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Game #12: Speedracer

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zaiga
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This is an idea that I have had in the back of my mind for a long time. Finally, thanks to the GWD, I was forced to actually work it out a bit. It's a racing game with the completely unimaginitive working title of "Speedracer". I put up the rules and some pictures in a Word document. I'm interested in your opinions!

http://members.home.nl/r.wiersma/Speedracer.doc

- Rene Wiersma

jwarrend
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Game #12: Speedracer

Zaiga,

Nice game! It sounds like you've got some interesting things at work here. It has a lot of overt similarities to Formula De, but the removal of die rolling for movement is a big difference.

A couple of cosmetic observations -- I don't like "rotate the mat to show which car you've moved". With only 2 cars, it shouldn't be a big deal to figure out which one moved, or just give the player a "movement" token to place on the mat after the car moved. Also, I'm not sure about the specialized dice. Are they really necessary? Is there some mathematically equivalent way of using standard dice or something?

Unfortunately, I can't find too much to be critical of here, so I'm not sure how much I can help. It seems like you have a simple and clean set of rules that should give some interesting gameplay. I'm a little concerned that it might be very hard to win if you start in 5th place and are playing with 5 good players. But maybe not. It would take some testing for me to see whether it's possible, through skillful play, to beat a good player who starts out in the pole position. And if you do, but it just comes down to lucky rolls here and there, obviously that's unsatisfying. What is your feeling about this issue?

I'm also a bit concerned about the replay value. But since you can create a new track every time, that probably provides a ton of replay value right there.

I have played Formula De once, and while I enjoyed it, I didn't find it to be something I'd be interested in playing again -- it's way too long for what it actually is. It seems like your game could be a nice substitute. It seems like it should be much shorter, yet also with more player control.
I do think it's probably similar enough to Formula De that it might be tough to sell, but maybe not. And anyway, if you're just trying to design a great game, sales won't be a concern yet!

Kudos on a nice clean and elegant design!

-Jeff

Brykovian
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Game #12: Speedracer

I'll agree with JW -- nice, tight game! :)

I don't have a problem with the rotating-the-carmat option for tracking which car was already moved. Using a marking token wouldn't be a bad choice either. Either one will just help avoid those "Hey! You already moved that car!" situations.

I was wondering about the shift-lanes-only-once rule ... Without adding unneccessary complication, I'm thinking that cars going more slowly should be allowed to change lanes more than once. Or perhaps a player could "pay" for an extra lane-change with another die added to the carmat.

Have you tested the game enough to know how the number of track sections will effect the length of the game? Is there any type of player-v-player interaction planned as part of an "advanced game" -- drafting, bumping, boxing-in, etc.?

Nice work!

-Bryk

sedjtroll
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Game #12: Speedracer

jwarrend wrote:
Also, I'm not sure about the specialized dice. Are they really necessary? Is there some mathematically equivalent way of using standard dice or something?

Um... yeah. Roll d6's, 1 = &, 6 = @.

Rene: Nice sounding game. I like the 2-cars per playerr aspect. I supopse that's more or less standard in racing games? I guess I hadn't thought of it, and having never played a racing board game I never would have!

For an attempt at a less elegant version of the kind of thing you have, see my Game Journal for the "RC Pro Am style board game"... I had tried to accomplish some of the same things you have, only I think you did a better job with them. There are still things I think I was doing which have merit, and it's somewhat dissimilar in that my game is also about attacking each other, but really that's just an add-on to the kind of thing you have done so well.

Would you mind terribly if I borrow some from your game, in the unlikely event that I ever get around to working on mine again?

- Seth

FastLearner
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Game #12: Speedracer

Very clean. Nice work!

I agree on the "mat tapping"... as long as something on each mat relates it to each car then it's simple enough to keep track of which car has moved without any special trick.

Sounds like fun! :)

hpox
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Game #12: Speedracer

Nice game,

Concerns, 60 - 90 minutes sounds somewhat long for a game of this type. What I like is that you can freely adjust the time it takes to play when constructing the track.

(40 roadpieces * ~2 space on pieces) * 3 laps * 2 cars * 6 players = 2880 spaces to cover including all the players. Just an observation.

The yellow and red spaces are only in curves right? It could be interesting to have a few on non-curves too, to spice things up.

