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Routplanning around traffic lights / 12 trials of Hercules

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sedjtroll
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[EDIT: Renamed from "Not one but *2* game ideas" or something lame like that]

The first idea I had recently came from the discussion of LCDs in game boards that popped up recently. In that thread I mentioned the possibility of a game, perhaps a routeplanning or race-type game, where the board is made up of streets with traffic lights. At certain times, maybe a tthe end of a turn, or a round, or when a certain action happens, the lights would 'advance'... green lights would either stay green or switch to yellow. Yellow lights would switch to red, and red lights would either stay red or switch to green.

This would be facilitated by a wheel behind the board, and holes cut into the board at the lights so the color (printed on the wheel) could show through. When the wheel advances 1 unit, the colors behind each light can change, or not change depending on what's printed, so not all the lights would have to change at the same time or the same rate.

The purpose of the lights is to indicate which routes are available and which are not. You wouldn't be allowed to run a red light (or there would be some penalty if you did- so you could try and push a yellow light but it could be dangerous to do so). I think this is a nifty mechanic, but the question is, what kind of game can be made around it? Maybe some kind of inner-city race game, or a getaway game where you're trying to escape the police, or maybe something like in the movie The Italian Job. Any ideas?

Game number two was inspired by a phone call I got tonight from a friend of mine. He was on this forum briefly under the name dr-mayhem. He called with a game idea based on Greek Mythology which I hope he'll post about on here. The idea it gave me was about Hercules and his 12 trials. The Trials could be like secret goals, of which each player gets 1 (or 2).

Let me know what if anything you think of for either of these ideas. Thanks,
Seth

Scurra
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Routplanning around traffic lights / 12 trials of Hercules

I like the Hercules (Herakles? :-) idea - it's a bit like the "Christmas Carol" game idea that was posted in another thread, where there is a central non-player protagonist and the players are trying to influence that character's actions to achieve VPs, rather than directly controlling the character.

In this case, I guess the players would be the Greek Gods, each trying to help or hinder Hercules to achieve his tasks. Given that the premise would have to be that Hercules always does achieve them (it'd be somewhat jarring if he didn't!), then the competition would have to be over how rewarding various tasks would be - think "Taj Mahal", where the players visit each province in turn but in a semi-random order; indeed that seems like a ideal model to rip-off.... er, I mean develop.

So here's the pitch.
It's an area-majority game, but the catch is that the value of the areas (the tasks) is dependent upon the amount of influence that the players have invested in the task (rather than being a fixed amount, a la El Grande or San Marco.) So players want to increase the value of tasks they can win, (and perhaps decrease the value of ones they can't.)
Every so often Hercules will attempt a task and the players will then compete to win the influence associated with that task. Obviously, as the game progresses, the later tasks will be worth more since there will have been more time for players to increase their value, but hopefully those will be more fought over too.
Eventually Hercules will capture Cerberus and the game will be over.

zaiga
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Routplanning around traffic lights / 12 trials of Hercules

I really like the Hercules theme and Scurra's ideas about gods contesting over the influence on various tasks, making hotly contested tasks more valuable.

Here's my take:

There's a board with 12 tasks depicted on it. Each round the players fight over one task. Each task has one of two colors associated with it: red or blue. There are various different "chips", perhaps, say, six different types. The tasks have spaces for these chips: two chips for the player who "wins" that task, and one chip for the player who comes in second. Tasks also have a space for a (face up) discard pile.

There's a deck of cards numbered 3 to 7. Cards with the numbers 3 or 4 are always white cards (jokers). Cards with numbers 5, 6 or 7 correspond to one of the tasks and are of the same corresponding color. Players start the game with a number of randomly drawn cards.

All tasks are visited in a fixed order. The goal of the game is to have the most victory points at the end of the game.

A starting player is selected. Play goes in clockwise direction round the table.

During a round players "bid" for the task by playing cards.

When it's a player's turn he may do one of the following things:
- Increase his bid by playing a card
- Pass

If a player wants to increase his bid he plays a card face up in front of him. The card must be of the same color as the current task, or a white card. The player does not necessarily have to make the highest bid, but his total bid may not be the same number as someone else's bid. If the task depicted on the played card is the same task as the current one, the player may immediately add one other card to his bid.

If a player passes, he drops out of the bidding and draws cards (*see drawing cards later on). However, his bid stands, which means he could still win something in this round, he just cannot add cards to his bid anymore for the current task.

A round ends when everyone has passed. The player with the highest bid wins first place and takes two chips from the task. The player in second place takes the remaining chip. These chips score points at the end of the game The highest bidder, second highest bidder and third highest bidder all score a number of points equal to the total number of cards player by all players.

Then, all played cards are placed in the face-up draw pile next to their corresponding tasks, but only for tasks that haven't been visited yet. Cards for tasks that already have been visited are simply discarded to a general discard pile.

Drawing cards. When a player drops out of the bidding he draws cards. He takes one card from the normal face down draw pile. Then he looks through the face up draw pile for the current task and chooses one card to add to his hand (as long as there are still any cards left). If there are four or more cards in the draw pile for the current task he may take two cards.

At the end of the game there's a bonus for the player with the highest total number on the cards in hand (perhaps second highest also). The chips also score in some way or other. The scoring for the chips should be pretty significant, so that you really want to win 1st or 2nd place during a task. Perhaps chips of type A, and B score points for whoever has the most of that type and negative points for whoever has least, and you score points for collecting a set of chips of types C, D, E, and F (more points if you have more sets).

