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My ideas for games.

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boxoftricks
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Hello from a torrential England!

It's the middle of my Christmas holiday so I thought I'd get round to posting about the many ideas for board games that have come to me over the past five years or so. Gamers be warned! Most of these ideas are vague at best. More often, ideas come to me as tone, atmosphere, mood, and so on, or a feeling for a mechanic or relationship I want to see in the game, rather than anything concrete. This is more than likely because I have very little gaming credentials, having only in the last year or so made more of an effort to investigate, you know, Proper Actual Games. I welcome any comments offering ideas on how I could expand these ideas beyond what they are (mainly a bunch of pictures in my head and words in my notebook, and a plastic box of prototypes) or if you know of any similar-sounding games that you could recommend to me in order to get more of a feel for how games should really work.

What are we waiting for? On to the games!

1) GHOSTS

A haunted house. The owner has called in the Ghost Busters to track down the unwelcome spectres and exterminate them. The board shows a birds-eye-view of the house as in Cluedo. There are two boards - one for the ghosts and one for the Busters, as in Battleships. The ghosts can see where the Busters are, but the Busters can only see where the ghosts were on their last turn from the trail of gleaming ectoplasm they leave behind...

2) TWO MOONS

Spaces on a circular board are affected by the position of the titular Two Moons, which move around the edge of the board.

3) SPRITES

An attempt to replicate the idea of assigning roles to generic characters as in the classic DOS game (my favourite in fact) Lemmings in a board game.

4) DRAGON DOORS

A square dungeon of 16 cells. An imprisoned wizard opens portals between rooms to make his way out. But opening portals lets pesky goblins into the dungeon cells. Get trapped in a room with too many goblins and it's GAME OVER! Features precicely zero dragons. Or doors.

5) MINUTES TO MIDNIGHT/THE CLOCK

5i) Either a card game where cards are played from your hand onto a "timeline" of cards in order to change the course of history for good... or for ill...

5ii) Or a board that is literally a clock face that ticks closer to midnight as the game progresses. Players can affect past and future events in the game.

6) TEMPLAR KNIGHTS

A map showing roads between a network of castles. The Templar Knights secretly hide the Holy Grail in one of the castles, and later must transport it to a new safehouse without giving away the new location. Following them is a sect of miserable fallen angels that is eager to lay its hand on the prize...

7) A GAME OF CAT AND MOUSE

Dogs scare cats out of rooms. Cats scare mice out of rooms. Mice scare dogs out of rooms.

8) LOST IN THE WOODS

A wood made up of 36 hexagonal tiles with paths that twist and turn in many directions, looping or finding dead ends. Can the lost child find his father? Or will the Thing that's lurking in the wood find him first?

9) BLINK!

A game based on the episode of Doctor Who named Blink! The Angels have the Tardis, but the can only move when Sally Sparrow looks away...

10) SUPER ANTI-VIRUS PROTECTION SOFTWARE

I liked the idea of the PS2 game Shadow of the Colossus where the hero has to defeat 16 lumbering Colossi by traversing their hazardous frames in search of their shiny weak spots, but I am at a loss at how to replicate this as a board game. But it would be very cool if I could.

I think I'll stop at 10. Again, I welcome your comments. Many thanks for reading.

Orangebeard
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Busted!

Hi Boxoftricks,

It sounds like your approach to game development is similar to mine - lots of notebooks that get filled up when inspiration strikes! Hopefully, some discussion about the first game will help move it forward...

boxoftricks wrote:

1) GHOSTS

A haunted house. The owner has called in the Ghost Busters to track down the unwelcome spectres and exterminate them. The board shows a birds-eye-view of the house as in Cluedo. There are two boards - one for the ghosts and one for the Busters, as in Battleships. The ghosts can see where the Busters are, but the Busters can only see where the ghosts were on their last turn from the trail of gleaming ectoplasm they leave behind...

In the early 80's there was a game called Scotland Yard that featured detectives chasing Mr. X around London (I believe this game is still in print). Instead of two boards, this game used a single board that always showed the locations of the detectives, however Mr. X only placed his token on the board every 5th turn or so. All the detectives had to go on was a chart that showed how Mr. X was moving around London (taxi, bus, underground, etc.). You might be able to use a similar approach to handle the invisible ghost on the same board as the busters. For example, the busters might have some way to scan for the presence of the ghost; if they scan for the type of trail the ghost left behind they will get a clue as to the location of the ghost. Perhaps something simple like moving down a hallway leaves a cold temperature whereas moving through a wall leaves ectoplasm.

I imagine the busters will be wandering around the house searching for the ghost initially with a sudden rush to surround or trap the ghost before time runs out...

You have lots of exciting ideas here - good luck with your development!

ilSilvano
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Timey wimey

boxoftricks wrote:

9) BLINK!

A game based on the episode of Doctor Who named Blink! The Angels have the Tardis, but the can only move when Sally Sparrow looks away...

All good ideas, but I would *really* like to know more about this one.
Maybe you need a playtester from Italy, or just two more eyes to edit the game rules? Count me in!

boxoftricks
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Orangebeard and

Orangebeard and ilSilvano,

thanks both for your replies. Ideas come so often and I am so impatient that none get the attention they deserve (or not).

ilSilvano, when I flesh out the rules for Blink! I'll be sure to send you a copy!

