Skip to Content
 

United States Intelligence Community

4 replies [Last post]
Martin-r-m
Martin-r-m's picture
Offline
Joined: 07/26/2012

Hi,

I have a game idea in wich secret agencies compete for the highest position next to the president at the White House National Security Council .

I have some game mechanics ready but I miss some more "spice" . Can anyone give me some inspiration on what I could add to make the game more challenging ? Its a brainstorming, just give me something to work on....

StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013
Inspiration...

If you give people an idea of what you have so far, people can run with that.

Otherwise, I'd say watch movies like Swimming With Sharks, or The Boiler Room.

Martin-r-m
Martin-r-m's picture
Offline
Joined: 07/26/2012
its in my mind

I only have fragments in my mind. Collecting information and using it to prevent evil is one aspect. Some placement of agents on facilities is an other. There will be some timepressure in the game. The question is, how can a player representing secret angencies interact with others ? For good (helping) and bad (blocking) each other.
My information gathering mechanic is a little bit one dimensional, the game should have some more complexity.

StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013
Since you have secret in the description

You can keep hidden information hidden by having face down tiles/cards. This way, other players won't know who is collecting what information. Some of it could even be dummy information planted by the players. Maybe even the information is vague and nebulous until the players give it definition.

Imagine one player trying to launch a nuke by shouting the launch code "Red Eagle 2" only to find out that he has the wrong code. He then finds out way later that the other player established a connection between some bit character and the head of the testing facility forcing the launch code to be randomized every turn. This forces our spy to either guess the right code, or spend the time finding out what the other player did, or give up entirely on this plan and start poisoning the water supply.

Orangebeard
Offline
Joined: 10/13/2011
blind input?

What about some kind of special "presidential project" and each player has the chance to throw a card into pile which is then counted to determine the outcome? Players could then secretly try to influence the outcome for good or bad without revealing their intentions directly. Obviously, there would need to be a minimum number of players or some mechanic that adds enough cards to the pile so that it isn't clear who played what.

For example...

"The President would like to remove the local Despot from power with a Special Forces strike. If successful, each player gains 3 influence, if unsuccessful, a random player will be "blamed" and must miss their next turn.

Each player adds a card to a stack; the stack is shuffled to mask who played what, the cards are counted and the mission turns out to be a massive..."

Syndicate content


forum | by Dr. Radut