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I'm out of Ideas!

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Stainer
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Joined: 12/31/1969

Hello,

I'm stuck for ideas for my current game and I'm turning to this creative crowd for a little help! I need idea's for cards and for spaces on the board (so some sort of effect that will happen when a card is played, or a player lands on a certain space on the board)

I'll explain the game a bit so it makes sense to you. The game is a mining game, and player's are moving around the board trying to collect gold as they go. They roll a die and move their piece. Also, they have a hand full of cards that let them do different things as well. An example card is "You found a backpack. You may carry 10 extra pieces of gold" and to play the card, they simply put it down in front of them annoucing what the card does.

So, I'm stuck for card ideas and for spaces on the board. An example space on the board is "You found Gold! Add one piece of gold to your stash". And whenever a player lands on that square, they add a piece of gold to their stash.

That's basically the jist of the game. During a players turn, they draw a card and roll the die.

Rob

Kreitler
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Joined: 12/31/1969
Re: I'm out of Ideas!

Hey Stainer,

Sounds like you have a fun game in the works. I'm guessing you're about to get more input than you ever intended...

Here are some ideas for board spaces:
1) Bushwacked! -- lose 1 gold.
2) Cave-in -- lose 1d6 gold.
3) Underground river -- move forward or back up to 3 spaces.
4) Abandonded shaft -- move to some other space on the board (may not be appropriate, depending on your design, but could work like "Chutes and Ladders", etc).
5) Motherlode -- gain 2 gold.
6) Assayer's office -- roll a die: on a 1-3, lose 3 gold; on a 3-6, gain 3 gold.

Here are some ideas for cards:
1) Mule -- Carry +20 gold, but each turn, roll a die. On a 1, you can't move.
2) Shovel -- discard to cancel 1 cave-in.
3) Dynamite -- roll a die. On a 1-3, you suffer a cave-in. On a 4-6, all other players suffer a cave-in.
4) Pickaxe -- play on any Motherlode square to mine 1 extra gold.
5) Claim Jumper -- steal 3 gold from any player.
6) Tarnation! -- steal 1 card from another player.

Those are just some quick ideas for a "Miner 49er" type theme. If you are doing something more modern, some of the names might not work well.

Keep us posted on the game!

Mark

Xaqery
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I'm out of Ideas!

Reading Marks reply gave me ideas.

What if you could actually stake a claim? Leave a trail of markers (beads, pennies) when you land on a square that tells you to do so. This would mark a claim for you. Then there could be a subset of cards that give you gold for the largest claim or longest. There could be cards that can take a claim from another player and so on.

My 2 cents.

- Dwight

OutsideLime
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Joined: 12/31/1969
I'm out of Ideas!

Space - Gas Leak! You pass out from the fumes and lose a turn.

and of course...

Item - Canary. If you stumble upon a Gas Leak space, the Canary warns you....by dropping dead. Discard the Canary and back up a space, but at least you don't lose a turn!

Space - Bats! A flurry of the winged rodents surges around you momentarily. You're not hurt, but you drop one piece of equipment from the fright. Discard 1 item.

Spaces:

Pitfall - fall through a hole in the floor. Miss a turn
Mining Cart - zip forward a die roll of spaces
Prospector's Skeleton - Select 1 item card at random from the deck
Darkness - Dark spaces cost 2 moves to walk through unless you have a light source.
Rockfall - a bit of the ceiling drops on your head and makes you dizzy. On your next turn, walk BACKWARDS along the path instead of forwards

Items:
Torch - Gets you through 1 Darkness space at normal speed, then sputters out
Lantern - Gets you through 3 darkness spaces, then sputters out
Mining Helmet - helps with rockfalls.

There's a ton of cool stuff you could do with this theme... is the player path established, with all players following the same route, or are there intersections with freedom of choice?

~Josh

Zzzzz
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I'm out of Ideas!

OutsideLime wrote:

There's a ton of cool stuff you could do with this theme... is the player path established, with all players following the same route, or are there intersections with freedom of choice?

~Josh
Based on the answer to this question, I think having various offshoot mining shafts from the main route would be a cool idea. Maybe you can have specific spaces on the main route that when a player lands on the space they can attempt to *discover* this new side shaft, thus unlocking more mine for the players to explore. Maybe when the player exactly land on this space, the player could roll a die to unlock the new shaft (or maybe the deck of cards could include specifc card, that a player could use in this situation).

