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Boomerang Trajectory game; inspired by dete

4 replies [Last post]
Joined: 12/31/1969

Dete had a Eureka on another string... thought I'd expand on his idea...

Imagine a forest or jungle or jumble of pipes simplified... a 3D construct made up of tinkertoys or Erector sets or something.. it's a messy structure that has a lot of differently sized and angled gaps and branches.... horizontal, vertical, diagonal... Players roll dice to move on a path that surrounds the "jungle". (we'll call it a jungle from here on in, as a theme is developing in my head as wo go here....)

Each player also controls a number of "pigeons" that roost on little platforms in the jungle. Movement of the pigeons is based on a different mechanic than player movement, and is to be determined... Players are trying to strike each other's pigeons with "boomerangs", while moving their own pigeons out of the striking trajectory of opponent boomerangs.

Boomerangs are represented by cutout (rigid) arcs of varying lengths and turn radiuses. You start with a few 'rang types (randomly drawn at game start) but can increase your stash by temporarily leaving the path (from which 'rangs can be "thrown") and visiting the Carver (multiple locations, he's franchised), who can supply you with more random ($) or custom ($$$) 'rangs.

To throw a boomerang during your turn, declare your intention and your target pigeon. Then you pick an arc from your stash of boomerangs and try to thread it through the spaces in the jungle so that it connects your hunter and your target pigeon. If you can't do it, you get one more try with a different arc. Still can't? Attempt over. Connect the arc and you've stunned and captured the poor thing. First one to collect all (or a set amount) of the opponent's pigeons WINS!

There could be pick-a-card spaces along the path (or off of it) that let you draw cards for special abilities, to spice up the game... stuff like bonus 'rangs, "cash" (or an appropriately-themed equivalent) with which to pay the Carver, bonus "shots" on throw attempts, pigeon-moving options, restoring captured pigeons to the jungle, etc.

Just a burst of ideas... could be fun, huh? huh?


Rick-Holzgrafe's picture
Joined: 07/22/2008
Boomerang Trajectory game; inspired by dete

Three-dimensional sounds difficult (and therefore expensive) to manufacture, and difficult for the players to work with. (How do you "thread" a rigid piece of curved cardboard through a tangle like you've described?)

But I think the idea sounds like fun. Could you do it with a flat board? Some places have dense growth, some are open, some in between. Boomerangs are stopped by the densest growth, fly easily through open spaces, and require either luck (dice, cards or some other randomizer) or skill (resources or experience collected earlier by the player) to make it through.

Make the board modular in some fashion, so that the map isn't static and players have a chance to protect their pigeons with thick brush, or to clear a path to an opponent's pigeon. You might even get a pseudo-3D experience by representing altitude with a few simple numbers, say 1 to 3 (low, medium, high), and ensuring that all trees show their height and that boomerang arcs include a height arc.

Would that work for you?

Joined: 12/31/1969
Boomerang Trajectory game; inspired by dete

Would definitely be easier to implement, but I really love the idea of the messy 3D plastic molded jungle... not as thickly arranged as you seem to think I meant, so there's plenty of room to thread the arcs over, under, and through the tangle. All bright colours and vivid cartoon chunkiness. I know it's not very cost-effective, or even really developable, but it's just a fancy....

A flat version is doable for sure, (and I think that's probably what dete was originally talking about), but the point for me now has become the arcs, the angles of approach. No blasting through obstacles here, just avoiding them. The task for the player here is partly to learn which roosts can be reached from which pathway points with 'rangs in his/her stash, and to head for those points if possible when the opponent lands a pigeon there...Maybe I could split the difference.... simplify the jungle, keep the whole arc-trajectory gimmick as the main mechanic... give it a little thought...

Okay, you talked me into it. (by which, I mean, obviously, that I've talked myself into it.)

I'm going to develop this idea through to a prototype. I'll have something to show soon. Ideas and comments are welcome.... thanks for inspiring me further,


Joined: 12/31/1969
Boomerang Trajectory game; inspired by dete

hi, wow inspired be meee? I'm happy! just lookin at your
avatar inspires me!

instead of pigeons, how about a platoon of elite
special forces guys?

and the boomerang is actually a hi tech weapon....
from the moment you said jungle I can't stop thinking

also reminds me of this game...., made by an amateur
like us, it was called Battle Ducks or something like that.
Mean lookin cartoon ducks armed to the teeth, it was cute
and cool at the same time. And the art was REALLY catchy
and interesting which your totally capable of!
imagine a duck with a cigar, a Rambo bandana, M-16
and grenades.

Joined: 12/31/1969
Boomerang Trajectory game; inspired by dete

To show the arc of the boomerang, why dont you get a bunch of pieces that can be assembled (like your tinker toy theme)?

For example, you have a set of plastic peices that when apart mean nothing, but if you peice them together you could thread through the jungle. Say a player has a boomerang that has a particular arc. On the card below the boomerang, it shows you the pieces needed to create that arc. Say its one straight peice, one curved piece, another short straight piece, and then another curved, then straight piece back to the player. The pieces would snap both to the character and each other to thread through the jungle.

This avoids having to thread a big cardboard thing through the jungle.

Of course, it is probably expensive, but it sounds like you dont care if it is or isnt.

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