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Menorca, the board game

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152710914's picture
Joined: 10/23/2008

Hi all. Long time lurker, first time poster..

I have created a lot of unfinished stuff, but this is my first attempt to realy finish a game, but I miss some "spice".. please help..

About Menorca.

Menorca is a beautiful, small island off the coast of spain (mid. sea). I liked it so much, that I decided to create a board game for it.

the goal.
the goal of the game is to visit as much landmarks (Points of interest) on the island as possible within a set of time (counted in days, each round is a day). Players will use different colored pions to move across the board.

from 4-6 players.

the catch:
a deck of cards, around 120, containing:
around 40-60 landmark cards
4 compass cards
3 boat cards
rest are travel cards.

Travel cards: These cards have a value between 1 and 6 on them and are used for traveling (no dice here sir!). players play them from hand to move their pion on the board.

landmark cards: Each player may play 1 landmark card each turn, and have a maximum of 3 "active" POI cards in play. Each time one of their pions lands on that landmark, he or she will score the points listed on the landmark card.

A numbered border around the board is used to keep track of scoring.

Cards explained:

Boat card. these cards are used to "open-up" a faster means of travelling around the island. the "road" across the water is blocked until a boat card is played on it. The player playing it will receive points for opening up the waterway.

Compass cards. Players can play a compass card to move the compass arrow to any field they wish (more explained about this in movement and actions below)

movement and actions:

there is a compass on the board, which displays the options each player has during their turn. it is divided into 8 parts (counting clockwise), and divided into 4 different options (maybe just a compass with 4 options works better and is easier to "see"??):
1. travel
2. rest
3. Guide
4. Play landmark card
5. travel
6. rest
7. guide
8. Play landmark card

On a player's turn, he or she may move the compass pion up to 3 fields clockwise. this means, that each turn, one of the 4 possible options is blocked. (this makes for great strategic play to set up for your neigbour) (this also explaines the compass cards, see above)
for example: it is player A's turn. the compass pion is on the Travel field, meaning that player A has 3 options to go for his turn: Rest, guide or play a landmark card.

1. travel.

You use travel cards to travel. Any card in your hand with a feet symbol and a number on it can be used for traveling. You may move any token on the game board in any direction, equal to the travel value on the card played.

You may play up to 3 cards for traveling, and move up to three pawns on the board. You may decide how to divide this. You may move one pawn with three cards or three pawns with one card each. You may divide it anyway you choose.

If at any time during travel, one or more pawn passes (note: not end) a landmark card, the player who has that landmark card may immediately score its points.

2. Play landmark card

When you are on this field, you may:
1. Play a new landmark card from hand, or
2. Play a boat card from hand, or
3. Play a compass card from hand.

Landmark cards are used to Visit places and to score points with. Whenever a pawn on the board passes a landmark and you have that landmark card in play, score its points. You can use landmark cards to travel as well, since they also have a travel value.
There are 5 different landmarks to visit:
1. Islands
2. Villages
3. Beaches
4. POI´s
5. Sant Juan

You may play one landmark card each time, and you may have up to three landmark cards in play at any time.

You may not score the same type (see above) of landmark card twice after another. For example: if you just scored an Island card, the next landmark card you score may not be an island.

Compass card
When you play this card, you may move the compass pawn on a field of your choice and carry out that field. Discard the Compass card after use.

Boat card
When you play this card, you may move any colored token to the boat card position on the map and score its points.

3. Guide.

Ask for directions. Each other player must place one of their cards in hand face up on the table. You may choose any 2 cards to take in your hand.

4. Rest
If you are so tired of all the sightseeing, rest a little. Draw 3 cards from the top of the draw deck.

after each player has had their turn, a 14 day counter will start running on the board, going up 1 step each round. after 14 "days", the game ends and scores are being counted:
1. Visited landmark points
2. boat card points
3. Sunny/rainy day bomus points
4. Bonus points for having visited each "type" of landmark once (there are 5)

So far so good. the mechanics is there, the "theme" is there, now it needs a LOOOT more spice and interaction.

the only thing i have now is the compass wheel, where your move can somewhat hinder the next player..

Some things I thought of:
1. Create a bunch of Sunny/rainy cards. These cards will have a picture of 2 different colored pions on it, one standing in the sun, the other standing in the rain. these will be used AT THE END OF THE GAME to score bonus/penalty points.
Each time ANY pion crosses a landmark on the board, a same colored pion on the sunny/rain score board will move also. the values on that score board will be used as bonus points at the end of the game.
The scoring points on that board will go something like this (non linear):
0-1-2-1-0-1-2-3-2-1-2-3-4-3-2-3-4-5-4-3-2-1, and then back to the first square.

Each player will receive a Sunny/rainy card at the start of the game, and must keep it hidden from other players. this way, that player can somewhat try to manipulate the amount of positive and negative points he or she (or another player) might earn at the end of the game.

forgot to mention, a player may move ANY pion on the board, even opponents pions.

Still, even if I DO include this, it still feels a bit shallow and very straightforward: just play your cards to move to X, score points and move on to point Y, etc, etc.. make sure to get some bonus points for your sunny/rainy card and hinder your opponent´s options on the compass a bit when possible.., thats it in one sentence.. I need more, but I do not want to include more game pieces or cards, just mechanics.. any one willing to help?

ReneWiersma's picture
Joined: 08/08/2008
Hello long time lurker, first

Hello long time lurker, first time poster!

Sounds like your game is pretty tactical, in the sense that during your turn you optimize your points/resources, and perhaps set up for the next turn a bit, but that there's no real long term planning involved. People enjoy playing games where at the start of the game they can come up with some sort of long-term game plan, and then execute this plan over the course of the game through short, tactical actions. A way to achieve this is to have some sort of end-of-game scoring.

Also, it helps if you have a few distinct paths to victory and some gut-wrenching choices (if you do this, you can't do that, but you would have liked to be able to do both).

As an example: in Ticket to Ride the destination cards a player chooses at the start of the game decide much of how he will play the game. Because of how the scoring system works, a player wants to connect all of his destinations, preferably by using as many 5 and 6 space tracks, and as much as possible in a single file (to capture the longest track bonus). As the game progresses, the luck of the draw and the actions of other players will interfere with this plan and the player has to adjust his plan (difficult decisions).

152710914's picture
Joined: 10/23/2008
Right, kinda like Risk have:

Right, kinda like Risk have: a mission card that determines your goals for the game.. hmmm..

Maybe I could make some cards for that, like visit the most islands, villages, POI´s, etc..

thanks for the tip. will work on that.

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