Card/Space Ideas:
Gold Rush - Gain 1 gold and take another turn.

Find Hidden Vein - Gain X times gold this turn (or something like that).

PYRITE (or Fool's Gold) - Could be used as a space forcing a player to lose some gold, or as a card to lower an opponents gold total by deeming some of what they have found fake.

Other Random Thoughts
Not sure how you are handling gold, but it supposedly comes in different proportions, so maybe a card to reduce another players gold value found during their next turn. Obviously this assumes your gold has varying value associated to it.

Not that I think anyone is using terminolog wrong, but here is a simple mining term page http://wells.entirety.ca/terms.htm. As I read it, I did not realize that nugget tends to mean

NUGGET - A water-worn piece of precious metal, usually implying some size.

Which made me realize, that nugget would be an inappropriate term in a mine specific theme, but ok if the theme involved panning for gold in a stream/river/etc.

Zzzzz
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I'm out of Ideas!

Zzzzz wrote:
OutsideLime wrote:

There's a ton of cool stuff you could do with this theme... is the player path established, with all players following the same route, or are there intersections with freedom of choice?

~Josh
Based on the answer to this question, I think having various offshoot mining shafts from the main route would be a cool idea. Maybe you can have specific spaces on the main route that when a player lands on the space they can attempt to *discover* this new side shaft, thus unlocking more mine for the players to explore. Maybe when the player exactly land on this space, the player could roll a die to unlock the new shaft (or maybe the deck of cards could include specifc card, that a player could use in this situation).

Card/Space Ideas:
Gold Rush - Gain 1 gold and take another turn.

Find Hidden Vein - Gain X times gold this turn (or something like that).

PYRITE (or Fool's Gold) - Could be used as a space forcing a player to lose some gold, or as a card to lower an opponents gold total by deeming some of what they have found fake.

Other Random Thoughts
Not sure how you are handling gold, but it supposedly comes in different proportions, so maybe a card to reduce another players gold value found during their next turn. Obviously this assumes your gold has varying value associated to it.

Not that I think anyone is using terminolog wrong, but here is a simple mining term page http://wells.entirety.ca/terms.htm. As I read it, I did not realize that nugget tends to mean

NUGGET - A water-worn piece of precious metal, usually implying some size.

Which made me realize, that nugget might be an inappropriate term in a mine specific theme, but ok if the theme involved panning for gold in a stream/river/etc.

phpbbadmin
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Re: I'm out of Ideas!

Stainer wrote:

That's basically the jist of the game. During a players turn, they draw a card and roll the die.

Rob

Not to be harsh, but do you really want to base a game off of this? It seems to me like the game will be totally random and the players will have no choices to make rather than when or if to play a card. It seems like the game will be playing the players rather than the other way around.

-Darke

Challengers
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Joined: 12/31/1969
I'm out of Ideas!

Okay. How about a real mining adventure? Instead of moving around the board, Monopoly-style, create a random board. The elements of the board are as follows:
1. Desert and River - this is the actual board. No hexes or grids.
2. Town tile - must start in the center of board. Additional town tiles can only be played adjacent to an existing Town tile and upon open desert.. Obviously, the River restricts the placement of Town tiles and, therefore, development will be on one side.
3. Mine Shaft tile - each tile has a number representing depth. A stack of cards equal to the depth is placed atop each Mine Shaft tile.
4. Assay Office tile - There are two of these, but only one can be built in town.
The tile must be placed on an open Town tile.
5. General Store tile - There is only one of these. It can be built once the town reaches a size of 3 tiles.
6. Claim Registration chips - 4 of each color.
7. Other tiles that you think will flesh out the town.

The general idea is to stake a claim or two - either along the river (low probability of success) or in the desert (high probability). then, gather supplies from the general store, hike out to the desert or river and work your claim. You have to travel to the Assayer's Office periodically, to "cash in".

You could set the adventure in one of several historical periods: the early days, when getting gold from the river was easy; the middle phase, when teams worked claims together to maximize their chances of finding gold; the industrialized phase, where mines are exploited and the only thing the river is good for is transportation!

