they would score them immediately.

A multi-tile selection or auction would be much better than simple tile draw to help reduce randomness.

Just a thought on a different sort of tile, more like I had in mind early on.

jwarrend
Offline
Joined: 08/03/2008
CGD1 Theme: Spelunking

FastLearner, these look absolutely mind-bogglingly great, I am truly impressed. But, they show exactly why I think a tile laying game is a disastrous idea for a group project. Each of your tiles has 8 possible entry/exit locations. That alone, plus the myriad ways those entrances/exits can intersect on the tile, suggest to me that talking about the tiles is going to be tough, coming up with a good tile mix, etc, is going to be darn near impossible.

Best of luck; I don't want to be a naysayer, but I really think tihs is going to be really difficult to design as a group. Hope you guys prove me wrong!

-Jeff

Anonymous
CGD1 Theme: Spelunking

..and FL...
How many of these tiles make a game?

I have an inkling that your game, while gorgeous, is going to be impossible to produce from a cost aspect. If the tiles are 3"X3" then approx. 6 fit on a page... printed 4/1 (one color printing on the back side) on 32# chipboard, these thing will run about $0.27 a page in volume (1000 or more)... If there are only 4 tiles, great... but assuming that there are a total of say 24 different tiles in a game, your at a cost of $1.42 without rules, box, or anything else... and that means that your game needs to sell for $14.20 currently. The cheapest I can get a box (4-color) is about $0.80 a unit in quantity... and you'll probably get the rules for a dime or so. If those components comprise the entire game, you have a total cost of $2.32... for a game that comes with 24 tiles, a 6-page ruleset, and a box... with a retail of $24 - and that assumes that your marketing, shipping, and administration are free.

Short form of what I'm trying to say: tile laying games aren't terribly practical unless you plan to produce 50-100k of them.
XXOOCC

Oracle
Offline
Joined: 06/22/2010
CGD1 Theme: Spelunking

3x3 might be a bit excessive in size anyway. 2x2" will let us fit 20 on a page (if that doesn't leave enough margin space, it can be slightly under 2"). In that case 24 different tiles would be closer to $0.54. With 80 cents for the box and 10 for instructions, that's $1.44, so the game would sell for $14.40. The retail price for Carcassonne is $20, so that's not unrealistic.

What is 32# chipboard? Would that be tiles or cards?

You're the expert on this, so I might be completly off base, but my understanding is that 50% of the retail price goes to the resaler, 25% to a middleman, and the rest covers production, marketing, and profit. On the initial run, we would expect that 25% to be mostly production costs because of a lack of scale, so a multiplier of 6-8 might reasonable. In that case, we could hit a retail price point of $10.

We could also take the Cheapass route and just use envelopes run though a printer; that would reduce the "box" cost to about 10 cents)

Puerto Rico had an initial run of 3,000 copies and they managed to have a reasonable price point. It also has a lot more components than we're talking about.

FastLearner
Offline
Joined: 12/31/1969
CGD1 Theme: Spelunking

See my reply over in "Mission Statement" to see where I'm coming from on this first CGD. As far as I'm concerned if the resulting game is something that only a big company like Ravensburger could produce in the tens of thousands, that's just fine, while similarly if it's a game that someone could produce on a small-press, that's just fine too. I'm not trying to put that parameter (produceability) on this first CGD: playability and fun are what I'm hoping for here.

Having worked in print graphic design for more than a decade, from stuff for small one-color offset presses to stuff for huge 6- or 8-color Heidelbergs, I'm certainly aware of how pricey it is to do nice components. I'm just not worried about it for this particular project (for reasons detailed in the other post).

That doesn't mean I don't appreciate your input on it, however. If the group ends up with different goals than those I personally stated over in the "Mission Statement" thread, then let's by all means work to meet those goals. We're just on slightly different tracks right now, I think.

Anonymous
CGD1 Theme: Spelunking

With due deference to FL's not wanting this design to rely on commercial feasibility... I do want to look at Oracle's reasoning here.

