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How to make a strategic Snakes and ladder?

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larienna
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Joined: 07/28/2008

I had an about making a game where players need to climb a tower with 100 floor. In order to make the clibing fast to make the game playable in a reasonable amount of time, I thought that a game system like snake and ladders could do the thing. But the problem is that there is no strategy in this game, so I was thinking of ways to make the game more strategic.

The board would be pretty simple, it's a retangular grid of square where each line represent a floor. On each floor, one of the square has a stair which allows you to reach the next floor. Floors wrap around with each other, so when you reach one side you respawn on the other side.

Now my strategic decision regarding movement would be that you could decide to move either left or right and then roll the dice. There would be obstacles and encounter on the way, this is why some path might be easier that others to folow.

In order to reduce dice rolls for skill checks during obstacles and encounter, I thought that when you move, you roll 2 dice of different colors which each match a stat. Some obstacle would require that one of your die + character stat bonus is higher than X to pass, else you must stop there. Character stats could also be expressed as cards player choses to play.

I also thought of adding various puzzle on the maps, where some switch trigger stuff like opening door and moving stuff. This could be an option if I want to make it a cooperative game.

What do you think?

Yamahako
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Joined: 12/01/2010
That sounds interesting! I

That sounds interesting!

I would test letting the players move either the sum, or the difference between the two dice. This gives them some interesting options to choose - so as to not make the die rolls so random.

Do you have any interactive elements, or goals on particular floors?

larienna
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Joined: 07/28/2008
One of the reason why I

One of the reason why I wanted people to choose a direction before rolling the dice is to prevent the situation where players calculate all the possible spaces they could land on and then move. That takes unnecessary time and it makes sure the player never fall on bad spaces unless all results are bad space.

So chosing a direction first, forces the player to evaluate the risks without having a clear idea of where he is going to land.

Yamahako
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Joined: 12/01/2010
Sorry - I didn't mean

Sorry - I didn't mean anything to replace that mechanic - just some possible additional strategic options to the mechanic. I really like the idea of wrap around hallway and the stairs up mechanic and choosing left or right and then rolling.

I was under the impression that you couldn't progress past a bad space without meeting a challenge - which I figured would have mitigated some of the decision making. I'll make sure to ask more questions next time :-)

Louard
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Joined: 02/09/2010
Asked myself a similar question.

I've recently become an uncle and plan on corrupting the little guy in the ways of geekdom. I was giving Snakes and Ladders some thought and wondering how one could take the next step up once the kid has grasped the rolling and moving. A friend of mine and I (mostly him ^_^) came up with the idea of players having tokens that can either be used to make use of a ladder, cancel the effect of a snake or to bar access to a ladder. Some mechanic would allow players to gain more tokens as they play or players could simply start with 3 or so tokens. Another idea that came up was that the map would only have snakes on it and players would have ladder tokens. A ladder could be placed anywhere at any time to go up one floor but then usable by any player or a ladder could be used to beat a snake and save yourself a trip down a few floors.

Your take on the game sounds very interesting!

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