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Exit mechanic / Board implementation

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Scurra and I were discussing how we could implement exit mechanics for the game. However, which exit mechanic we choose depends entirely upon how the board is laid out. I want to throw a few ideas out with possible exit mechanics so we can discuss it.

Fixed Board:
Ok this board configuration would be a fixed size of a # of tiles square. For example, 10 X 10 or 11 X 11 tiles in size.

Right now I can think of two ways to do this:

1) As scurra suggested, you start in the center on a permanent start square (of perhaps 3 X 3 tiles in size) and then you work your way out. If you reach the edge of the board, you automatically find an exit there. The permanent 'center piece' of 3 X 3 would allow up to 8 entrances (one for each direction; N, NE, E, etc).

2) Similiar to Dragon Delta, players would start out on the edge of the board and then they would work inward. The exit for a particular entrance would be on the opposite side of the board. With this method, up to 6 players (or explorers) could be used. If a player started in the left most entrance on the upper edge, his exit would be in the rightmost one on the lower edge. If I player started in the lower most entrance of the left side, his exit would be the upper most one on the right side, etc. There would be a center path going from the middle of the upper edge down and also one from the middle of the left edge going right . A solid stone center to the board could be used to prevent the 'straight line' run to the exit.

Free Form board
This configuration would not try to overlay the building of the cave onto the board grid. With this method, the cave could be any shape size that the players built it to be. Some sort of starting mechanism would have to be implemented however. Perhaps like the 3 X 3 tile start mechanism suggested by Scurra as outlined above. The exits would be found by mixing in exit cards into the search deck. Whenever one player found the required number of exit cards, he would show them to the players and place an exit on that tile. The required # could be more for fewer players (say 4 for two players) and less for greater # of players (all the way down to 2 for 5-6 players). Also, we could use a staging mechanism where the backs of the search cards were numbered. The cards of specific stage would all be shuffled and mixed together... Then the deck would be layered with all the cards with the back of 1 had to be searched first, then the 2s, etc. With this method, we could mix in less exits in the earlier stages and obviously more in the later stages... Finding the exit would be scored, and an exit token would be placed on that tile. Any players could then exit the game at that tile. Of course, the player that discovered the exit would score a bonus. (In the same method as other scoring in the game, that player might score a bonus for finding the first exit, and other players would gain lesser scores for subsequent exits they found).

Whatiya think?
-Darke

Scurra
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Exit mechanic / Board implementation

Can I clarify that the "fixed" exit wouldn't be found automatically when a player reached the edge of the board. What I was proposing was that there would be a maximum number of exits to be found - so, say, the first two (or three in a larger game) to the edge would be exits - anyone after that wouldn't find an exit (a tile with a passage heading out wouldn't be allowed.)

However, the "collect X exit chits" idea for the freeform board sounds just about ideal, as it would add another factor to the searching for discoveries since a player who didn't find something to score VPs directly from would have a chance to score them later by being the first player out. Very nice.

phpbbadmin
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Cool

We have a consensus. It's a done deal then..

:D

-Darke

Scurra
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Exit mechanic / Board implementation

:)

I like it when you go all decisive on us....

sedjtroll
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Exit mechanic / Board implementation

I just wanted to add that (a) I'm sorry I missed the chat- I couldn't log back in, and I didn't work out how until late today :/
(b) I don't know that we NEED an exit mechanism.. we could go with another game-end mechanic, something like Darkehorse's Film thing. Oh, and (c) regarding collecting "exit chits"... It's an interesting idea, but of course it depends on how we do the "collecting"... if searching is "Draw X chits (depending on where or how many APs you spend), choose 1" then who would choose an Exit chit? Unless maybe they're winning... and maybe this gives people another reason to search, because they're more likely to end the game, so winners are more apt to search... is that true? Maybe it's good...

- Seth

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Ahhh The dissenting voice...

Quote:

b) I don't know that we NEED an exit mechanism.. we could go with another game-end mechanic, something like Darkehorse's Film thing. Oh, and (c) regarding collecting "exit chits"... It's an interesting idea, but of course it depends on how we do the "collecting"... if searching is "Draw X chits (depending on where or how many APs you spend), choose 1" then who would choose an Exit chit? Unless maybe they're winning... and maybe this gives people another reason to search, because they're more likely to end the game, so winners are more apt to search... is that true? Maybe it's good...

Actually when we voted on which game to design (Tourist trap vs relic rush vs the strict exploration game), we decided upon the mix of Relic Rush and the Exploration game. It was my understanding that one of the main premises behind Relic Rush was finding the exit. Isn't that true? In order to stay true to the vote, shouldn't we incorporate this into the game?

As far as drawing X chits and keeping 1. I have to say that I'm not in agreement with that all. My theory is you take what you get. Perhaps that's a new thread. Yes I smell a new thread... Can you smell it? *sniff*

-Darke

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continuing this discussion

Scurra and I chatted briefly last night and decided we really need to decide how the tiles will 'look' and we need to decide how players start out. We can discuss how the tileset will look in another thread, let's continue with this thread about the start location. We were still thinking that an initial 3 X 3 tile-sized starting section might be the way to go. With this method, we could have up to eight players (or possibly explorers) with different starting position (one NE,N, NW,W,SW,S, SE and E). As Scurra suggested, if we implement the one explorer per tile/cave/passage (to be worked out in detail later) that Hpox had suggested, it might discourage people from rubbing elbows to soon in the game (although it wouldn't prevent this, which I like too). Also we could distribute the starting positions to evenly to make it as balanced as possible also. If we don't make players start from the same basic section, and we don't use a board superimposed onto a fixed grid, then I think it would be difficult to implement a mechanic where the seperate cave systems merged.... Basically my question is does anyone have any real problems with using this start square or is there a better method for implementing this?

-Darke

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