The depth of the mines provides an opportunity to reward players who are willing to explore. You could have cards that state how much gold you have found, or cards that say something like "you have just completed drilling another 25 feet - no gold here!" etc.

blah-blah-blah

Mitch

Kreitler
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Re: I'm out of Ideas!

Darkehorse wrote:
Not to be harsh, but do you really want to base a game off of this? It seems to me like the game will be totally random and the players will have no choices to make rather than when or if to play a card. It seems like the game will be playing the players rather than the other way around.

-Darke

I think "roll-the-dice-and-move-your-mice"-style games can still work in interesting ways, and they have a broad appeal to non-game-geek audiences because they're familiar.

I agree that straight "roll-and-move" mechanics are too random to present much play depth, but here's a simple twist: you can buy additional dice, then choose the best one (or two, etc) from which to build your final roll.

Example: take Monopoly, but now allow players to buy a 3rd, 4th, or 5th die with a "triangular cost increase". They roll all dice and pick the best 2 to make their move.

Monopoly's not the greatest example, but you get the idea. While the mechanic isn't stellar, it's a simple twist on a very familiar rule, which might make it accessible to people who generally don't play "complicated" Eurogames.

K.

Kreitler
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I'm out of Ideas!

Challengers wrote:
Okay. How about a real mining adventure? Instead of moving around the board, Monopoly-style, create a random board. The elements of the board are as follows:

Mitch

Ooo--I like it! Feels like an upside-down Tikal! When will you have the prototype ready? :-)

K.

Stainer
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Joined: 12/31/1969
I'm out of Ideas!

Hi everyone,

Quote:
Okay. How about a real mining adventure? Instead of moving around the board, Monopoly-style, create a random board. The elements of the board are as follows:

The game Eureka is similar to this (slightly different, but still has some similarities) http://www.boardgamegeek.com/game/2350

Quote:
Not to be harsh, but do you really want to base a game off of this? It seems to me like the game will be totally random and the players will have no choices to make rather than when or if to play a card. It seems like the game will be playing the players rather than the other way around.

-Darke

Well... my first response is what's wrong with random? You make a very good point about strategy when you say "the game will be playing the players... " and it shouldn't be overlooked when designing a strategy game. But alas, this isn't a strategy game. There's something I haven't told you about the game. You'll just have to stay tuned to find out... ohhhh it's sooo exciting too!

Quote:
I think "roll-the-dice-and-move-your-mice"-style games can still work in interesting ways, and they have a broad appeal to non-game-geek audiences because they're familiar

I agree. And I also know they are over done. I like the idea of this one because it's a mix of munchin and "roll-the-dice-and-move-your-mice" style games. You have to buy your items (which come from cards you draw) with the gold you find in the mine. There's a bit more to it, but I want to iron out the details before I post the rules. And there's still that little twist...

For those of you who remember, I love to gamble. So naturally, I'm going to build gambling into the game. And truly, what miner doesn't like to gamble with their gold? Like really... that's why they're miners. So it all fits together nicely.

All of your ideas are great!! I wish I could hug each and every one of you. *wipes a tear* There's just soo much creativity on these boards. I bet we could find a way to take over the world...

I'll let you know what idea's I'm going to work into the game! And as usual, I'll keep you posted on the progress.

Rob

Stainer
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Joined: 12/31/1969
I'm out of Ideas!

Quote:
There's a ton of cool stuff you could do with this theme... is the player path established, with all players following the same route, or are there intersections with freedom of choice?

The path is around the outside of the board and currently it never changes. I've been thinking along these lines though and decided I just wanted to keep it real simple.

Rob

Challengers
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Joined: 12/31/1969
I'm out of Ideas!

Kreitler wrote:
Challengers wrote:
Okay. How about a real mining adventure? Instead of moving around the board, Monopoly-style, create a random board. The elements of the board are as follows:

Mitch

Ooo--I like it! Feels like an upside-down Tikal! When will you have the prototype ready? :-)

K.

This game exists in a ferro-magnetic wasteland as the digital bones of a long-abandoned carcass of a project.
I resurrect it from time to time as snippets of ideas in these posts.
The review of Tikal sounds really cool. The lone review of Eureka didn't shed too much light on it, for me.
I think we should have a new contest: Stump the Gamers.
Sort of what I mentioned before about a need for people to find out if some ideas are as unique as they think they are.

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