Skip to Content
 

Creating a Pog/Tazo game?

20 replies [Last post]
jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
face.png

I'm thinking of creating a game using pogs or tazos, there is the common using a slammer to flip over a pile of pogs to determine a winner but i want to have a strategic gameplay using both sides of the pogs but i don't want a tile type game which you have to match the corners with other pogs as that's boring.

I need something more dynamic. It is possible to have it a different shape instead of the common round shapes as ill be using the gamecrafter to make the tokens, it can be any shape

questccg
questccg's picture
Offline
Joined: 04/16/2011
What about ...

Towers??? So you "build" UPWARDS from a Pog and the rules are related to the "rainbow": Red-Orange-Yellow-Green-Cyan-Blue-Magenta-Purple-Red-...

While the opponent try to THROW Pogs to topple the "Tower" while avoiding their OWN "Towers" too!

Part Tactical and other part "Strategic"... It may not be "slamming" but I'm sure if EVERY "Rainbow" scores you ONE (1) Victory Point (VPs), your opponents are going to be "flinging" their Pogs trying to topple down your "Tower"...

Could be cool and FUN!

Note: The game can support 8 player. Each player has a different BASE color... Just wanted to add that bit!

Update: 8 players may be too much. A limited version of this would be FOUR (4) Players: Red-Yellow-Green-Blue-Red... Easier to remember whose Tower belongs to what player... And if it can be a little like "Curling" where you build PILES AROUND a "target" and protect your tower from enemies by building smaller ones around... IDK - just some more ideas!

Update #2: Maybe use the "traditional" Pog SLAM to BOUNCE Pogs off the table and then HIT the towers in the ring... Making it more difficult to target a specific Tower ... A bit like "Curling" where you need to DEFLECT off of a "rock" (or Pog). IDK - having some FUN with the ideas.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
hmm interesting, thanx for

hmm interesting, thanx for the suggestion

RyanRay
Offline
Joined: 03/27/2014
Assuming they're round, have

Assuming they're round, have you considered a game that involves rolling them?

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
I guess ill go with round, i

I guess ill go with round, i posted an image just to see where im at

As for rolling them, i dont think the gamecrafter chits are heavy or thick enough to roll, so i am limited to what the gamecrafter can provide for me

i would like the front and back to be important somehow

each pog could have a different color border which can mean something

i could also have a score system either on front, back or both sides.

so my pogs gonna have character faces and i dont know what ill have on the back of the pog, havnt came up with a gameplay yet, this is how far i have gotten

who knows i might got with hex tiles also

this idea is not set in stone it could change dramtically, depending on suggestions i get

questccg
questccg's picture
Offline
Joined: 04/16/2011
Another variation

"SLIDING Pogs"??? Where you take one pog and slide it across the table trying to AVOID blocker Towers and make your way into the CENTER or "hit" a centre tower...

It could be "controlled chaos" where you want enough "power" to TOPPLE a Tower and to slide by protecting mini towers...

Could be like "3D Curling" (sorta). Another version...

Update: Maybe the "rock" that you slide is made of "wood" so it's heavier an therefore can "barrel" past the protective towers into the "middle". The only problem with this is that it could damage the playing surface (think table). So maybe you'll need a thin plastic mat (sort of like a Rummoli board – Check out "Plastic Rummoli board" for more details).

RyanRay
Offline
Joined: 03/27/2014
As you get into prototypes

As you get into prototypes for this, I'd highly recommend playing games like Catacombs & Castles and any of the "Flick 'Em" games. You may get some good ideas.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Saw a video review of the

Saw a video review of the catacombs and castles, it is a neat idea, it seems fun, with my game however i want to use less components as possible, possibly only the pogs. maybe a gameboard too and thats about it

Fri
Offline
Joined: 09/06/2017
Something similar to hive.

You could do something similar to hive. Each turn players can attach a pog into the group of pogs or activate a pogs ability.
Not really sure what the goal would be. As for the goal of the game well I'm not really certain what that could be. Here are some ideas: Capture pogs and have the most pogs at the end. Have most points where points are the results of some created patterns or patterns during your turn. Solo game where at the end of the game group that has meets like three unique characteristics.

https://boardgamegeek.com/boardgame/2655/hive

JewellGames
JewellGames's picture
Offline
Joined: 06/03/2012
Pog Game

I started working on a pog game awhile ago that kept the core gameplay but added some rpg and cooperative elements. Maybe this can inspire some designs for your game.
Dungeon Slam

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
What do you think of a

What do you think of a stacking game? players take turn stacking the pogs on to each other and build a tower as high as possible but whoever knocks it down loses.

