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No title....just an idea

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markgrafn
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The following is the first non-gds game Ive thought of while participating on this forum so I feel it is pertinent to share with the many wise folks here.

I imagine the setting to be fantasy of some sort.

Imagine a game board depicting a large world divided into 10 or 12 territories. Possible more. Each territory has it's own deck of events.

Players may start on any territory and can do one of the following on their turn.

Move to an adjacent territory.

Draw an event card from the territory deck of the territory the are on.

trade an event card with a player on the same territory.

The event cards are more like story snippets about people or events that has happened in the territory they were drawn from. Each event has a point value for Scoring at the end of the game. Each event also has a bonus for collecting the entire set of that story. For example "the exalted king" story has 5 parts and a player with all 5 parts at end game gets a massive bonus.

Also on the bottom of each event card is the name of a different territory and a number. When the event is drawn player must move a number of cards from the territory deck of the territory the player is on to the bottom of the territory deck declared on the event. This is to encourage players to move throughout the world instead of depleting the territory deck of the territory they start on. Also, once one territory deck is depleted, the game is over and players score their points.

How do players interact with each other or the game other than trading? I don't know. Have not developed the thought that far and finished painting the spare bedroom before I could think of anything. Now I post here for ideas and general conversation.

Could this develop into something interesting?

questccg
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This is certainly interesting

Just try to stay away from something like Small World: https://www.youtube.com/watch?v=6RQ9iI3ORig
or
https://www.youtube.com/watch?v=X9QtdiRJYro

The one aspect that I thought was COOL was the "Event" cards that you try to collect an entire set to tell the story. Of course this reminds me of "Quest AC" and what I was sort of doing with "Quest AC 2" in that I proposed have runs or sets to make the game work.

Obviously that did not work: because I can't picture the game becoming an overnight success.

Let me think about it some more... My mind is a little Scatter-brained at the moment.

questccg
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Here is another idea...

markgrafn wrote:
...Also on the bottom of each event card is the name of a different territory and a number. When the event is drawn player must move a number of cards from the territory deck of the territory the player is on to the bottom of the territory deck declared on the event. This is to encourage players to move throughout the world instead of depleting the territory deck of the territory they start on. Also, once one territory deck is depleted, the game is over and players score their points...

This part is somewhat confusing. Why not USE IT AS AN EVENT??? And what I mean by this is that IF you draw Event card #11 (hidden information from your opponents) you must make it to Territory #8 to draw ANOTHER Event card from the deck.

This has major advantages:

  1. Hidden information: the opponent don't know what territory you must go to... This makes it a more secret achievement.
  2. Forces players to move around: players WANT to achieve more Events and therefore go in search of the secret territories they must reach.

I think this is a better way to travel. And if you have HEROES and UNITS, sometimes a HERO must travel to a territory, other times it is any of your UNITS... Something like that...

markgrafn
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I'm a big fan of hidden information

I like the idea of keeping information from people but I don't think it would work as players could trade with other players. Hidden information seems contradictory versus trading.

I thought of having each story segment only detail a very basic outline so players can essentially narrate their own story rather than making each one. I would probably still include a story for example purpose.

Also been thinking about including icons that represent abilities like stealing other players stories or searching any territory deck for a card. These abilities would trigger every time you draw a card with an icon that matches one you already have a set of(3 or more). This could mean that each story has its own special ability but you can't use the ability until you have a few segments of story.

Zag24
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Interesting core. Some

Interesting core. Some thoughts.

The event collections should come from different regions, as the incentive to move around. They should represent the different step in quests or at least ongoing stories.

Cards should combo in different ways, some of which produce victory points but some of which give special abilities during play. For instance, the combo "Merlin + Arthur + Lancelot + Guinevere" gives a Camelot bonus at the end of the game. However, "Merlin + Morgan le Fay" gives a one-time "Wizard" ability that lets you teleport to any region. Similarly, "Lancelot + Arthur + Galahad" gives a one-time "Warrior" ability where you draw 3 event cards immediately in your current region.

