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A Popularity Contest Board Game

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Dougie_D
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Joined: 01/08/2010

Hi, my name is Doug and I'm new here. I always have ideas for board games and I've decided to really make one happen! I'm looking for advice, other things to consider, and what to look for. My game design idea is based on points or "popularity votes." I don't know all the terms for game design, so I apologize for any confusion.
NAME: Senior Class President
OBJECTIVE: To have the most votes from your fellow classmates to become the Senior Class President!
COMPONENTS:
- Board --- Similar look to Clue board. Instead of a mansion, it's a high school with numerous class rooms.
- One 6 sided die
- 6 player markers
- 6 "home room" markers
- 24 ?or more? voting markers --- 6 sided 1/8" wooden cubes, each side with a different color.
- 30 ?or more? Class mate cards --- each one has a set of values determining how to "get their vote"
they have vote count, classes of interest and how much their classes are worth to them.
- 20 ?or more? Action cards --- some either help or hurt the player determining on what the card is.

SETTING UP THE GAME:
Place ALL the "voting markers" in the Auditorium.
COMBINE and shuffle both cards. Deal out 5 cards to each player and place the rest in the Cafeteria.
Each Player places their "home room marker" in any GENERAL class room. English, Science, Art, Math, etc.
Note: players may have the same home room.
Now, each player places their "player markers" where their home room is.
Note: Home Room marker is equal to 3 "voting markers" and they can never be "snagged"

PLAYING THE GAME:
1. Player Rolls die.
2. Draws a Card
3. Plays an Action card, if they want to!
4. If player moves into a room, the player may "place" or "snag" a voting marker.
4a. Place --- takes from the auditorium and places in the room.
4b. Snag --- turns over the voting marker to either his player or another player's color is on top!
4c. If player moves into the auditorium then a "vote" COUNT will be created.
4c1. Player places a class mate card(s) facedown next to them. TAKES the corresponding "voting markers" from the classes and places them on top of the facedown Card. Each facedown card is worth 1 vote!
4c2. End of Turn.
5. Discard one card
5a. Discards two cards if decided to "snag"
6. End of turn.

ENDING THE GAME:
The game ends when either all the class mate cards are out of play OR all the voting markers are placed.

SCORING:
You can only score off the cards that are facedown and have corresponding "voting markers" on top of them.
Each facedown card is worth 1 vote. Now, you can turn over the cards and score the value of the class mate.
Person with the most votes becomes the Senior Class President!

sedjtroll
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Joined: 07/21/2008
Streamlining components

I like how you've used cubes with different colored sides for each player - however logistically that might not be as easy as each player having their own colored cubes.

If I read this right, you are basically going around "campaigning" in the various classrooms in order to get some influence in them, and in order to score a Vote (a particular student), you have to "pay" (remove) influence from the listed classes in the listed amounts. That sounds cool!

You might consider a single, public pool of students (i.e. take the cards and put them in a face up display) so players have to compete with each other for them, otherwise it might seem kind of solitary.

Also, it seems like you would always prefer to snag a cube from another player if possible rather than place a new one - isn't that strictly better? What if you had to choose between placing 2 new influence in the classroom or replacing 1 opponent's influence with your own.

Another possibility might be to have a limited amount of influence to place in the rooms, and maybe you have to go to your homeroom to fuel up again or something like that. Just an idea off the top of my head.

Maybe I'm something of a game snob, but I'm not a fan of such a Roll and Move mechanism like the one you're using. Suppose 1 person always rolls higher than another - for no good reason thy will visit more classrooms and therefore spread more influence! You could do something creative with the dice, like roll 2 of them, and you use 1 for movement and the other for how much Influence you draw into your pool to work with - giving the players the choice to move farther or fill up on influence. Again, just a thought.

Finally, there's a game out there called High School Drama which is thematically similar, though mechanically very different. You might want to check it out, in the name of science/research ;)

Pastor_Mora
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Joined: 01/05/2010
It's too green yet

I agree it looks like all dice-rolling no-strategy. It may work if you are targeting 6 and above. But cards in the game means 12 and above. But, you don't have the cards yet...