If i plan to do that i need some kind of strategic gameplay, like depending on the pog you place will alter the game play making it harder for the next player to place their pog on the stack

If pogs are the size of the chits in gamecrafter it will take a while for the pogs to stack up as the chits are quite thin, so will i run into a problem down the road because of the thickness of the chits?

-------------------------------------------------------------------------

Oh, how about this? Bother players place down a pog at the same time and whichever pog has the highest score wins and is given to the loser of that round. The loser then must stack the winners pog and the pog he just played together.

Whoever has the most pogs or if the pog tower falls is the loser, maybe i could add some kind of combo system too

-----------------------------------------------------------------------

Ok i got it, each pog will have a colored background and each color has the same number of points per color, and you can only have certain ammount of colors per..i would say deck but they're not cards so dunno what to call it, maybe your pool or something

Anyway

Green borders will have a limit of 20
Yellow has a limit of 10
Red has a limit of 5
black has a limit of 1
I might create white pogs which will be unlimited, they will be effects, they have no points but playing an effect might have an advantage or disadvantage depending on when you play it. You can play it on its own or you can combo it with either yours or your opponent's pog depending on what the effect is. such as, when you play this pog you can remove a pog from your pog tower and give it to your opponent or something like that

Each color as i said has a point system, green being the lowest score and black being the highest.

With this, i don't think i need to have anything on the back of the pog just the name of the game. that way your opponent cannot see what pogs you have

I am relying this all on whether gamecrafter chits is able to stack and is able to tumble over when the stacks get to high

let-off studios
let-off studios's picture
Offline
Joined: 02/07/2011
Old Skool Pog

Might you want to consider variations on a typical POG game? I did a little research and it seems like POG had plenty of house rules and variations. What can you think of to build off these?

One of the easiest things I can think of is to add hidden point values to Pogs used in a game. A player earns points for the Pogs they wager to make a stack, then earns points for those they've collected during the match(es).

Players can add an equal number of Pogs to different "prize piles," one pile for each participant and the winner of the match has first pick of the prize they want, scoring points for those in their prize pile. As players hit a stack from their slammer, they can somehow earn a chance to peek at a prize pile's contents to determine which pile is the most valuable/desirable.

Change out point values for set collection, and you have a game that's still high on chance and dexterity, but also has strategic elements.

Here are the places I looked for info on the POGS game. I'd never played it myself, so this baseline research was illuminating for me.

https://www.wikihow.com/Play-Pogs

https://en.wikipedia.org/wiki/Milk_caps_(game)

Woodledude
Woodledude's picture
Offline
Joined: 02/04/2018
Thoughts on Materials

Hey there, I'm new to the board and the previous poster pointed me in this direction. Here's my thoughts.

1. Have you considered using a 3d shape for the pogs? The cardboard disks are great and all, but there's a lot more you can do with, say, a d6 or d12.

2. I think the idea of changing up the usual POG gameplay is good. Considering you're concerned with material costs, it probably wouldn't be that hard to add something like an adjustable ramp, though that may be a little harder to put together than a regular token. Another idea is just to have more than one tower - using a 3D shape would definitely help with that, as you'd have fewer pieces necessary to create an actual tower. You could also have one or more pog pyramids, wherein you have to choose carefully which part of the base you want to launch at, and build your own pyramid to keep your opponent from getting all the points.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Oh, so my idea in my latest

Oh, so my idea in my latest post is not a good idea? Should i try something else?

Woodledude
Woodledude's picture
Offline
Joined: 02/04/2018
Whoops

jedite1000 wrote:
Oh, so my idea in my latest post is not a good idea?

I'm not saying that - I was just invited to give some input. You mentioned the issue with a stack of pogs not necessarily tipping over readily with short stacks, and you had mused about making them different shaped, which is why I mentioned using something other than a piece of cardboard. You could still do exactly what you said in your previous post using different shapes.

As for my second suggestion, I was sort of just skimming the thread and reading everyone's ideas, so I apologize that I didn't put together your latest idea before commenting. I'm having a bit of trouble doing so now - Particularly, how does the playing of pogs as "cards" relate to the mechanic of pog towers? Are you using played cards to build your tower? Are you using them to do things to your opponent's tower to score points? Is there a tower for each player, or just one? You clearly still have the towers involved, I just don't know how.

