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Game idea, would love help

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PapaBjorn
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Joined: 09/13/2014
possible board example

Hey everyone, i'm new here so if i'm in the wrong place let me know.
But i have had an idea of a new board game brewing in my head for a while with many kinks that would be awesome to have critiqued.
I have an idea of large board with hexagon tiles (similar to how catan looks). the game would have people controlling small minions across the board fighting others, traversing different terrain, all while trying to grab the precious item at the center of the map and returning it to your base safely.

The idea i have that i would like to have to make this stand out would be random board elements after everyone has done their turn. examples i have thought of would be areas of the map changing terrain, sections of the map getting attacked, specific minions get buffed, barriers get created, or my favorite idea (and probably hardest to make possible) would be the entire map spinning so that minions would end up on the complete other side of the map making their journey harder and harder.

i know this idea this super weak and lacks A LOT, but if you had any ideas on how i could make this a cohesive idea with combat, movement, maybe a resource element, and of course the whole "how do you win the game" aspect let me know!

thanks all, i already love this community!

laperen
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Joined: 04/30/2013
I would first find a focus,

I would first find a focus, what is the player's main action

For me, just from reading the high concept, it sounds like positioning is going to be the main strategic point of your game. It reminds me of Chinese Checkers to some extent. If positioning is key, i might not even involve combat.

mulletsquirrel
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Joined: 08/14/2014
Your idea reminds me of Small

Your idea reminds me of Small World, have you played that?

X3M
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Joined: 10/28/2013
You have a good start, here is my suggestion

I think that the Pirate Theme would fit your game the best.

Random events could be maelstroms, storms, huracanes, tidal waves, different water current etc.
The goal is getting the treasure in the middle.

During this trip you want to fight of other players. Even when you have the treasure.

With islands you can get upgrades, ammunition, repairs etc.

For players to stay in the game, you could have them use a smaller boat to get to an island where they start building up a new bigger boat/crew (or fleet) for the battle again.

Since players approach from all sides. You need choke points for forcing the possible amount of battle's upwards. I suggest a double or triple ring, moon shaped islands.

You could even force the crew to go on land and force them to fight on land instead.

Of course you can create many more choke points, road crosses, with land.

mulletsquirrel
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X3M wrote:I think that the

X3M wrote:
I think that the Pirate Theme would fit your game the best.

Random events could be maelstroms, storms, huracanes, tidal waves, different water current etc.
The goal is getting the treasure in the middle.

What if a bunch of treasure tiles were shuffled up and placed randomly on the islands (face down)? No player knows where the highest value treasure is, or how much treasure that holds. All they know is that other pirates are trying to get it first!

Whoever ends up with the most treasure wins!

I guess this could mean that games are not always going to be fair. Have to take that into consideration if making the decision to go this route.

PapaBjorn
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Joined: 09/13/2014
sweet!

I really like this aim. It has helped me get more and more thoughts in line today! Right now things I am still stumped on would be what the purpose of the islands are, besides blockers and how to make them effective but not so awesome that it hinders movement and battling.

Initially I had the idea of treasure of the islands, but I don't know how I would stop players from just farming the same island over and over without leaving. Hahah

MarkD1733
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Joined: 07/05/2014
what if you went opposite?

Flip the idea...what if the center was a black hole or Charybdis pulling everything towards it. You could each be ships, space or seafaring, trying to escape it. All the other stuff on the board is stuff you are trying to avoid colliding with. First one to the edge wins.

mulletsquirrel
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Joined: 08/14/2014
PapaBjorn wrote:...but I

PapaBjorn wrote:
...but I don't know how I would stop players from just farming the same island over and over without leaving. Hahah

In my suggestion, once a player found the treasure on an island, it would be taken and the island would be barren. Maybe there could be some mechanic to hide the treasure again so that when their ship is destroyed, they can go back and pick up the treasure...

X3M
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Joined: 10/28/2013
Glad that my pirate theme has

Glad that my pirate theme has some liking.

There is still the option to have relatively bigger islands where the crew needs to move into the Island (from 1, 2 or even 3 sides) for the treasure. Let's say they then move with only 1 field / round. In the meanwhile, their ship is vulnerable. So others might come in and take their chance in destroying the ship. Then wait for the crew to come back, and defeat them too.

An Island has path's between jungle/rocks. The treasure is hidden in the deepest path's.

For more fun, you could allow players to buy/find/steal treasure maps. Or parts of the treasure maps. When a treasure map is completed, the exact location is found on the island. The treasure map allows the player to go there.

Since the treasure map is a card, or some cards. Other players don't know yet which Island this player is going for. Perhaps when a fleet is used, one player could simply ambush another player by fooling that player in thinking that he has a completed map. In that case, the player that pretends can actually stead a card (treasure).

My inspiration is partly of the last Assasins Creed.

mulletsquirrel
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The only thing I worry about

The only thing I worry about when allowing ships to be damaged/destroyed when stopped at an island is that some players will just scoot around waiting for the other players to stop and just take advantage of that (with no penalty whatsoever?).

What is the incentive to get to the islands first?

Maybe your ship doesn't have any cannons on it right away and you have to purchase them or find them on an island/city?

X3M
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Joined: 10/28/2013
Well, the other players

Well, the other players should not fall into the trap.

However, with 3 players, we get this situation that the trapping player, might even get trapped him/herself.

*****

For cannons, boarding a ship, ship ramming, ammount of crew, weapons for the crew etc.

The damage value of the weapons should simply follow 1, 2, 3, 4, 5. While the cost value is 1, 3, 6, 10, 15.
Something like that?
The different actions need a RPS system though. And maybe you can add cards that allow certain orders during a battle.

One way or another, every starting ship has level 1 in any direction. And the bonus in the RPS system is a factor 2?

When one part is gone: no crew, making water, out of ammunition. Depending on what is gone, there is a concequence. In most cases. A captain wants to retreat for repairs. After all, the biggest ship (flag ship) is worth the most. A player doesn't want to loose that one.

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