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Roll-and-Move & Track Advancement Games

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Anonymous
Roll-and-Move & Track Advancement Games

jwarrend wrote:
Quote:

On the idea of theme, the karma idea in Poksha-Patamu at least gets it right. It is also tolerable in sailing games as a random strength of the wind in propelling players along.

Again, just to be "annoying overbearing moderator guy" for a second, please, when possible, try to choose examples from well-known games, and when it's not possible, please provide a link to the game -- the new "BoardGameGeek search" feature under the system menu should make obtaining a URL for a game's entry very easy (and it even opens up a new window so you don't lose your text). Also, please try to give a little text explaining how exactly such-and-such mechanic works in such-and-such a game; if it's a good enough example to mention, it's worth explaining to the folks unfamiliar with the game how the mechanic works so they can understand why it's a good example.

Again, sorry to annoyingly carp on this and other issues; just using our early discussions to try to set up patterns for the future discussions. Obviously, any of these "protocols" is subject to revision and input!

-Jeff

Yep- you're quite right, and I'm sorry if I didn't give enough detail in that particular post. But I did try to give the necessary background in the post above, when I explained it was the Indian game from which Snakes/Chutes and Ladders is derived:

Quote:
It was a British re-working of India's Poksha-Patamu, which was a religious instruction activity: squares represented good or bad virtues, and had rewards and penalties attached. Actually, early 19thC British versions (one was tellingly entitled 'Karma') kept this(e.g: A boy is illustrated torturing a dog at the top of one snake, and is bitten by it at the bottom). Anyway, it's interesting to think that it had originally been nothing more than a learning tool as much as a "game".

The ladders, according to Love's book, were used in the Hindu original to represent advancement towards Nirvana, while snakes represented reincarnation in a lower animal form.

I guess I should have quoted that section in case people hadn't read the whole thread- apologies!

Richard.

jwarrend
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Roll-and-Move & Track Advancement Games

Oh, ok, that's fine; the fault is clearly my own for not having read the previous post! However, the general principle stands, for all of us -- let's provide links for the games we cite. And I guess the lesson I've taught us is that we can't assume that everyone will read every post; had I just done that, there would have been no ambiguity. Sorry!

-J

Fos
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Roll-and-Move & Track Advancement Games

Well, I think I'll explain my referenced game as well. Crusoe's Planet is a regular around my group, but a quick look at bgg.com shows that, well, no one's heard of it.

The game is an economic simulator, where players try to work with various governmental/economic systems (chosen ahead of time) to survive on the planet. Most of that doesn't really relate to the Roll and Move mechanic... However, there are eight paths a player may choose from on the laminated board, each markedly different. Once a player chooses a path, they stay with it until the game is over (or they're eliminated). Players roll a die and move a certain number of spaces along their path. When they reach the end, they start back at the beginning of the path. Each space along the path has a certain amount of resources or commodities associated with it, which a player has access to when he lands on it.

In other words, the Roll and Move system of Crusoe's planet is, on the face of things, only a way to randomize the influx of resources in fundamentally different ways (types of resources, amounts of resources) from player to player. Also, as I mentioned, it creates a center piece for the game and an easy visualization for the player so he doesn't have to look at 8 differrent d10 charts to see what kind of resources he and other players might get. So, the Roll and Move mechanic, while necessary to the game, is not on the primary mechanic players work with.

I think Roll and Move works best in a situation similar to Crusoe's Planet (ignoring obvious geographically linear themes like racing and that Super Mario game from 15 years ago). Roll and Move is good for inserting randomness into a design while at the same time giving players something to visualize about the mechanics they're manipulating. It need not always be geography (economic cycles, seasons, and population growth all spring to mind), but playing with a pawn on a board with thematic pictures, I think, does a better job than a shuffled deck of cards at giving a game "a feel."

I want to run through one more (short) example of what I think is a good Roll and Move system, then I'll be quiet. The game could be about trying to survive in wild, unsettled land with little tech (a la pilgrims). In it, players could represent families trying to make it while, if they can, improving the village for everyone. So, players build on a common board, and perhaps the player interaction is sorta like Puerto Rico. But to really put that "planning ahead for the winter" and "boy, summer is great" feel, the influx of resources needs to be seasonal. Enter Roll and Move. With a circular track, players move a single pawn so many spaces forward (a d6 roll) at the beginning of each player turn. The space a player lands on gives information on the resources available to him for his turn.

