This is the literal vomiting of my ideas for spielunker. This is from memory:
Players: 3-5
Playing time: 90-120 minutes
Theme: Cave Exploration
Mechanics: Set collection, inventory management, action points.
Abstract:
Players take on the role of 19th century cave explorers. A huge new unexplored cave has been found near an active fault line, which threatens to destroy it! You and a group of other renown spelunkers enter the cave, only to have the entrance collapse behind you. You must try to collect as many scientific discoveries as possible, while racing to find another exit, before the earthquakes permanently seal you in the cave forever!
Players earn points for collecting items and documenting discoveries. Thematically, an item is anything that can be carried. A discovery is 'documented' by taking a photograph. Items and discoveries will be divided into several categories; Geology, Archaelogy, Flora & Fauna.
Additionally, they earn bonus points for discovering exits. Players earn no points if they are trapped inside the cave after it collapses.
The game will have certain obstacles. To overcome obstacles, players must expend the required number of action points. Also, equipment can be used to lower the cost of an obstacle.
Additionally, players can spend time searching for things. What they find will be in direct proportion to how many action points they spend and whether or not they use equipment to aid there search.
Space in their backpack will be limited. Both equipment and items will take up space. The players will also have a limited number of photographs they can take in their camera, so they must choose which discoveries to document.
Also, their will be a timing mechanism to signal the game is ending. I'm thinking this could be accomplished by gradually increasing cave ins, until eventually the cave is inescapable.
More later.
Comments
I understand, good luck with
I understand, good luck with your game.
Spielunker
Darkehorse - I've been working on a Spelunkers game for a few years and now. I have a lot of great looking tiles for a board but I could never get the rest of the game working right. I was wondering if you'd want to co-opt on this one. I could send you some cave sections for you to view if you like.
Unfortunately
I'm going to have to say no unfortunately. My current time restraints prevents me from being an active partner in a collaboration. I'd be happy to help you work on your game but I'm just not willing to partner this one out right now. Sorry.
Truth be told, mine isn't using tiles in the traditional sense, so I probably wouldn't be able to use yours.
-Darke
from a 'blind' point of view...
(meaning i know nothing about your idea) it sounds like several deck of cards could be one source. Here goes....
Maybe some decks are "hidden" - black on one side to represent the darkness of the cave and the unpredictability of what could be picked up to earn or lose 'points' or resources (it could be a torch to help you get further, or it could be a priceless but heavy statuette that may 'slow' your progress - shown by points or distances you can or cannot move).
Maybe some decks are "visible" - that is you pick and choose what you wish to take (less chance involved) - a 'discovery' group for your photographs fo example.
You could also use baskets like those used in archeological digs that the egytians use for example to remove sand and artifacts. You could have a 'helper' that carries your artifacts while you manage the photos of the artifacts (carried in your backpack).
Instead of a cave i imagined inside a stomb tomb. the walls start to collapse (represented by individual blocks being placed over the entire game board) and these blocks eventually cover up all the once available resources that may also be printed on the game board). Your guy just has to get out before he is crushed inside, and you are left with a resource count to decide the winner.
Maybe you draw the blocks out of a bag with a numbered type system that sends a block falling to a particular spot. If you are on that spot you take a beating and maybe lose 'power' and you are forced to a new spot (maybe too much 'luck' involved here).
You have to get the most resources from the last available spaces before you get crushed!!! The blocks could be your time device. When there are no more blocks the cave is kaput!
I like your theme - but who doesn't like the thrill of finding a cave??
Hurray!
Hurray, Spielunker! I was just looking through my game design directory the other day and saw a bunch of Spielunker tile gifs. Glad to see it resurrected!