Scurra
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Routplanning around traffic lights / 12 trials of Hercules

How about stepping that up a fraction: keep the idea that there are two colours (representing say, "strength" and "guile" as two different approaches to the task) but that it's the colour with the most cards played that determines the approach that wins, rather than having it fixed in advance. Only then do you look at the values played.
So someone could have played two high cards but since they were blue and there were four red cards played, they count for nothing... That ought to up the angst quotient nicely, whilst also permitting a bit of a "catch the leader" mechanic :)

jwarrend
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Routplanning around traffic lights / 12 trials of Hercules

Re: traffic lights. This sounds like it would be a very nice looking game, and I think it wouldn’t be that hard to create something like this. But the real issue is that you first need to create a game that demands the gizmo before it will be worth the hassle. I wouldn’t worry a bit about how to actually create the thing until you’ve built a game around traffic lights. Some things to think about: do the lights change according to a schedule when the button is pressed, or is it randomly determined? Are all lights subject to the same schedule/randomness, or does that vary?

One thing that could be neat is to have the lights change randomly in time; this would add a real-time element to the game that could be fun.

Re: Herakles. I thought about this very theme when we had the discussion a while back about risk/reward and difficuly/reward. My idea was never very fleshed out, but it basically involved different labors requiring a blend of strength and cunning to solve, and needing to achieve a proper balance of those. I never got very far with the game, though, because in doing some research about the actual labors, many of them contain logical absurdities. For example, the hydra had one head that could not be cut off, yet Herakles cuts it off. I just couldn’t see a good way to develop a game with interesting sources of tension that were motivated by the stories, because there is no tension in the stories: Herakles performs the labors -- even the impossible ones -- with no problem at all. The other difficulty was in making the labors mechanically similar yet thematically different. Zaiga’s and David’s ideas sound just fine as a game, but they also sound like games that could be about pretty much anything -- which is not at all a bad thing, but it’s not the kind of game I like to create. I think that the “hydra” challenge should feel different from the “sphinx” challenge, but I was never sure how to do it (beyond the obvious blending of strength and cunning as I mentioned). My take on the scope of the game would be to array the 12 challenges, and players each try to complete the most, but the game ends when all 12 have been completed by someone. So you want to target challenges that play to your strengths, but there’s a time pressure that also affects you in some way.

As I said, I never really got far with the project. I think there’s potential for a decent game in there, but the devil will be in the details...

-J

Deviant
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Routplanning around traffic lights / 12 trials of Hercules

Re: Traffic lights

One perspective that has not been approached is the position of traffic controller. Instead of being a driver on the road, you could be the one controlling the lights. I dimly remember an online game where the objective was to switch the lights in such a way as to create the most accidents. This was politically correct but morbidly amusing. If sowing destruction isn't your thing, your goal could be to prevent accidents instead. Of course, other players would be controlling other lights, and a particularly clever opponent could divert traffic your way - resulting in massive traffic jams that lower your reputation - or worse, accidents.

Anonymous
In fact I will talk about it

as Sedjtroll has said, I am a friend of his, and I have a game in the works. In fact I have a version 1.0 of it, ready to be playtested when my wife gets home from work. I will post the rules and everything that is needed to play currently in the forum under the title "Children of Zeus"

GeminiWeb
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Herakles

Interesting.

About mid last year (?), I started work on an idea where players are gods who recruit (bid for) heroes to do various quests which appear randomly throughout the game. Heroes would have to be moved around a map board to meet these challenges which would require a minimum cunning and/or strength score (which could be achieved by combining heroes), so any hero could theoretically try any quest. Of course, then I saw Camelot Legends come out which was a bit too similar in some way (but quite different in others) ... maybe I should pitch it to them (Z-man?) if I get around to finishing the game ...

I also considered an idea which would give VP bonuses to a hero for the number of quests done ... so traditionally Herakles got lots of bonus points for example.

The game lso included recruiting priests in different nations which would give bonus VP to dominant religions in different counties at game end (possibly related to size of armies sent to Troy at game end) and nations would hinder or aid heroes (e.g slow down movement, quest scores get harder or easier in that nation due to aid from nation) depending on their dominant religion and the heroes affiliation to a god.

Finally, you could also raise armies and conquer cities, dedicatinh them to your god for more VPs ...

Also, differnt gods had different benefits ... Ares in war, Athena for cunning, tec.

hmmm ... should get back to that game some time ...

Hedge-o-Matic
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Routplanning around traffic lights / 12 trials of Hercules

A friend of mine passed this very theme off to me about ayear ago, but, like jwarrend, I didn't do much with it. My take on it was that the various gods who interfere in the lives of mortals (or heros like Heracles) did so in different ways because they were concerned with various aspects of reality. I reflected this by giving the players one "role" from (if I remember it correctly) a possible 12 gods. Each god had a different aspect of the tasks they could control more than others, and each dominated in a single task. But the influence of the various gods, when combined, made the otherwise foregone conclusion (the heros suceed) more interesting, as it changed the order of the tasks, and so on. Since the players invest their power as they gat it, before the heros arrive on the scene, the object becomes to outwit your fellow gods to gain advantage from rescource layouts made a turn or two earlier.

funny, but whenever I start talking about a design I've put aside, it suddenly intruiges me again... I think I'll run with this for a bot as well, to see where it goes! :idea:

Anonymous
Routplanning around traffic lights / 12 trials of Hercules

That sounds cool hedge. I especially like the idea that the forgone conclusion is that the hero will acomplish the task. But the idea of maybe giving the hero stuff from each 'god' player will either give that god more prestige with the people maybe instead of resources. or what not. basically siad. I like it

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