This is good, because:
it allows a slightly randomized resource system while sticking to set seasons
because of the randomness, winter can come early, or summer late, etc
could give a set ending to the game (four treks around the circle)
and it changes the game with more or less players in a thematic way, as in, the more people playing (families in the village), the faster the seasons will go by, meaning, players will have less resources to work with, and winter could be devastating but shouldn't kill everyone until resources become sustainable.

So... yeah, I like Roll and Move if it's done well (and I think it can be done well).

Caparica
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Roll-and-Move & Track Advancement Games

sedjtroll wrote:
I agree that it likely doesn't fit the definition of a game. Furthermore, I've always know it as "Chutes and Ladders" as opposed to "Snakes and Ladders". I'm sure in some places the name is in fact Snakes and Ladders, but that sounds so odd to me, and really doesn't make much sense (you climb a ladder up, but do you ever ride a snake down?). How did that get to be the standard nomenclature?

- Seth

It is an ancient game and it orignated from india, the ladders represents the virtues and the snakes the sins.

Caparica
www.2concept.com/games

nosissies
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Roll-and-Move & Track Advancement Games

Hey folks,
Just chiming in with my 2 cents.

Firstly, Thanks to Richard for being so bold as to drag us kicking and screaming into this topic :-) It's good to participate in these thought exercises. I also appreciated the great intro that Richard put together for us, bravo. And, nice use of the poll, it realy made me think. At first I was just going to answer "not exactly" but then as I read the first few posts I began to appreciate the challenge of building something which had die rolling and track advancement as core mechanisms and yet presented interesting decisions... thus I had to change my mind and I finally submitted an answer of "yes."

Along with that, my advanced apologies to Jeff, I see more lightly themed games in your future :-) Though, I'll probably subject mrs. nosissies to these ideas first.

I have to agree with a number of you on many good points.

I'd have to agree with Jeff, a game which is strictly die rolling and track advancement would be difficult to apply a depth of theme... at least it seems that way on the surface... Though, I'd love to be proven wrong on this one. At the same time, there are plenty of fine games which are themeless, so this isn't anything to be ashamed of, just something to consider in your marketing.

warning... slight tangent ahead ... At the same time, I find that any game which I play regularly the theme tends to "wear off" as I become more aware of the underlying mechanisms of the game. Even Jeff's disciples at some point just breaks down to resource management ;-) ... anyhow, perhaps "Theming" would make a good topic for a future TiGD allowing us to explore both sides of the theming coin.

ok, back on topic...

I think I also have to agree with others' statements to the effect that this is a mechanism like any other, and put in the right context it could be the makings of many good games. I'm convinced that with some creative thinking there are some interesting decisions which can be provided for players in a game which is comprised of R&M. Much of this would come from the interactions which are laid out in the rest of the game. The interaction of the player's piece(s), the topology of the board which facilitates that interaction etc.

One other thought... it seems to me that there is some value simply in the familiary and the tactile nature of R&M. Perhaps this is more the case for the broader american game market

peace,
Tom

Fos
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Roll-and-Move & Track Advancement Games

nosissies wrote:
At the same time, I find that any game which I play regularly the theme tends to "wear off" as I become more aware of the underlying mechanisms of the game. Even Jeff's disciples at some point just breaks down to resource management ;-) ...

Right, but this is where I think R&M can truly excel. What if the board was divided into different geographic regions, which conferred bonuses, penalties, and differing levels of resources to the players currently sitting within them. So when the theme wears off and it's only a resource management mechanic left, there's still a geographic allusion based on moving along a track that takes you through different sectors on a board... and that allusion to geography, which could easily be quite thematic, would be much harder to break over a series of play-throughs. The player may not see any of the rest of the theme, but I bet they'd still say, "I need to get over there," before they thought, "on average it will take me 4 dice rolls to acquire resources I currently require."

