Hi all,
I have been browsing gameboardgeek for ages now off an on, and a thread I saw there directed me to this forum. I have a nascent idea for what I think is a ReallyCoolGame(TM), but am somewhat stuck as to how to narrow my ideas down and start working out some actual mechanics.
The idea is for a boardgame which combines:
(1) a 'chess style' movement and capture mechanic:
- potentially with a multiple sequential move mechanic, allowing the same piece to move and capture multiple times in each players move.
- Further, the possibility that a player may move more than one piece per turn, perhaps mediated by the mechanic below
- a non homegenous gameboard with some form of 'terrain' that affects play
The above ideas should result in a dynamic game difficult to analyse too many moves ahead - I want to focus on strategy, not tactics.
(2) a 'poker style' side game of hand management, betting and bluffing the outcome of which could potentially:
- affect the movement and capture abilities of the pieces on the board
- affect the points scored by events ocurring on the gameboard
- alter the gameboard itself in some way
- provide pieces for deployment to the main gameboard
- provides an element of non-determinism
Finally, some additional ideas and thoughts that I came up with (some of which probably need to be dropped so I can move forwards with this):
- Territory Control. the object of the game is to control territory on the gameboard. Once territory is won it can be defended by the deployment of pieces specific to defending safe enclaves.
- Retaliation. If a player is permitted to move multiple pieces multiple times per turn, allow the inactive player to make simple retalitory moves of limited scope. This is primarily to avoid an issues of downtime and/or feeling of helplessness during an opponents turn.
- Cardstock and aesthetics: I didn't like the idea of standard cards too much - it didn't seem to fit the aesthetic of a chesslike game. Then I had the idea of using a mah-jong set as cards - 144 tiles with 3 suits and plenty of special tiles which should provide plenty of flexibility.
- Analysis Paralysis: The main danger with this mish mash of ideas (apart from the obvious suggestion that it would be unplayable) is that it results in something so complex as to render meaningful choices impossible.
I've ordered the game design handbooks, and am reading the threads on this forum - I already found the doomtown CCG via another thread here, but in the meantime, anyone got _any_ advice or feedback???
Thanks,
TheReluctantGeneral
Thanks for the tips. Sometimes one needs to hear sensible simple suggestions such as these from someone else! Thinking about the answers to the questions above has definitely helped me get my ideas into focus.
In answer to whether it's theme or mechanics that are important, definitely the latter. What I do want to do is create a game with a wide strategic horizon and alot of depth. I guess that's more a catgory than a theme though.
--Dan