Skip to Content
 

Game objective help...

5 replies [Last post]
Anonymous

This is a repost since the last one got lost when the site went down.

I am in the process of creating a horror style board game. Ideally, the game has 4 areas The Town, The Graveyard, The Dark Forest, The Castle. It has 3 monsters Ghost, Werewolf, and Vampire. The games has a spinner that indicates whether it is day or night. During each players turn they move the spinner 1 hour ahead, giving 12 hrs day, 12 hours night. In addition there are spaces that switch it from day to night/night to day. The monsters only come out during the night.

Now comes my problem....I do not want it to be a "race game" where you start at the start and end at the finish line. I want the players to go around the board many times hence the spinner for day and night. 'The problem is the goal, and why they are going around the board. In Monopoly it is easy you go around the board buy property and make money. Pretty simple and easy, but do vampire hunters do?? I already know I will have "chance" card spaces and the day/night spaces but what about the other 30 spaces. Those spaces should involve interaction between those players, but what? I am stuck...need help with ideas/brainstorming.....oh yeah thanks guys.

Zzzzz
Zzzzz's picture
Offline
Joined: 06/20/2008
Game objective help...

First thought I would toss out,

There might be other factors, but you think that moving the spinner 1 hour a turn will be "fast" enough?

I ask, since it seems like taking 24 different player turns to move the spinner through a whole day, might be a long time period. Of course my assumption is based on the fact that it seems like you want the day/night concept of your game to be a large influence to the gameplay.

Maybe the simple goal would be to somehow "capture" the monsters. So the players would travel around the board to encounter the monsters when they come out. Maybe the goal would be to capture the most monsters and you have a set number of monsters to me caught for the game.

Maybe you build on spaces that give the players "trap items", which will allow the players to trap a monster. Maybe the players can get the trap cards as they move around the board, and can place these cards down at different spaces. Once the monsters come and and move around, any monster landing a "trapped" space will be captured by the player who "owned" the trap card.

Just a few simple thoughts.... hope they help a little.

Anonymous
Game objective help...

There are many objectives that you could use in your game. I am working on a horror/supernatural game in which players battle monsters/creatures. To keep the game streamlined, the goal of the game is to be the first player to defeat a predetermined number of monsters.

You could also have players defeating monsters and then collecting something at the site of the battle (like in The Testimony of Jacob Hollow), or just surviving a set number of game rounds.

Zzzzz wrote:
...but you think that moving the spinner 1 hour a turn will be "fast" enough?

I agree that it seems like a long time to be waiting through the day for the monsters to come. I trust the game turns go by very quickly.

Good luck on your game!

Anonymous
Game objective help...

you are right maybe that is not fast enough for the day timer to move., but I wanted to create the feeling that the night is dangerous. YOu know how in the old classic horror movies everything would be okay then they would show the sun going down/moon coming out and then everything just went scary. I would still like to keep the day night thing perhaps it should move 3 hours which would make it 1/4 of the day and in a 4 player game 1 turn each in the safety of the light.

Zzzzz
Zzzzz's picture
Offline
Joined: 06/20/2008
Game objective help...

Maybe you could work in a weighted concept for Night vs Day.

Maybe the game starts out during the day, and part of each players turn would be to spin a day/night spinner, to see if it is still day or night. Maybe the spinner could contain more night positions then day, to help the % in favor of the night.

This could be fun and if other mechanics get players wanting to spin a day, would build drama/suspense. The "oh my god, its still ngiht time!", maybe there could be some way to factor in the spin of a night to the number of monsters on the board. Everytime a night is hit on the spinner, another creature comes "out to play". This could make it really crazy if players keep spinning nights.....

Just a few more thoughts...

Anonymous
Game objective help...

kronofear wrote:
YOu know how in the old classic horror movies everything would be okay then they would show the sun going down/moon coming out and then everything just went scary.

Does the game have to take place over several game days? You could have the game start at dusk and progress through the night and to dawn. The pacing could be variable, but have the game end at dawn with some end game conditions determining the winner. That would give the game a multi-phasic feel. Prepare for the coming onslaught as darkness deepens...

Zzzzz wrote:
Maybe you could work in a weighted concept for Night vs Day.

Maybe have things happen at night until a player can get the night to end. Then Day is only a round or two and night comes again. Like in one of my favorite games, Dark Cults (from a visual point of view more than mechanics), the protagonist is assaulted by all maner of horrors until someone ends the night. Then the next night starts the process again.

Another thought is to have characters playing to end the night/survive the onslaugt and some or one player trying to move from day back to night (kind of like the role of the minion in Black Morn Manor where one player is on the side of the monsters).

Just some thoughts to consider.

Syndicate content


forum | by Dr. Radut