Games = theme + mechanics, and you have neither yet. No offense.

Focus in one aspect first. If its your first game, start with theme. On your fifth, you'll start with mechanics.

Think about your customer! What age is your target? Then you'll know what you can and what you don't. Think about reality! walk around your game board in real life. reality it's the ultimate theme inspiration!

Work! work hard until you have something you are proud of. Then submit it for review. if you dare... ;)

Keep thinking!

sedjtroll
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Joined: 07/21/2008
Pastor_Mora wrote:Games =

Pastor_Mora wrote:
Games = theme + mechanics, and you have neither yet. No offense.

I disagree.

From his post I can see a theme for sure - you go around school from class to class and campaign for people to vote for you. You have Students in hand, and to win their votes you have to campaign in their classes (as listed on the Student card).

I also see mechanics, though here i would personally aim fo something more sophisticated. Currently you roll dice to move around the school (much like Clue), and you make decisions about which rooms to visit based on your goal of spreading your influence then cashing it in.

Thematically I think the game is fine - and the mechanics such as they are support the theme. However, I would work on the mechanics personally, trying to make the decisions matter some, and allow players to do stuff "on purpose" more than just move wherever the dice allow them to...

Dougie_D
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Joined: 01/08/2010
Thanks for the helpful posts!

Thanks for the helpful posts! That's why I came on here the first place. It does sound good in my head, but I still need some more work.
Actually, I was brainstorming some more. I think I'm going to include a "Principle" marker. Each turn(not each round) the player can place the Principle in a room except for the bathrooms, auditorium, library, cafeteria, and detention. If a player moves into a room with a Principle they have to roll higher than a 3. If not, they go to detention and lose all their influence markers in that room!!!
I was hoping that my ACTION cards will help the game become more exciting.
Rumor Cards - Any player can replace Any influence markers in Any room with their own!
Movement Cards - Players may get extra movement if they want to.
Detention Cards - Play Immediately - Any player who is caught in the HALLWAY are sent to Detention!
Bathroom Cards - These cards counteract the Detention cards. Sends a Player to the nearest Bathroom for safety!
Principle Cards - Players can place the Principle on the desired room on card or ANY room! Note:this is the only time a Principle is in a Bathroom!

I'm glad this post is here...It's actually helping me!

ilta
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Joined: 12/05/2008
I agree with ST -- there are

I agree with ST -- there are definitely both theme and mechanics here, and the mechanics could use some beefing up to make strategic choices matter more.

I'm a bit confused about Detention. My memory of the student council elections was that the kids who ran in them were usually on pretty good terms with the establishment. That is, the goody two shoes. And running for SC was strongly encouraged. So it seems like having the Principal around would be a BONUS to campaigning. Unless this is some sort of subversive campaign, ie a campaign in a school that has no Student Council, or with unapproved students running. (And I think you mean Principal, not Principle, unless the students have something to fear from abstract concepts of virtue. :) )

Actually, the choice between running a "clean" or "dirty" campaign strikes me as particularly interesting within a high school setting. Do you put up "my opponent is a slut" posters and risk getting sent to detention, or run a safer, but less effective campaign on the "issues" (such as they are; I always remember SC as being more about the election itself than about anything that the SC President could possibly hope to achieve). Do different issues affect different kinds of students? Does each candidate have a natural base from which to draw support -- the jock, the nerd, the popular girl, the anti-establishment rebel, the goth chick, (ie the cliques outlined by that invaluable anthropological study, The Breakfast Club; also worth watching: Election, a great little film about exactly your subject matter, starring Reese Witherspoon and Matthew Broderick).

For a heavier look at the "election" genre of games, I'd check out 1960: The Making of the President, which is historical in flavor but might provide some inspiration beyond roll-and-moves like Clue.

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