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Rabbits

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parah7
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Joined: 10/10/2018

Hey guys, just looking to get some thoughts and opinions on a new game ive got. Its still in early playtests which have run quite well but just looking to get some public opinion on any larger scale things (and small) that could be fixed up or modified.

The Game - Rabbits (title pending until i can think of an actual game name) is a 2-4 player game where players must get their rabbits from one side of the board and into their burrow on the other side, all while trying to best the other player/s and avoid the farmer protecting his special carrots.

Below is the PnP files for the game, if any issues arise with accessing the files please let me know (remember to print the game board tiled).

https://drive.google.com/drive/folders/1BiRdd5COPDpXQ1vXzJEylrcMTN6-8-sI...

**The graphics used in this version have been accessed for google for testing purposes, once i know everything the game requires ill be making my own artwork**

Jay103
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Joined: 01/23/2018
"Hop (move a rabbit 1 space

"Hop (move a rabbit 1 space forward)"
I'm guessing this really means 1 space either horizontally or vertically (but not diagonally) in any direction?

Rabbits and hunter can move freely on the dark areas?

You get points for getting a rabbit to the burrow, but the special rabbits don't count for that?

Which sides do the players start on? The left/right sides have different positions relative to the carrots than the top/bottom do.. And if there are two players, are they across from each other?

Are the special rabbits actually useful, given that none of them can be scored in the burrow?

wob
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Joined: 06/09/2017
hi. i agree it would be

hi.
i agree it would be better to score for special bunnies, or have a way to revert them to normal.
i like the game in general, its a classic game with a nice twist but i thought the rules were in the wrong order. for one thing i had to search to the end for how i actually score/win.
i also liked the idea of the hunter, but in a 2 player game it might end up just wandering back and forth along the same path.however i only read the rules so maybe not.

questccg
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Hmm... What's in a name???

parah7 wrote:
The Game - Rabbits (title pending until i can think of an actual game name) is a 2-4 player game where players must get their rabbits from one side of the board and into their burrow on the other side, all while trying to best the other player/s and avoid the farmer protecting his special carrots.

"Wahbits" and the Wahbits Farmer. I thought it was cute as a name! So much for Looney Tunes...! Too bad Disney would never consent to using the Elmer Fudd Character (or Yosemite Sam as the Farmer)...

Best of luck finding another name. Tough for this type of game!

parah7
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Joined: 10/10/2018
Thanks for the suggestions

Thanks for the suggestions guys!

I'll make sure to cover all those in the rules, and will modify to allow for special rabbits to burrow.

Any other suggestions would be excellent, especially in relation to the mechanics of the game :)

Mosker
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Indirect control--cartoon/trickster inspiration

Instead of players actually turning the hunter, consider them controlling his attention via rabbits. Think of Bugs Bunny and Elmer Fudd. Bunny gets attention, moves slightly out of sight before the hunter turns in that direction. It will give more freedom of rotation to the hunter, but balancing that would be the restriction of a rabbit able to pull off the stunt.

Hop,
The guy insane enough to do games based on rabbit rescuing

parah7
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Joined: 10/10/2018
Thats an interesting way of

Thats an interesting way of doing it Mosker, could you please elaborate a little?, im just trying to vision what you mean. Does that mean when a rabbit passes him he turns in that direction and then moves?

Mosker
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A rabbit and a hunter are in

A rabbit and a hunter are in the same row, but the hunter is not facing the rabbit. Rabbit does his best Bugs Bunny whistle, hunter turns to face the rabbit who moves out of line of fire, potentially exposing the competition also in the same row.

wob
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Joined: 06/09/2017
another ai option would be

another ai option would be another die. a d4 where 1= north 2=east etc or a d6 and the hunter turns clockwise according to pip count. it does remove a layer of strategy though.

parah7
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Joined: 10/10/2018
I like both these ideas, ill

I like both these ideas, ill give them both a playtest in the coming days. The hunter mechanic is the one that will probably take the most playtesting to get working the way i want it to.

Another thought i had was that he would periodically drop traps onto the field which would mean rabbits have to navigate around the trap to get to the destination.

parah7
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Joined: 10/10/2018
The board

Okay so one of the things that Jay pointed out was the game board and that the fertile grounds are different for 2 of the 4 players (and a bit unfair), ive been looking at the board but having a bit of trouble re-organizing it around to be fair no matter which side you start on :\

I only wanted 6 fertile ground spaces to match with the number on a standard die so that no matter what number you rolled it would correspond with a piece of land.

wob
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Joined: 06/09/2017
is the fertile ground is just

is the fertile ground is just where carrots spawn? if the board is 6×6 you can use a grid system and 2 d6s and put in a rule about it spawning on an occupied space

parah7
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Joined: 10/10/2018
Hey all, I figured it would

Hey all,

I figured it would be easier to bump this thread than to start another to provide an update for where im at with this.

Most of the mechanics in the game are in place and right now im just working on how they would best fit in with the turn sequencing and making small adjustments to how each appear or are triggered within a turn.

The goal of the game is still the same, with 2-4 players starting with rabbits on one side of the board and they have to navigate them across to the other side to their burrow.

The biggest things im trying to tackle right now is how to best do movements of the rabbits when it is your turn. In my current iteration i just have a set number of movements (6) and players can distribute them across their rabbits with each rabbit only being able to move a max 3 spaces (to prevent players from just beelining across the board in 2 turns essentially)

My issue with having fixed movements is it makes moving seemingly very straightforward and doesnt allow for much in the way of 'combo moves'. Can anyone recommend other grid based tile movement games that handle movement really well i could use as inspiration for this or have any suggestions on a good ways it could be handled?

The other thing im trying to tackle is board powerups. These are bush tiles that popup on the board in random locations (a die is rolled twice to determine the X axis and Y axis to give a growth location). When players hop onto these bushes they are revealed on the other side the type of powerup (or none). When collected the powerups can be used to have various effects on rabbits etc.

Now the issue that im having with these or maybe im just thinking too much into it is, when they spawn (not sure whether to do at the end of player turns, the round or use something else to determine when they pop up and where) isnt the player who starts the round always going to be favoured to collect them? Unless of course they are way across the board from them they have a greater chance of reaching said powerups.

If you are the player to go 2nd or in a 4 player game last you would be in a very poor position for collecting powerups.

My best solution for this dilemma thus far is having the bushes stay there for more than 1 round and allow for multiple people to land on them, when they do they draw from another card stock that says the powerup gained from it. Thoughts?

Aside from ironing out these few things the game has made some great progress in the time and im looking forward to doing heavier playtesting and moving onto the next stages.

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