At 2"X2" 20 to a page won't fit on the page I quoted (which was 8.5X11... a standard print size). It will fit on a full press sheet, but those run about $2000 per 1000 units printed 4-color one sided, about $2500 per 1000 4/1. In that case, you could do "one press sheet per game" at a cost of $2.50 per game... and the rest we've already been over. A quick cost estimate from my end (I know, I'm a mercenary SOB), has this project coming in at a production cost in excess of $4.50 each when all is said and done... making it less than viable for anyone this side of Hasbro.

32# chip is the backing you get on writing pads... and would mean tiles.

...to refocus, however, it appears that a commercially viable product is not the goal? I guess I better go read the mission statement thread replies :-).
XXOOCC

FastLearner
Offline
Joined: 12/31/1969
CGD1 Theme: Spelunking

XXOOCC wrote:
At 2"X2" 20 to a page won't fit on the page I quoted (which was 8.5X11... a standard print size).

8.5" / 2" = 4 with a half-inch triim. 11" / 2" = 5 with an inch trim. 4 x 5 = 20 tiles on an 8.5" x 11" sheet.

Mind you that assumes perfect trimming of the tiles butting up next to each other. If the tiles are full-bleed then you'll need some room for error (if you were using a die cut for example, or just doing a lot of trimming), in which case let's put .125" between each tile. That allows for 3 across instead of 4, though we can still fit 5 tall, leaving us with 15 tiles per sheet. Alternately we could design the background cave pattern so that it was a seamless tile (well within easy reality), such that slight cutting imperfections wouldn't be noticeable, allowing them to butt up again.

Quote:
...to refocus, however, it appears that a commercially viable product is not the goal? I guess I better go read the mission statement thread replies :-).

Not necessarily -- it's just not my focus. Others may have a different plan, in which case these constraints are important. Note, too, that "commercially viable" doesn't necessarily equal "small-press viable" -- a game like Tikal, for instance, is commecially viable and has tons of full-color tiles and lots of wooden bits. It's just not small-press or self-produced viable.

Note, too, that if you were to actually produce this game small-press style it wouldn't need to be 4/1. You could do some pretty nice looking caves 1/1, with maybe a nice brown for the cave side. In addition you could design the game such that the tiles are two-sided with cave bits on both sides, leaving it to the player or some game mechanic to determine which side is played. This would double the cave variations at no additional cost. If you really needed to save money and two-sided cave tiles didn't fit the mechanics then you could print 1/0 -- chipboard ain't pretty, but it's not that ugly in a small-press game, imo.

FastLearner
Offline
Joined: 12/31/1969
CGD1 Theme: Spelunking

Here are the same tiles in a monotone. Note that this is just a quick Photoshop conversion, and if I had planned them as monotone from the beginning there'd be more contrast between the cave floors and the surrounding rock. This all, of course, just for fun.

. . .

doho123
doho123's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

Quote:
I will confess that I skimmed a lot of the previous three pages... and was unaware of the 'build a cave aspect of the game... which isn't really Spellunking anymore .

...but ok...

XXOOCC
If it makes you feel better, you can replace "build" with "explore further".

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
CGD1 Theme: Spelunking

Assuming that we are settling on the tile-laying game...

I like the tiles FL has proposed, but the game is starting to resemble Carcassonne again (although thinking about it, the "eight exits" is more similar to Metro). I don't think there's anything bad about that beyond a lack of originality however (as if there is anything original in the world anyway!) I already commented elsewhere that the "Tourist Trap" game sounded awfully like "ZooSim" to me - even down to the separate cave systems.

As for the debate about production costs - I'm in FLs camp too: I don't think it should matter for this design. What I think is needed is some agreement over the basic issues of the game, now that a bunch of ideas have been floated.

Component set. Would someone like to have a guess at how many tiles the game is likely to use? One game mentioned above, Metro, uses a board to constrain the tiles (meaning that the game works with just 60 tiles - which is a magic number for 2-6 players.) Carcassonne, by contrast, has a freeform board whose size is only constrained by the table you are playing on, but this results in, what, 100 tiles or so in the basic game and loads more in the expansions. One cave game I designed uses a prelaid board of face-down tiles but since it doesn't use any sort of corridor system I don't have to worry about connections. However, it does have the benefit of a much smaller tile pool (36 tiles in this case).
Personally I would prefer a game less dependent on connections - otherwise it will feel like a pipe-laying game; rather it is the caves aspect that we want to focus on.

