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Ideas for a collection board game

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ShiftyPickles
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Joined: 12/31/1969

I am working on an idea for a game where players act as scientists trying to collect rare species of insects to sell to a museum.

I am just in the sketching out ideas stage and I am really new to the whole game design thing so any help with vocab and stratagies for design would be welcome.

The players would move along a a long game board with 4 different paths through a rainforest. The paths would cross over each other and at every cross the players would have to make a choice about the path that they continue on. All paths would end at the museum of natural history where the players sell their collections.

There would also be a series of tiles that could be placed along the path. The tiles would either have an insect on them or a hazard of some sort. players would draw and place the tiles on a the path during their turn and when landing on a path space occupied by a tile they would either collect the tile or react to the hazzard presented by the tile.
Some hazards would cause them to loose an insect to the bag or to another player, to loose a turn or to move back to the last crossroads and take the other path

So...
on a typical turn a player would draw a tile, place it on the board and then move along the path. If they landed on a space occupied by a tile they would collect it or react to it. The object of the game is to be the collector that sells the most insects to the museum. My idea there is that the museum will buy only 1 specimine of each insect, so the first to arrive has an advantage in that the museum will buy all of their insects that are not doubles.

I am considering a couple of different possiilities for how the players would move through the game and here is where I need help:

1- When a player reaches a crossroads should they get to choose the path they continue on or should they flip a coin? I am leaning toward flipping a coin but I don't want the game to get too random

2- How should I determine how many spaces a player moves- I was origionally thinking dice - But I worry that dice will be so random that it would take strategy out of the game. I was also considering letting players have a hand of three cards with move numbers on them, they could play one card and move that number of spaces. I am worried that that would be too easy because players could place "good" tiles where the know they are going to move. Maybe have some sort of system where the move cards are face up so that other players can place their tiles accordingly?

4. Should I have a limit to the number of insects a player collects- I was toying with the idea of only letting them collect 6, then i'd have to decide if they are required to collect an insect they land on or if they could decide not to collect it. Players would need to land on hazard tiles that let an insect escape in order to free up space in their collections, they could also sabotage other players collections. I worry though that limiting the collections would make the first player to arrive at the museum the winner for sure (something I don't necesarily want)

3- After a player reaches the museum and sells their collection should they keep drawing and placing tiles? I kind of like the idea that they will because this would give them a chance to "protect" their assets by booby trapping any player they thought would come arrive at the museum with more inects to sell.

Anyway,
I'd like any ideas you have

thanks

Anonymous
Ideas for a collection board game

Sounds like a good game.

Quote:
1- When a player reaches a crossroads should they get to choose the path they continue on or should they flip a coin? I am leaning toward flipping a coin but I don't want the game to get too random

Personally, I would not like the coin flipping mechanism. I would rather choose the path I want to take. It makes me feel more in control.

Rob

Hedge-o-Matic
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Joined: 07/30/2008
Re: Ideas for a collection board game

ShiftyPickles wrote:
After a player reaches the museum and sells their collection should they keep drawing and placing tiles? I kind of like the idea that they will because this would give them a chance to "protect" their assets by booby trapping any player they thought would come arrive at the museum with more inects to sell.

I agree with this. Keeping player interaction high is a good thing. Also, I's also say no to the coin-flipping. This seems like a pure strategy game to me. No randomness byond the tiles, please! That'll be hard enough to control, frankly.

Gogolski
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Joined: 07/28/2008
Ideas for a collection board game

Quote:
The players would move along a a long game board with 4 different paths through a rainforest.
You could give each path one or two preferred insects. The chance of catching those is quite high, but every other insect can be found on that path too. This option only requires that you have four stacks of tiles instead of one, and gives players a way to increase their chance to find more different insects.
Quote:
Some hazards would cause them to loose an insect to the bag or to another player, to loose a turn or to move back to the last crossroads and take the other path
Loosing an insect due to a hazard feels fine to me, an insect escaping and flying into another player's bag does not feel fine to me. You could maybe have the option to steal an insect if two players are on the same section of a path in the forest.
Quote:
1- When a player reaches a crossroads should they get to choose the path they continue on or should they flip a coin?
No coins, especially if every path has it's preferred insect(s)...
Quote:
2- How should I determine how many spaces a player moves- I was origionally thinking dice - But I worry that dice will be so random that it would take strategy out of the game. I was also considering letting players have a hand of three cards with move numbers on them, they could play one card and move that number of spaces.
Maybe they can have 5 cards in their hands. Every card has two different numbers for two different paths paths. They must play a card with a number for the path they are on. That way, they can plan their route a bit and save cards for later turns.
After a crossroad, they may decide to move slow to catch the insect they want and when they got it, they may want to move fast to get to another crossroad and another path without hitting a hazard.
If a player has no card for the path he is on, he shows them to the other players and discards them and draws 5 new cards.
Quote:
4. Should I have a limit to the number of insects a player collects- I was toying with the idea of only letting them collect 6, then i'd have to decide if they are required to collect an insect they land on or if they could decide not to collect it. Players would need to land on hazard tiles that let an insect escape in order to free up space in their collections, they could also sabotage other players collections. I worry though that limiting the collections would make the first player to arrive at the museum the winner for sure (something I don't necesarily want)
I think the limited space in the collection bag is good.
The MUST collect also sounds good.
But I think a player should have the option to remove a number of insects from the bag, instead of moving. So a player has collected 6 insects but has one single, one double and one tripple. On his turn, he decides to set two insects free (and keep one double in case he lands on a hazzard tile and has to loose one insect)
Quote:
3- After a player reaches the museum and sells their collection should they keep drawing and placing tiles? I kind of like the idea that they will because this would give them a chance to "protect" their assets by booby trapping any player they thought would come arrive at the museum with more inects to sell.
Sounds very good to me.

Cheese.
-Fred-

Kreitler
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Joined: 12/31/1969
Ideas for a collection board game

Hey Shifty,

Sounds like a good design you've got going. Here are a couple of random thoughts:

1) You could "color code" squares on each path to represent certain habitats, then allow only insects of that color to go on those squares. For example, as a path goes through heavy forest, the squares are green, but as it nears a stream, the squares become blue. Tiles have a single colored dot on the backside, and you can place those tiles only if the dot matches the color in the square. This way, players won't always be able to place good tiles directly along their own path. It also gives you a mechanism for introducing "rare species" -- i.e., you could have a "gold dot" that only appears once along each path, and have a very small number of gold insects/hazards.

2) If you use a mechanism like the one above, then you can probably get away with letting the players use cards for movement -- they won't be always be able to place an insect on a square that matches their cards.

3) I agree with the others -- no coin flipping when you reach a crosspoint.

4) Have you considered an even less random move system? Suppose a player gets three "action points" per turn. An action point lets you a) move one space (possibly forward *or* back?), or b) collect one insect, or c) release one insect. Again, this only works if you somehow constrain the placement of insects.

Good luck with the design -- I hope you'll let us know what you decide.

K.

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