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"build up, prevent from toppling down" idea?

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NewbieDesigner
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Joined: 01/20/2011

I have an idea for a game where players play cards in front of them trying build some sort of construction that will suffer destruction during the game. The ones that remain will score points (value of cards x height of structure). If anyone has played Dorra's "The Bucket King", that is something I have in mind. I can only think of two ways one can build cards in a two dimensional way that would lend itself to this mechanic:

1. As in "The Bucket King", players build pyramid formations and if a card is removed, the card(s) that are supported by that removed card also get removed.

2. Cards are played in vertical (pillars) and horizontal (bases) positions and can stack up on top of each other. If a card is removed, the cards above it are also removed. A wide structure is less susceptible to toppling but scores fewer points compared to a taller one.

Questions:

1. Can you think of any other formations that might work where cards are removed & sometimes collapse during gameplay?

2. Can you think of a unique theme that may work? I had in mind earthquake damage or some sort of military siege where the parts of the structure get damaged by artillery. Thanks.

Horatio252
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Joined: 03/13/2011
Sand Castles

I don't know if this helps, but I'll share anyway. My first thought was sandcastles. As a kid I would try to build a sandcastle as close as I could to the ocean and endure the waves while building my sandcastle up. The height and strength of the waves could be determined randomly (event cards or dice) and castle pieces would "washed away" and be removed from play. Points are awarded for completed structures multiplied by how close they are to the water's edge at the end of the game. I realize my idea is more of a horizontal destruction instead of a "knocking out of the base" idea, but I had it and I thought I'd share in case it inspires you.

best of luck!

kos
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Joined: 01/17/2011
Trade Routes

Theme: Trade routes
Players are trying to establish trade routes radiating out from their respective cities. The longer the trade route the more points it scores, but watch out for the bandits/pirates who try to cut them off.
(Would work as either medieval or space colonies.)

bonsaigames
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Joined: 12/20/2010
Second for Sandcastles

Horatio252 wrote:
I don't know if this helps, but I'll share anyway. My first thought was sandcastles. As a kid I would try to build a sandcastle as close as I could to the ocean and endure the waves while building my sandcastle up. The height and strength of the waves could be determined randomly (event cards or dice) and castle pieces would "washed away" and be removed from play. Points are awarded for completed structures multiplied by how close they are to the water's edge at the end of the game. I realize my idea is more of a horizontal destruction instead of a "knocking out of the base" idea, but I had it and I thought I'd share in case it inspires you.

best of luck!

I love this idea!

NewbieDesigner
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Joined: 01/20/2011
Thanks for the suggestions

Thanks for the suggestions for far. Keep em coming if you can think of anything else.

Horatio252
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Joined: 03/13/2011
Can I Take It Back?

Newbie,

As I think about it, I would like to try to develop the sand castle idea, and you do not seem to be pursuing it. You have first rights to it, I gave it to you, so you can have it, but if you do not want it, can I develop it?

NewbieDesigner
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Joined: 01/20/2011
I think I'm going to focus on

I think I'm going to focus on the military theme so go for it and thanks for the suggestion.

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