Anonymous
Roll-and-Move & Track Advancement Games

What about backgammon? That's a rather old and traditional game using roll-and-move, yet strategy is still involved. In fact, I think rolling dice like this can add to the game. It gives you the chance to see what you can make of what you have.

Fos
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Roll-and-Move & Track Advancement Games

Hmm... looks like this discussion is winding down a bit. Wish I would've got into it when things were still hot. Nevertheless, it's been great. Even though the topic is rather general, it's still given me quite a few ideas for mechanics I'm itching to implement (especially a civ building game where resources are affected by seasonal changes) and I feel like I have a new perspective on the R&M mechanic, along with a few ideas on how to shore it up.

So, success, in my opinion.

phpbbadmin
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variant on roll and move

The game Evo has an interesting variation of the 'roll and move' . Basically you roll the die to determine how the climate will change (whether it gets colder, warmer or stays the same). The game was designed to follow a specific cycle (cold to hot, then hot to cold, cold to hot etc) but it is possible to stay the same or even do the opposite of the climate tendency (I.E. if the climate is warm and getting warmer, it is possible for it stay warm or even get cold, although less likely). Neat mechanic.

-Darke

Anonymous
Roll-and-Move & Track Advancement Games

Let me start by saying that this is the first thread I've read through completion on this board. It's a great discussion, and I thank all who have contributed.

[edited to fix the typo above: I had originally typed "think" instead of "thank"]

Judging from the various posts here, I'm a complete neophyte when it comes to game design. In fact, the only game that I've designed to completion is indeed a "roll-and-move" game. However, I have found that it has engaging play value, partially because of its R&M implementation:

  • Multiple dice are rolled; the number depends on the player's location on the board,
  • The player can choose which direction to move his pawn between dice values (thereby being able to have a bit more control over where his pawn moves),
  • There is incentive for a player to try to "tag" other pawns, so the "bonus" squares on the board become dynamically defined by a player's opponents.
Of course, I've just been sitting on this game for the past 7 years, waiting to find a theme for it (but that's another story).

Over the past 18 months or so, I have acquired a fascination for dice. Perhaps I'm speaking from the perspective of a layperson (rather than an experienced game designer), but the idea of randomness just really appeals to me. Perhaps it is because the rolling of dice, in many ways, echoes life: we never know what it's going to throw at us. We can plan for what we will do if X happens (best case scenario), and we can make contingency plans if Y happens (worst case scenario), but we truly have no control over what actually happens -- only how we are going to react when it does.

I was playing Mission Command: Sea Game with my 13-year-old son last night. It was pretty much a R&M game, but I found myself eagerly anticipating the dice rolls during our "dogfights"...it provided for some nice social interaction, which I think is important for any game. (Of course, we were just playing it for the first few times, so that may have influenced our infatuation with it) ;)

Anyhow, bravo on this discussion, and for this site and resource in general. I hope to learn a great deal more here!

Thanks again!

[/]
sedjtroll
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Roll-and-Move & Track Advancement Games

CaptKevMan wrote:
list][*] Multiple dice are rolled; the number depends on the player's location on the board

Those were good ideas, and this one made me think of a BMX race or something... where there are hills and if you're on the top of a hill (or going downhill) you roll more dice than if you're on your way UP the hill.

That might give some neat back-and-forth in a race sort of game, allowing players to catch up a little at times, or pull away at other times.

To make that interesting perhaps there should be some sort of scoring round where points are awarded with respect to current position on the course.

Also, to seperate it from everyone having the same chances to advance (and therefor whoever rolls higher wins) perhaps there could be some way to use your momentum coming off the hill and continue to roll extra dice at the cost of maneuverability or something.

- Seth

Anonymous
Can't Stop?

As someone mentioned earlier, often the most interesting R&M games feature wagering--Royal Turf, backgammon, etc. Calculating the probability of victory--even in a game like Chutes and Ladders--can be quite tricky.

Isn't Sackson's classic Can't Stop a roll and move game? True, the method of marking progress is unorthodox, but it seems to me to be a perfect example of the kind of probability calculations that can salvage this mechanic.

Finally, roll and move games are often sold as a way to teach counting for very young children. Criticizing Chutes and Ladders as a game is a bit like criticizing Dick and Jane as literature.

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