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Help me theme my game

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zmobie
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Joined: 11/19/2008

I have a game without a theme, and to get any further with the design, I need a theme... but I started with game mechanics and now I'm having trouble fitting the theme to the mechanics.

It's a simple dice rolling game with some cards. Some cards start off in play, and others are revealed through play. There are 3 types of cards.

Actions - Actions have a number printed on it. When you roll that number, you can spend gold to take that action. You also have to commit your die to doing the action.

Regions - At any time, you can spend gold to place one of your cubes here. When a number is rolled that matches a region you have cubes on, you can activate the ability on that region. This is the most common way to get gold and extra cubes.

Events - When you roll the number printed on an event, you automatically do the effect printed on the event card.

One of the starting actions is to reveal another random card, and put it in play. So the actions you can take, the regions you can place your cubes on, and the events that happen expand throughout the game.

Everyone rolls their 2 six sided dice simultaneously, then takes turns activating various actions, regions and events.

You collect gold, more cubes to place on more cards, more dice to roll, and amass points in various ways.

The most common way to score points is to have a majority of cubes on cards at the end of the game. Many cards also can score you points just by taking the action associated with that card. Regions can score you points for having the majority of cubes on that card, or some threshold of cubes.

Other cards get you gold, more cubes, remove cubes from other cards, steal gold from other players etc.

I'm really indecisive about themes right now, and I just need to see a big long list so I can make a decision.

What regions, actions, and events are present in this game? What do cubes represent? Why might you need this light area control thing for scoring? I don't know why I have such a mental block on this game, but I'm just drawing a blank.

Any help you can provide will be greatly appreciated.

Thanks!

Tristram22
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Joined: 02/15/2013
Ignore If Irrelevant!

Hiya,

Never posted on this site so i figure i'd give it a go!

At a quick glace it seems as though your game is dependent on being presented with a action/event/region card and then trying to roll the number on that card? This seems to be the base mechanic of the game and is cool! I like it! Depending on how easy or difficult it is to make the rolls, it seems that this aspect would need a strong tie to your theme. A first impression makes me think of some kind of skilled 'action' is being performed, like hitting a target with a arrow (for example), rolling the number on your card gives you a bulls-eye, and you get further out until its a miss or a lesser score.

Other useful information that seemed to be missing (or at least I may have missed it) was the penalty for failing to roll the number on the card.

Sorry for being vague, I'm VERY new at this.

If I were to take a random theme from what I've read, it could be a marksman, training to get better (action cards) participating in events (events cards) or unlocking new weapons to use (region cards (a stretch i know)). New equipment and training could make more difficult shots possible or give the option to steal money from other players or cheat them out of a win.

The method I'm using for this is to break down how the rules feel, their intention, their dynamic - and give them a suitable place to occupy in a setting. I find I rarely accept other peoples suggestions when it comes to this kind of thing so it seems silly for me to try and help you Zmobie.

Again I refer to the subject if I'm getting ahead of myself :P

Good Luck!

Me.

entwater
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Joined: 10/12/2013
It seems it could have a

It seems it could have a Colonist/Settling theme:
Placing cubes on a region indicate a settlement
Events are random occurrences in a helpful or harmful world (like Environment Cards)
Actions are building your Colonist's skills

That theme could take place in Space, in a Frontier setting, in a Business setting.

It could be a Zombie or a survival game (taking inspiration from your username...). Regions are useful places like Gas Station, Grocery Store, etc. 'Failure tokens' could accumulate somehow on individual players making actions more difficult.

You could think about one-time and ongoing action cards. At a greater cost, players could buy actions that they could use each turn.

Would players be able to "take-over" the regions? i.e. kick other player's cubes off it, perhaps at an increasing cost?