I don't know if you give up the cards when you play them, or you still get to keep them for end-game combos, as well. Probably it's better if you give them up (and the benefits are better than you could make them if you kept them). This makes for more decision tension, and makes for a variety of playing strategies. Do you play cards as you go and build a lead, or save cards for huge end-game bonuses?

I'd like to see more player interaction than just trading cards. I don't have any good ideas, however.

radioactivemouse
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markgrafn wrote:The following

markgrafn wrote:
The following is the first non-gds game Ive thought of while participating on this forum so I feel it is pertinent to share with the many wise folks here.

I imagine the setting to be fantasy of some sort.

Imagine a game board depicting a large world divided into 10 or 12 territories. Possible more. Each territory has it's own deck of events.

Players may start on any territory and can do one of the following on their turn.

Move to an adjacent territory.

Draw an event card from the territory deck of the territory the are on.

trade an event card with a player on the same territory.

The event cards are more like story snippets about people or events that has happened in the territory they were drawn from. Each event has a point value for Scoring at the end of the game. Each event also has a bonus for collecting the entire set of that story. For example "the exalted king" story has 5 parts and a player with all 5 parts at end game gets a massive bonus.

Also on the bottom of each event card is the name of a different territory and a number. When the event is drawn player must move a number of cards from the territory deck of the territory the player is on to the bottom of the territory deck declared on the event. This is to encourage players to move throughout the world instead of depleting the territory deck of the territory they start on. Also, once one territory deck is depleted, the game is over and players score their points.

How do players interact with each other or the game other than trading? I don't know. Have not developed the thought that far and finished painting the spare bedroom before I could think of anything. Now I post here for ideas and general conversation.

Could this develop into something interesting?

The first thing I thought of when I read this was Pathfinder Adventure Card Game. It runs on something similar; players go to locations and draw a card from that area that indicate what the player is going to encounter. Players are essentially looking for a "villain". If the villain is found early, he can escape to a random open location; players can temporarily close a location to prevent that villain from going there, but it definitely extends game time.

When I thought of that mechanic, I thought of issues that could arise. Setup time is going to be high, but can't be mitigated. Your locations will need to be very specific on what it has in it...which can be done by having static decks for each location. If you plan to have 10-12 locations and random cards in each deck, then I say start with something small like 6 before going up to 12; A typical game of Pathfinder ACG has a maximum of 8 locations with 6 players, 6 locations with 4 players, etc.

Still, I see your idea as more of a storytelling game and has a lot of potential. The problem on your side will be trying to engineer the story to make it so that it goes the way YOU want it to. You're going to have some events that just don't make sense as far as timing.

questccg
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Random

radioactivemouse wrote:
...The problem on your side will be trying to engineer the story to make it so that it goes the way YOU want it to. You're going to have some events that just don't make sense as far as timing.

Isn't that the way with anything RANDOM? I typically like to think of Quests like in "Might & Magic" or other Video games. It's always the same: go to location X, fight a monster Y and get a treasure Z.

That's what I had decided on for "Quest Adventure Cards(tm): Second Edition". But I did not feel such a Card Game would gain much traction in the gamer community. Yeah it might be cool and all, but I just can't picture 1,000 Backers getting really excited about such a game. So I shelved it PERMANENTLY.

AlexanderVanhulsel
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Which type of game do you want?

I think that you need to think through what kind of game you would like to create.

If you like a story-driven game, your concept looks great. I do think the replayability is not too good however, unless you create lots of stories of which you only use a fraction in each game.

If you like to have a more strategic game with some story elements, I thought Zag24's suggestions were pretty good.

wombat929
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1000 backers?!

questccg wrote:
...but I just can't picture 1,000 Backers getting really excited about such a game. So I shelved it PERMANENTLY.

Why do you need 1,000 backers? That seems really high unless you already have a LOT of support and previous backers and/or strike gold.

Here's a more modest success that I'd think would be great model for a first-time kickstarter:
https://www.kickstarter.com/projects/1225737959/flame-war-the-card-game-...

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