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Game Idea - "Red Light, Green Light"

3 replies [Last post]
Anonymous

Hi, don't know if this is the right place for this kind of thing, but it appears as though it might be. I've been trying to come up with a simple-ish (heavy on the ish) game that involved a direct way for players to affect each other, with no one player ever having supreme control. This is what I came up with, a game called "Red Light, Green Light."

http://www.bgdf.com/files/My_Uploads/nlyons162/Red%20Light.txt

It came to me just last night, so I've not had a chance to playtest it yet, or anything. I'd appreciate it greatly if you'd give it a look and tell me what you think in regards to:
- Number of spaces on the board
- Number of players
and
- The option of running the red light and the probability of movng forward/risk-reward

Thanks in advance!

-Neville

dete
Offline
Joined: 12/31/1969
Game Idea - "Red Light, Green Light"

Neville,

I like it a lot!

In a racing board game a major problem is
when players ZIP through the board and goal very quickly.

You can make the race track bigger, but that takes up MORE
table space.

You can take away the number of dice used to roll.
2 is the max I've seen for this type of game.
anything less than 1 standard 6 sided dice is going to feel
sluggish, like a 4 sided dice.

So what you did here by adding a red light which can limit
the higher numbers for speeding is brrillliant. Yes BRRILLIANT.

OutsideLime
Offline
Joined: 12/31/1969
Game Idea - "Red Light, Green Light"

I think that what might happen is this: In an 8-player game for example:

After 7 turns you will have 1 green light and 7 red lights.

Turn 8 you will have 2 G, 8 R
Turn 9 you will have 1G, 7R
10..... 2G, 8R
11... 1G, 7R

and so on in that pattern for the rest of the game. Most players will catch a red light on their turn, most of the time. (maybe even ALL the time, once the proper "blocking" routine has settled in. Players will never flip any lights from red to green unless they have to (aka there's only 1 green light lit anywhere.) So you will never have more than 2 Green lights active at a time, and smart players will never let those lights be the ones for players whose turn it is...
UNLESS.... you give players an alternate motivation for turning over opponents' lights from stop to go. Some other sort of bonus....

I think the seed of the idea is great, by the way, very interesting. And the cops bit is right on the money.

~Josh

Anonymous
Game Idea - "Red Light, Green Light"

Thanks for all of the positive comments AND the criticism! It came in so quickly, I couldn't believe it!

Quote:
In a racing board game a major problem is
when players ZIP through the board and goal very quickly.

You can make the race track bigger, but that takes up MORE
table space.

I think that the length's just going to have to wait until playtesting to be determined - I think it will have to depend on how long the game takes timewise. So I suppose that's a bridge I'll need to cross later :)

Quote:
I think that what might happen is this: In an 8-player game for example:

After 7 turns you will have 1 green light and 7 red lights.

Turn 8 you will have 2 G, 8 R
Turn 9 you will have 1G, 7R

That thought also occurred to me. I thought about it this way as well:
- Some players will not wish to quickly make enemies by flipping lights, and will therefore opt to not begin the game by doing that
- Other players might form alliances to protect each other from the other players
- Similarly, a "One good turn..." theme occurs, where a player (might) realize that he (might) be able to get other players to change his color to green by changing theirs

But I agree that a reward/bonus for flipping to green would be nice, and would help red lighted players move forward additionally. The only problem I see with that is as follows:

At the start of a 4-player game, Adam, Beth, Carrie, and David (playing in that same order) each shows a GREEN light.
- Adam flips David to RED, rolls the die, and advances X spaces.
- Beth returns David to GREEN, collects a bonus, (of moving two spaces, say?), rolls the die, and advances X spaces.
- Carrie turns David back to RED, rolls the die, and advances X spaces.

David is still red-lighted, but another player was able to collecta bonus off of him. In an 8-player game, 3 players could profit off of the eighth player, and he'd still have a red-light.

Perhaps, I could have it where one players light can only be flipped twice between his turns in a 4- or 5-player game, and thrice is 6-, 7-, or 8-player games. But that might make it a bit more complicated than I'd like. Still, I like the idea of a bonus of some sort, maybe not additional spaces advanced, but I'm at a loss as to what else would benefit the player. I suppose that in a good playtesting session (as soon as I have some friends over to play Settlers of Catan, as they always enjoy trying out my self-created crazy games) I can figure out what else might be of value to the player... If you have a thought on the player's currency or something else to improve this game, please don't hesitate to let me know!

-Neville

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