I really like the mechanics you've got here. Good luck!

zmobie
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Joined: 11/19/2008
This is an interesting and

@Tristram22 This is an interesting and original theme idea! Thanks for the reply! I probably wasn't clear with how the flow of my game works though. Basically there are a number of cards in play for all the players to use at any time. When you roll the dice, you choose the actions that are available based on what you rolled. Regions are available if you've previously placed a cube there. Actions can be activated without your cubes on the card... and events can be activated without expending a die, so its like an additional action... So basically lets say you roll a 1 and a 3. This means you can activate actions or regions 1 and 3, or 4. If there are any events that show 1,3 or 4, you can do those as well. So basically, actions and regions make you expend a die, whereas events don't.

zmobie
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Colonist/Settling seems like

Colonist/Settling seems like a good fit for the flow of things.

Certain cards will have 'take-over' mechanics. There is currently an action card that lets you boot someones cube off of a space where you already have a cube.

I think I am leaning toward space or the frontier since there will be a way to add more cards to play, and this somewhat simulates exploring.

I also am trying to think of a way to make the game very character themed, if that makes any sense. Like the cards are characters, and the cubes are your influence with them, although I'm not sure beyond that what would be novel or interesting there.

Thanks again everyone!

entwater
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Joined: 10/12/2013
zmobie wrote:I think I am

zmobie wrote:
I think I am leaning toward space or the frontier since there will be a way to add more cards to play, and this somewhat simulates exploring.

I'd vote for Frontier personally. Space games I have a hard time relating to since I've never been in space, obviously. But everyone's walked in the woods, been cold, been thirsty etc. Just my 2 cents. I guess it depends whether you're shooting for "realism" or "fantasy" themed.

zmobie wrote:
I also am trying to think of a way to make the game very character themed, if that makes any sense. Like the cards are characters, and the cubes are your influence with them, although I'm not sure beyond that what would be novel or interesting there.

You're saying the Region cards = Characters/factions? That seems like an easy switch. You're a homesteader trying to establish a settlement outside a Frontier town. You can gain influence with different people in the town which give you advantages. You could group these Characters in different Factions, say. Like the Town faction with the Blacksmith, the Mayor, etc. Then there's the Nature faction with your player learning to work with the land/animals. The characters in each faction could synergize off each other and with Action cards, adding a layer of strategy.

Corsaire
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Joined: 06/27/2013
Organized Crime

Really though, I think theme should be something you are into and enjoy, makes things mentally simpler.

The placing into regions struck me as opportunities to do things, i.e. having influence (either territory or "business" segment.) And influence led me to organized crime and the whole sense of people moving in on each other's territory combined with the inherent risks represented by dice rolls.

A different way to go is viewing the regions as knowledge/expertise. Then you could pick almost any field that is knowledge reliant; maybe archeaology.

You could go with a collection theme, and a cube in a region represents an item of that type owned; dice rolls can represent auctions or picking trips.

If you are dithering still, I would suggest replacing the word Gold as you think about your game. Gold tends to over-constrain my thinking towards medieval economic. Sometimes creativity is just blocked by a single excessive and accidental constraint.

Toa Lewa
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Joined: 10/31/2013
Theme Stuff

Corsaire wrote:
If you are dithering still, I would suggest replacing the word Gold as you think about your game. Gold tends to over-constrain my thinking towards medieval economic. Sometimes creativity is just blocked by a single excessive and accidental constraint.

I second Corsaire's opinion. Change the name of your currency, and see if that helps spark something. I'll just throw out some random ideas off the top of my head.

Ruby
Diamond
Oil
Mercury
Hydrogen
Gears
Widgets
Solar Energy
Wind Energy
Nuclear Power
Military Power
Ammunition
Stocks
Bonds
Livestock
Kingdoms
Water
Cities
Sculptures
Architecture
Political Pull
Allies
Merchants
Naval Power

I don't know if you can use any of those, but maybe it will help. Good luck!

zmobie
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Joined: 11/19/2008
Again, thanks everyone for

Again, thanks everyone for all these great suggestions! I started with a complete blank, now my problem is I have too many choices! You guys rule.

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