Cogentesque
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Joined: 08/17/2011
heya boxo! Man i like them,

heya boxo!

Man i like them, very thematic list :)

I actually scribbled down a little simple paper dog chases cat chases mouse thing down - in a sqaure grid, each animal moving only one unfilled direction and the goal to be trapping a certiain animal in, we need blocks so the animals can make certain rooms "unpassable" and kind of sheep dog their way in :)

Also had a rough think about the moon one as well, that would be cool - you would need two moons on different eliptical paths that affect the game world at odd points whenever they come in contact. Perhaps some space travel moon landing? that you can hop from one moon to the other if they are in the same location?

Have any of these games got anything further than rough ideas yet? mecahnics?

:)

NomadArtisan
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Joined: 12/12/2011
Ghosts & Moon Ideas intrigue me.

I like your ghost Idea, and Robo Rally's movement system came to mind.
In Robo Rally, you place your moves face down so nobody else can see them. Then you flip the moves over as the turn progresses.
This idea could be used to simulate the ghosts movement. The Ghosts can have their moves placed face down while their location from last turn remains on the board (or even a trail of where they've been). Their face down movement card represents where they just moved, but players won't be able to see where that is until its flipped face up.
This could even allow for a co-op game if you wanted instead of just ghosts vs. busters.
Movement cards could simply be directional+number of spaces, or could be made more complex.

As for the Moon Idea. I like the thought of two elliptical paths. Each location along a moon's path might have a number or color value and each moon's values are compared/added/what have you to produce a certain in-game effect. Perhaps it becomes some sort of building/resource management game, but watch out for when the moons cross because they'll flood the land.
You'd have to weigh your options and plan a strategy based on the moons current and future movement.
It could even be a card-based game where some cards change what they actually do based on the alignments.

CloudBuster
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Joined: 04/14/2009
Lots of good starts here!

I especially like the Two Moons idea! I'd love to see this one more fleshed out. Very intriguing, indeed!

-CB-

boxoftricks
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Glad to see the ideas are

Glad to see the ideas are popular.

Two Moons was the second "game" I made, must have been six years ago now. The moons always moved at the same time so they were always the same distance apart, but I like the idea of the spaces being affected when their orbits overlap.

Each of the moons represented a god in the game world. When a player landed on a space under the moon, the god asked them to recover a lost item from part of the world, e.g. the forest, the mountains. Players then worked through a deck of cards fighting monsters until they recovered the item. Then they would have to go back to the moon god and offer the item to them. This all became very repetetive as I'm sure you can imagine, but the game world was quite fun and the monsters were bizarre (one of them if I remember correctly was a beard, and another was a french baguette.)

Thanks for the links to other games, that's exactly what I am looking for! I'll let you know how these ideas develop. Unfortunately I'm back to work tomorrow so it will be slow progress!

heavyrocks
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Consolidation, my friend

I like a lot of your ideas, but quite a few of them seem like ideas for mechanics, rather than a flushed out game plan. I think a lot of them have overlapping ideas that could be consolidated into a truly unique game.

Ghosts, Two Moons, Minutes to Midnight, Dragon Doors, and Templar Knights all have some overlapping stuff.

First, Two Moons and Minutes to Midnight could be combined into some clock-based tidal effect on the game. The ghosts and fallen angels could be similar entities on the same team and could be most powerful at midnight. The knights would have to take the grail around the castle to different safe rooms, while avoiding spooks. Instead of a wizard opening portals to let goblins in, the knights may need to open portals for some reason, but at the risk of letting more nether-beings in.

Word Nerd
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Super ideas

I like these a lot.

I'm intrigued by your "ghost" concept, and I wonder whether you've considered that the ghosts and the busters might be challenged to work cooperatively toward a common goal, e.g. preventing some horrific disaster or locating some enchanted family heirloom, either as a game goal/rubric, or as an intermediate play element.

The idea of the ghosts (and their play action) being unseen by the busters, except under special conditions, is problematic as far as the play mechanics are concerned. Role-playing games resolve this issue by having an omniscient dungeon master who supervises play, but I gather this is not the direction you see the game going. I think the "hidden cards/tiles" which are subsequently revealed is heading in a practical direction; have you actually tested how this might work?

indigo
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For your Game #10, have you

For your Game #10, have you ever played Snit's Revenge? It's a game Tom Wham developed in the 70s, where the board is the body of a giant creature named a Bolotomus. One player plays the Snits, tiny creatures that are invading the Bolotomus's body to try to kill it, and the other player basically controls 'antibodies' that in turn try to repel the Snit attack. The Snits win by destroying a percentage of the Bolotomus's internal organs, while the other player constantly tries to regrow and replace them. Also, hidden under one of the organs is a chip called the Spark, and if the Snits find this then the Bolotomus dies instantly.

Here's its BGG entry: http://www.boardgamegeek.com/boardgame/710/snits-revenge

indigo
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The Ghosts mechanic could

The Ghosts mechanic could work in a similar way to Scotland Yard, where the Ghost player would be forced to make their location known periodically, at specified intervals through the gameplay. Scotland Yard does offer other clues, however, in the form of Taxi, Subway, and Bus tokens, showing the detectives which mode of transport was used by Mister X. For your Ghost Busters to have a sporting chance of deducing the location of the ghosts, a similar hint system should be put into place.

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