Ok so my idea is based on a mixture between endless run games on tablets and phones, and the dice game greed. so you will have coins obstacles and distances on the dice and the goal is to get to a certain distance before the other players you collect coins to buy cards that allow you to overcome obstacles on your turn. This makes it so you can go farther on later turns but not as far on your first turns. also if you get 3 or more obstacles then you lose all your coins and distance that you collected that turn.
I have play tested it about 3 times and am working on more play testing. I would like to know what you guys think of the idea and any suggestions that you all might have to make this better.
It’s problematic using one game to describe another. I don’t play tablet or phone games so im unfamiliar these endless run games and I have never heard of greed so I can’t imagine what your game is really like. I bet this is true for most others here as well.
A more complete description of play might get better responses.
So it's Dominion Mille Bornes with Zombie Dice for Treasure?
The main thing I would say is that the theme needs to be clear: I was thinking foot race, but then spending 'coins' midrace threw me off. Maybe the coins could be "Adrenaline"? It would explain why it builds up as you push yourself harder, and why it makes you stronger.
The second issue is that you abandon your main dice mechanic for cards when you could easily use dice in the same way (think pool-building in Quarriors). Variable probability dice have been used to great effect in Zombie Dice and Elder Sign: it plays well with custom dice (otherwise you could just assign results to plain d6). It would be fun if you could buy heavy-obstacle dice for your opponent's pool as well...
Postscript: personally I find analogies to existing games a very useful form of communication. I would go easy on it in conversation, but on a forum it takes very little time to just Google things you don't know. Being a game design forum, I would think it's reasonable to expect that people have a broad knowledge base in this subject and wish to learn more if they come across an unfamiliar concept or game.
ok so the players roll the dice each turn to get distance and coins by what is facing up after the dice are rolled. The player can continue to get distance and coins as the roll again and again. however if they get 3 obstacles then the player loses everything that he has earned that turn therefore players have to decide when to stop so that they do not get obstacle. The theme is that you are trying to get through a cave that is 10,000 ft long. a player can buy cards that allow them to overcome obstacle with the coins that they earned on previous rolls. the first person to get through the cave or to 10,000 ft wins the game.
thanks for the input and sugestions
I definitely think you should ditch the cards. Instead the players could be able to purchase new dice with the coin to replace dice already in their hand. Some dice could have less obstacles and less coin, and others could have more obstacles and more coin making the riskier dice have a higher potential payout.
Also you might could have some dice with sides allowing you to avoid some of the obstacles you rolled. Or you could give the player the option to avoid rolled obstacles by sacrificing a ceartin number of dice for the rest of the turn. This could represent a close call throwing you off your groove or causing you to bail out to a less coin dense path.
I also think it would be fun to allow players to swap a die in an opponents pool with a crappy one.
Just some thoughts.
If it's a cave theme, making the race a vertical climb could add to the tension and really take advantage of the setting. You can have a foot race anywhere, and the stakes are relatively low: 10,000 ft climb is intense and rare. If you fail your character is plummeting down a bottomless chasm rather than sitting down for a quick nap. Just think of the box art: close up on the face of the top climber coming up towards you, with another climber screaming back into the abyss behind her, rescue rope slack.
Also it works with the mechanic: when you fail you fall back to your last piton (the end of your last turn).
OK so thank you all for the input that you have been giving me. I have been working on some changes and this is where i am at.
Theme: So the players are a group of climbers stuck at the bottom of a 10,000 ft hole and the cavern begins to collapse. players race each other to the top working to gain an advantage and sabotage the other climbers.
Game play: each player starts their turn with 6 D6 dice. each die has 3 sides with 100 or 50 ft distances on it, 2 sides that have coins, and one side that has an obstacle on it. The play rolls that dice trying to get as far as they can and collect as many coins as they can with out getting three obstacle. If the player rolls 3 obstacles then they lose all the coins and progress that they made on their turn. The strategy is to know when to quit.
There is a bank of other dice that players can buy with their coins, such as a die that has all distances on it or all coins or dice that has the same make up as the normal dice but instead of the obstacle it has something that negates one obstacle. A player can only roll six dice on their turn so they replace the normal dice with the ones that they purchased for that turn. players can also purchase dice that they can give to other players on their turn that have all obstacles or other things that cause the player to go slower or fail on their turn.
The first player to reach 10,000 ft is the winner and all the other players fall back into the hole as the cavern collapses.
share your thoughts, critiques and advice.
I had a similar idea whenever I was playing Quarriors. i really like it. Looking forward to trying it out
This game is sounding like something I would definitely want to buy.
But can we please refer to the currency as something other than "coins"? Adrenaline, Will, Mettle, Instinct, Spirit, Energy, Grit, Skill points, whatever. SOMETHING that fits in the theme. Climbers fighting for their lives are not stopping for a break at the corner store. Also, why are they trying to murder the other players? Is there only one jetpack at the top?
Ok so the adrenaline points that you collect will help you get ahead by giving you upgrades and allowing you to sabotage other climbers. So the reason for this is that the cave is collapsing but there is only room for one person to get out through the hole at the top before the cavern collapses. I also want to put in a thematic part that has the climbers collecting artifacts or trying to get out with artifacts. perhaps they could count as victory points and instead of trying to ff each other you have to make them drop the artifacts?
I don't mind keeping coins. They DO fit the theme - the theme being arcade games.
Otherwise, nice idea!