Laying mechanic. Have we decided if this is a shared board game, or an individual game? I'm not sure that the tiles would necessarily need to be that different for both (which, of course, opens up a dual-purpose game which can't be a bad thing :)) However, obtaining the tiles needs to be done in different ways for the two types of game: drawing randomly might work for a shared board game (since all players can potentially benefit from it) but not for an individual game (since it becomes too luck oriented.)

Movement. At one point it was suggested that the players move dobbers through the cave system (using equipment etc.) At another the Carcassonne-style "claim a tile with a dobber" was proposed. My feeling is that a Spelunking game should have some sort of movement in it, but this may be a minor mechanics issue.

Scoring. Is it a scoring as you go along game, a scoring at certain points game, a scoring only at the end game, or a mixture? I think I'd prefer a scoring at certain points game (like the Tourist tiles suggestion) rather than the Carcassonne style of scoring as you go along, since I think this makes it easier to peg a leader back.

Other mechanics. Are there going to be other methods of interaction in the game (such as Event Cards)? I'm still keen on pushing for this, since it allows for a whole variety of different games to be built on the same foundations. The downside is that it adds an even huger luck factor to the game than drawing tiles!

My feeling is that once these have been sorted out, specific mechanics can then be dealt with. However, I think I'd like to see some responses to these general queries.[/b]

Anonymous
CGD1 Theme: Spelunking

Try this on for size... do both.

At the start of the game each player gets three (possibly four) tiles to lay. They also need to purchase their exploring equipment. Each player also starts with a team of three explorers that have unique skills.

To begin (set-up) each player lays all of his three tiles in front of the player to his left, in whatever order he deems. None of these are placed face up. All players then draw three more tiles.

On a player's turn (each player starts from a differnt spot ), they lay a tile in front of any player they wish (with the proviso that no player may have more than one tile added in front of them per turn), and then explores in whatever direction they wish that is actually available.

...rewards for 'progress' should be monetarily based, as compensation for successful exploring.

Player v. game on the explorer angle.

Screw the other player on the tile laying angle...

With the cave system slowly building towards a 'united system' accessible by all players as the game advances. Winner is the one that explores the "Center tile" (name change entirely possible) which is a random tile placed by whomsoever draws it... but that must be placed only after certain tile connectivity conditions are met.

Whatcha think>?
XXOOCC

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

If you're placing tiles face down, would there be tunnels that have to connect? What's to guarantee they will?

- Seth

Oracle
Offline
Joined: 06/22/2010
CGD1 Theme: Spelunking

Quote:
What I think is needed is some agreement over the basic issues of the game, now that a bunch of ideas have been floated.

Here are some of my comments on your categories. These aren't complete answers, just my contribution to the answers.

Scoring.We should avoid having to do a lot of scoring at the end of the game. It's just book keeping and not really any fun when there is no more gameplay to take place after it. I find the scoring at the end of Carcassonne to be somewhat tedious; it takes about 5 minutes after 30 minutes of game play.

I just got Cube Farm on the weekend, it's like a light version of carcassonne. It takes a few minutes to play a round, and the about as long to score. We even ended up using the Carcassonne scoring track to help keep score in Cube Farm. I like the game, but I don't think I'll play it again because of the amount of time wasted on scoring.

I was also considering getting Light Speed, but that one seems to take about 1 minute to play and then 10 minutes to score.

Similarly, if we score as we go along, it should be as quick and simple as possible because it disrupts the momentum of the game.

Laying mechanic. I like the idea of using an auction where players have to spend VP's to get tiles. Usually in that situation there's one more tile up for auction than number of players. It might be interesting to have 1 less tile, so the low bidder gets nothing.

I can also see 2 ways to run the auction: The players are bidding for the order they get to select the pieces (high bid gets first pick, second high bid gets second pick, etc) or they are bidding for a specific tile, and each one is auctioned off separately. If we go with the latter, we also have the choice of allowing someone who's already won an auction that round to participate in more auctions or not.

Movement. I suggested moving the dobbers through the cave system. I think that's important because if we just claim tiles as we lay them, it really is more of a cave building than cave exploring game. It's the moving around that's exploring.

