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Flash flood themed game

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NewbieDesigner
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Joined: 01/20/2011

Two new game ideas in one week! This one is a little more involved than the poker one but still in the filler category.

Players take the role of managing a network of dams during severe flooding conditions.

1. Each player has five suited cards in front of them with values 12, 14, 16, 18 & 20. The cards represent dams. Ideally, these cards would be physically larger than the drafted ones.

2. Players will draft cards from a face up pile (think Ticket to Ride) and place them under the corresponding dam cards, e.g., place a blue 4 under the blue 16 dam card. The cards represent water filling up the dam.

3. The cards being drafted will range in value from 1-5 and there will be two of each per suit (50 total).

4. The goal is to get closest to each dam limit without going over. Players can't peak at cards placed under the dam cards so there is a memory element.

5. Hand size is four. Cards can be discarded instead of placed under dam cards (discard pile represents the dam "spillway").

6. Game ends when the deck runs out or perhaps a random "stop playing" card in the last 1/5 of the deck.

Some other ideas:

1. Arrange the deck with a pause card about 4/5 through the game and players simultaneously reveal if they want to peak at a pile. Peaking costs a few victory points per pile. Then resume to end.

2. Actions are resolved real time like the recent game Diner. Action cards with values 1, 2 or 3 (not sure of exact combination yet) get passed around the table from player to player. An action consists of drawing cards from the display or playing cards under the dam cards. To give a sense of urgency, there is a penalty for having the most action cards and unplayed cards left at the end of the game.

3. Not sure about scoring. Majority score each dam against others? Example: person closest without going over gets 10 points, second gets 6 points, third gets 3 points and 1 point for fourth (ties get split some how). Or should points not be relative to others? Example: 10 points for filling dam to exact level without going over, 6 points getting within 1 or 2, etc. Negative points for going over.

Sound fun or interesting? Feel free to ask questions for clarification and I'm open to other thematic ideas other than dam management.

Groove
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Joined: 03/20/2014
Point 5, regarding

Point 5, regarding discarding, would seem to suck all of the tension from the game.

Reading up to that point it seemed that while playing the game your main worry would be balancing the risk of getting larger cards early against a risk of your dam bursting in the late game. Being able to discard cards at will makes it seem like you'd always go for larger cards if possible, only using smaller cards to get the final few points towards your limit.

Also, I'm not sure if the theme works with a drafting game. I mean, what are you actually drafting? Rainfall? Rivers?

NewbieDesigner
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Joined: 01/20/2011
Thanks for responding.

Thanks for responding.

Regarding the hand size, you may be right in that it's more tense when you are forced to play once you reach your hand limit. I was just thinking it's hard enough to remember what is under each pile but perhaps your know you are close to the limit, so you can discard a 5. Also, what if players incur a penalty for cards they discarded but could have fit into dam? I suppose playtesting would reveal what the best rule is.

You are drafting rushing water that is rushing into and filling up the dam. But yeah, choosing what suit of water to take breaks down thematically.

mjbreese
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Joined: 03/27/2014
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Maybe you implied this and it just went over my head, but would you draw cards occasionally that could actually reduce the water? The cards have a negative value or something. Like a sandbags card that could increase the amount of water a dam could hold.

let-off studios
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Joined: 02/07/2011
Sandbags, etc.

I also second the idea of sandbag cards or other methods of increasing a dam's strength. It can help out certain players and/or situations when there's a mass of cards dumped out in a single turn.

However, I had a few other ideas that came to mind that you may want to consider.
- Players having ownership or some kind of stake in a particular dam succeeding. This can add competition between players and incentive for a player to choose one dam over another. Maybe the player who plays the most cards under a particular dam "wins" ownership of the dam? In this case, the flood cards become bids to claim, as well as a test of the dam's strength. Players can also "invest" in their bids by placing "sandbag" or "fortify" cards that increase a dam's threshold/capacity.
- Have a card value limit (as opposed to a limit to the number of cards) to a player's or the group's spillway. This makes it important for a given player to consider what cards they discard there. Perhaps have them discard face-up, and the sum of cards is compared to that limit; anything beyond the limit counts against the player or all players at the end. Maybe there are buildings the players own that are flooded out when the spillway becomes overloaded? In mechanics terms, players may lose out on VP at the end of the game when their buildings are flooded.

If you end up sticking with this idea, please keep us posted on the progress! It definitely has my attention and interest. :)

NewbieDesigner
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Joined: 01/20/2011
No but I suppose that could

No but I suppose that could be what the spillway cards are used for (anything you discard has a negative value). I typically dislike memory games so I don't want that element to be too difficult so that is why I want to give players the opportunity to peak, for a price of course. :-)

NewbieDesigner
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Joined: 01/20/2011
Thanks for those additional

Thanks for those additional ideas to think about- I should be able to try some of them in a couple of weeks after I print up some cards.

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