I was watching Storm Chasers the other day and thought a game based on chasing tornados could be kind of cool. What I have in mind is a board that has a map of a city/state area including roads and highways. Players can move their car pieces (two per player) faster on highways and slower on roads. In order to score points, players would try to reach roads (or highways) where the tornado crosses their path in front of them indicating they were able to film it. The closer to the the tornado, the more points. Maybe eliminated if directly hit by an F4 or F5.
I'm trying to figure out how tornados would generate randomly and travel. Perhaps a hex grid would overlay the city and they would move in a general direction (can't reverse direction but can turn). Maybe players can collect weather cards indicating where the tornadoes will form, but if they wait too long, they won't be able to travel fast enough to get there. I'm just not sure on where they would form, how strong they would be, and how they would move.
Any ideas? Thanks in advance.
Those are some good suggestions. Roll two dice to determine what coordinate has severe weather potential and if that coordinate area gets hit three times (or maybe just once if a low probably is rolled like two 1's or 12's), a tornado forms.
Perhaps there are six spaces within that coordinate area and roll one 2d6 to determine what space the tornado starts on and then a tile tornado is flipped over and placed on the board. No one knows the strength until it is flipped- F5's that are filmed score higher than weaker ones but perhaps have a higher risk of killing the players.
As far as starting movement direction, I really like the wind card idea.
I also like the idea of having of having gas stations spread around the board and players having to stop movement and refill at some point if they run low or out of movement points. Should car movement be something like action points with spaces being closer together on roads and further apart on highway? Some sort of card movement?