I'm not sure I could say if your current idea has any positive or negative traits yet - It's interesting in a sort of "I wonder what that could turn into" sort of way, but I'd need a more rigorous description of the flow of the game to give any actual input. I was using the original pog game as a reference because I found your own description a little scattered and incomplete. I thought you were just trying to brainstorm, so I was throwing my two cents in to give you more idea fodder.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Oh yeah it's just

Oh yeah it's just brainstorming, i just figured everyone is on board with the slammer type pog mechanic and not really feeling my game type,I'm just am not keen on the throwing slammers at pogs mechanic so far (doesn't mean I'm not open to it down the track) it is just not the direction I'm aiming for right now

I guess i need to make my posts clearer so Ido apologize, it's just when i have an idea i just type what is in my head and go with the flow and usually do not proof read my posts as I'm kind of in the zone

chris_mancini
chris_mancini's picture
Offline
Joined: 05/01/2015
A thought on stacking...

The ideas of stacking got me thinking; what if the pogs have point and/or value as you said; these are used to tell the players where they can place their next pog. Players draw pogs at random from their pile/bag/etc., and then play it.

To increase the balancing play; the game is packaged in a plastic tube, which also acts as the "game board." Players begin stacking on top of the tube, and the object is to "grow" the pogs outward, like a tree. This means pogs aren't stacked directly on top, but off-center. The way the pogs are designed can help direct this, such as with printed lines or blocks of color which players must line up while stacking. The "tree" gets more and more precarious as the game goes on, until it eventually falls.

A theme for this could be Japanese cherry blossoms (Sakura) if you want to get "artsy;" pogs have different numbers of blossoms which direct the game, until the blossoms fall.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Sakura is original

chris_mancini wrote:
...A theme for this could be Japanese cherry blossoms (Sakura) if you want to get "artsy;" pogs have different numbers of blossoms which direct the game, until the blossoms fall.

Wow Chris that is really "inspirational"! Though I think Jedite had another vision for his game... The Cherry Blossoms idea is very poetic and Zen!

It would have to allow a player to play "multiple" pogs on one turn... In order to be able to "branch out" from the base/trunk.

But I can (maybe) picture where you were going with the Blossom idea... You have very different ideas which is great when designing – It can allow you to explore subjects that have yet to be explored yet!

Cheers.

chris_mancini
chris_mancini's picture
Offline
Joined: 05/01/2015
True a Cherry Blossom theme

True a Cherry Blossom theme is a far ways from Jedite's original thought...but that's what is so great about BGDF! We each take a seed idea our own way, for the designer to find what inspires them the most and gets them to making, playing and testing! I hope Jedite finds some such seeds useful in these responses...

I think this is a fantastic designer's challenge; using pogs as the core component. So may cool ideas in this thread like rolling, stacking, throwing, slamming...a game could use one or all of these mechanisms to create something truly new, yet nostalgic!

JewellGames
JewellGames's picture
Offline
Joined: 06/03/2012
Pass the pancakes

Game: Pass the Pancakes

The game comes with a tiny plastic frying pan as a base.

Randomly pick a pancake from the pile and place it on the base. Determine the start player.

The start player picks up the pan and must stack x number of pancakes on the last pancake where x = the number of toppings on it. If a pancake has 5 strawberries/blueberries/chocolate chips that means the player has to stack 5 more pancakes on the stack before passing the pan to the next player. If pancakes fall off while a player holds the pan, that player holds up a “butter” finger on their off hand for each pancake dropped. If pancakes fall off during the pan exchange while both players are touchingthe pan, both must hold up fingers.

Holding up all 5 fingers on your off hand mean you’re out. The last player standing wins.

questccg
questccg's picture
Offline
Joined: 04/16/2011
May give you some "inspiration"

Check out this Kickstarter... They don't use POGS but it is VERY TACTICAL.

https://www.kickstarter.com/projects/246157170/rise-of-the-exiled-a-fant...

When I watched the video, I immediately thought about your POG game. Of course you can use this for some inspiration, in the event that you might be wondering what to do with that game.

Cheers!

Note: I knew this was a BGDF link... The posted their KS campaign ad in the "Press & Announcements"... It reminded me a bit like the video link I sent to you (Fleets at Battle). It's a little different but you can also see some similarities.

Syndicate content


forum | by Dr. Radut