Component set I think we'll end up with a Carcassonne sized tile-set. One problem I can see is that if we give each person their own starting tile, how will the whole cave line up on a grid? There will be separate sections at the beginning that eventually grow together. We might need a fairly large board to pre-define the grid.

Other mechanics. There should be some mechanic for finding things in the cave like gems or traps. This can be done with an event card deck. I liked the idea someone suggested of having different decks with different levels of risk, but I think the tile should say which deck to draw from.

I agree that we shouldn't let production costs be an issue in the design, but it will be useful to discuss what the costs will be. This is an educational exercise, and it will be beneficial to see how cost figures into the design. If it ends up costing $100 to produce the game in quantity, that's fine, but we should discuss where the figure comes from.

Anonymous
CGD1 Theme: Spelunking

If you're placing tiles face down, would there be tunnels that have to connect? What's to guarantee they will?

Several things... the design of the tiles, for one, and the fact that the player placing them knows whats on those tiles (gets to look at them) even if the player exploring them must do so by flipping the tiles... It does beggar the question of the 'three tiles placement' so perhaps but one for starters...

This is also related:
I think we'll end up with a Carcassonne sized tile-set. One problem I can see is that if we give each person their own starting tile, how will the whole cave line up on a grid? There will be separate sections at the beginning that eventually grow together. We might need a fairly large board to pre-define the grid.

...and thats the answer. 'cave building' occurs within the pre-determined parameters of a grid, whether that be a 4X4,5X5,6x6, (number of tiles) whatever... or even a sliding scale dependent on the number of players.

XXOOCC

FastLearner
Offline
Joined: 12/31/1969
CGD1 Theme: Spelunking

Scurra wrote:
What I think is needed is some agreement over the basic issues of the game, now that a bunch of ideas have been floated.

I agree in principle. My current plan is to keep the general proposals discussion free-wheeling until some time on Wednesday when I'll try to pull it back together a bit and probably ask for some more specific opinions.

Lots of good ideas thus far, and great discussion.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
CGD1 Theme: Spelunking

Oracle wrote:

Scoring.We should avoid having to do a lot of scoring at the end of the game. It's just book keeping and not really any fun when there is no more gameplay to take place after it. I find the scoring at the end of Carcassonne to be somewhat tedious; it takes about 5 minutes after 30 minutes of game play.

I agree that when scoring takes longer than the game it is silly, but I think counting up the score at the end is perfectly reasonable. However it may be better to keep a running total, like on a board (Carcassone or Evo style) if we're going to be using VPs as a resource. Some scoring at the end doesn't bother me, especially if some of the scoring conditions aren't set in stone until all the tiles are laid.

Quote:
Laying mechanic. I like the idea of using an auction where players have to spend VP's to get tiles. Usually in that situation there's one more tile up for auction than number of players. It might be interesting to have 1 less tile, so the low bidder gets nothing.

Another idea for an auction is to allow people to bid on as many tiles as they like. Read my posts about 8/7C in the GDW or in my Journal for how I did the bidding in that... that way someone could get more than one tile at a time, but it would (in theory) cost them a lot of resources. I don't know if I like that mechanic or not, but it;s certainly different.

Quote:
Movement. I suggested moving the dobbers through the cave system. I think that's important because if we just claim tiles as we lay them, it really is more of a cave building than cave exploring game. It's the moving around that's exploring.

I totally agree, read my "relic race" point of view for this project for how I figured it would work (same thing- place tiles then move). However for the Tourist Trap version I don't think movement fits in as well or is necessary.

Quote:
Component set I think we'll end up with a Carcassonne sized tile-set. One problem I can see is that if we give each person their own starting tile, how will the whole cave line up on a grid? There will be separate sections at the beginning that eventually grow together. We might need a fairly large board to pre-define the grid.

Perhaps we should have the start tiles in the center? that would set up the grid at least. Perhaps better would be to have a large board, or border (like 5-6 player Settlers has) to delineate the grid.

Quote:
Other mechanics. There should be some mechanic for finding things in the cave like gems or traps. This can be done with an event card deck. I liked the idea someone suggested of having different decks with different levels of risk, but I think the tile should say which deck to draw from.

That was the idea- there'd be a symbol on the tile indicating which deck to draw from.

- Seth

Syndicate content


forum | by Dr. Radut