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tile formation ideas?

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NewbieDesigner
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Joined: 01/20/2011

Can you think of an idea/theme that lends itself to building a formation of about 15 tiles in front of each individual. I'd like players to draw from a few stacks of tiles and be able to start from one tile and expand out (not a collective formation like Carcassonne). Something that has the freedom to expand and results in a coherent but unique formation for each player. Thanks in advance as always.

NomadArtisan
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Joined: 12/12/2011
Pipes, fuse, abstractified

Pipes, fuse, abstractified program/software, army, farm, terrain (tile placing represents searching new territory on a quest perhaps).

You really could do anything for tile placement. What lends itself best to the rest of your rules is the question.

ReluctantPirateGames
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Joined: 09/27/2011
Arrangement

First a question: When you say 15 tiles, do you mean in a row, or possibly some other shape? And if there is another shape in mind, does the location of each tile in relation to the others matter? This could be very important thematically.

Next a suggestion: If you were to go with an arrangement that was 3 tiles wide and built upward and away from the player, you could maybe go with an office building theme. Think the flash game Corporation Inc. Different departments do different things, and their arrangement becomes meaningful somehow. The competition between players is easily explained as corporations competing to make the most profit.

James Rex
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Joined: 12/10/2011
Sets of Tiles?

Just off the top of my head:

* Computer hardware components.
* Military Base of some sort.
* Farmville

You can also go more abstract (knowledge trees, sources of mana/world pillar mythos, standard fantasy stuff), but that would require some world-building. Character sheets for RPGs might also be a good inspiration since they all start with the same "base" and build from there, only the rules are in the books.

Good luck!

James Games
www.stompinggroundsgame.com

NewbieDesigner
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Joined: 01/20/2011
tile formations

15 tiles was approximate with the limitation being table space in front of players. Playing the tiles orthogonally like Alhambra is what I had in mind and I wanted to stay away from the land/farm/city theme since it's been done to death. I would like the placement to matter so playing some tiles next to others scores bonus points. I've been trying to think of something where players create something like an amorphous creature (tiles consist of body parts) but it seems players would have to discard tiles if they didn't fit. I like the idea of tiles being prerequisites for other tiles but if you collected tiles that weren't prerequisites, you could still place them even though they don't earn points.

heavyrocks
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Joined: 02/11/2012
shapes?

What shape are these tiles? Must they all be the same shape?

You can get some very interesting formations tiling equilateral triangles or rhombuses. Hexagons also tessellate well, as do octagons (which can create square gaps, but allow you more directions of movement).

NewbieDesigner
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All the same shape but not

All the same shape but not necessarily a particular shape although square/rectangular is preferable for prototype purposes. Have anything specific in mind as far as a theme?

heavyrocks
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Joined: 02/11/2012
a river system, deep space

a river system, deep space (or galatic filaments there in)

are the tiles the terrain on which the game is played? do they have a function yet, or is this the stepping-off point for the game concept?

NewbieDesigner
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There will four stacks of

There will four stacks of cards and cards from each stack get revealed during the round. At some point, each player claims cards from a column below the stacks and takes them into their possession. As it stands now, it's just a set collection game but I would like to add a spatial element to spice things up a bit. The original theme was players with sticks hitting a Piñata with candy falling from it. Two Publishers said the mechanics were solid but the theme would be hard to market and to resubmit if I could come up with another theme that fit.

teriyaki
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Joined: 02/14/2012
You might want to look into

You might want to look into Alhambra, a great german game. It combines building your palace out of rectangular tiles while trading different currencies with other players. Your palace is scored according to several rules.. I believe the number of tiles by their worth, the length of the longest wall etc. I think 15 tiles actually is something like the maximum size of your finished palace. Anyways, it's a fun game - look it up!

So... castle building? Maybe you could spice it up with some interaction... Like having a catapult tile that removes an opponents tile... if that works with your existing design or concept. The third dimension offers itself naturally then.. Check out Torres for german-style 3d castle building concept.

There's a theme that's been in my mind for some time but I can't find a satisfying mechanic.. Goblin Mushrooms! Fantasy goblins have often been depicted as living in mushroom-filled caves.. Maybe something can done with that - especially if you want the game to be humorous/colorful.. Diferent colored mushrooms can have different powers and you can easily add the third dimension with mushrooms growing during the game.

(A disclaimer: I'm not a 'shroom head :) I just like the concept of weird and wondrous underworlds)

NewbieDesigner
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Surrrrre you don't do

Surrrrre you don't do shrooms. ;-) Thanks for the ideas. I do own Alhambra and have played Torres but am trying to stay away from the castle/city thing since it's been done so much. I can definitely appreciate now why some themes reoccur so much since they lend themselves to flexibility when it comes to mechanics.

heavyrocks
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Joined: 02/11/2012
The shroom topic made me

The shroom topic made me think of Mario. Mario meets Alhambra? You could side-scroll across tiles, collecting [coins] or something else. Special powerups (one shroom makes you larger and one shroom makes you small, invincibility star mechanic?)

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