Hitpoints, that sounds very lame for a car. What about Power, resistance, endurance, overdrive, chassis? (that doesn't make sense but still better than hitpoints. I'm not driving a dragon :lol: )

The mats are nifty and I could see some nice graphics on them for immersion. I don't see the problem in turning the mats.

The decisions are reasonable, not too much but I guess that's what you were shooting for. The overshifting mechanic is interesting but is it going to be that useful that it should cost one hit? Maybe at the beginning but after that you can see ahead...

If the luck of the dice balance out, all players will finish with 7 points and thus the first player will win. That's assuming no cars will crash. But then I guess if everyone plays careful, the dude who will play like a maniac will win if he doesn't crash.

All in all, looks very fun. Might have some other comments later on.

FastLearner
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Game #12: Speedracer

I didn't notice the time. Yeah, I'd say that's quite long for this type of game, too.

Chicanes would make nice additional pieces.

-- Matthew

zaiga
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Game #12: Speedracer

Well, some nice comments while I was finalizing my prototpye for the Hippodice :D

jwarrend wrote:

Nice game! It sounds like you've got some interesting things at work here. It has a lot of overt similarities to Formula De, but the removal of die rolling for movement is a big difference.

That's exactly what I was aiming for! Formula DE sounds like an interesting game, but I don't like the fact that you have to roll for movement. I wanted to come up with a game where there is still an amount of luck, but players can control how much risk they are willing to take. Personally, I think that is what racing is all about.

Quote:

A couple of cosmetic observations -- I don't like "rotate the mat to show which car you've moved". With only 2 cars, it shouldn't be a big deal to figure out which one moved, or just give the player a "movement" token to place on the mat after the car moved.

It's also a way of showing to other players which car you have moved. A token would work as well, but a token on the car mat might be less visible and it is just another extra component that in my opinion is not necessary.

Quote:

Also, I'm not sure about the specialized dice. Are they really necessary? Is there some mathematically equivalent way of using standard dice or something?

No, they are not really necessary. Like Sedj pointed out, it could be done with 1's and 6's, but thematically it could be a bit nicer (the @ being skidmarks and the & a smoking wheel. Just making something up here folks :lol: )

Quote:

Unfortunately, I can't find too much to be critical of here, so I'm not sure how much I can help. It seems like you have a simple and clean set of rules that should give some interesting gameplay. I'm a little concerned that it might be very hard to win if you start in 5th place and are playing with 5 good players. But maybe not. It would take some testing for me to see whether it's possible, through skillful play, to beat a good player who starts out in the pole position. And if you do, but it just comes down to lucky rolls here and there, obviously that's unsatisfying. What is your feeling about this issue?

All players have two cars and at the start they all have the same amount of (virtual) points (with 6 players: 12 and 1, 11 and 2, 10 and 3 etc). I think there will be a slight advantage for the cars in the lead, because they are easier to maneouver, that's why the setup round is counterclockwise, so that the players who start in the middle of the pack have the chance to have more "startplayer" phases.

Quote:

I have played Formula De once, and while I enjoyed it, I didn't find it to be something I'd be interested in playing again -- it's way too long for what it actually is. It seems like your game could be a nice substitute. It seems like it should be much shorter, yet also with more player control.
I do think it's probably similar enough to Formula De that it might be tough to sell, but maybe not. And anyway, if you're just trying to design a great game, sales won't be a concern yet!

Well, I always have the idea that eventually I want to sell a design, so this certainly is a concern for me and also one of the reasons I put up this game on the GWD, so that I could get a bit more feedback on this issue. I never actually played Formula DE (just read about it) or any other racing game for that matter. Is this design different enough from other racing games (the 2 cars per player, the modular setup, the simplicity of the rules, etc)? If it is not, would it help if it was not about Formula 1, but about racing carwrecks in the desert or racing with sci-fi jets in a futuristic city?

Quote:

I was wondering about the shift-lanes-only-once rule ... Without adding unneccessary complication, I'm thinking that cars going more slowly should be allowed to change lanes more than once. Or perhaps a player could "pay" for an extra lane-change with another die added to the carmat.

I think the design is still simple enough to be able to add another rule without making it too complex, so this is certainly an issue I will keep my eye on during playtesting. I don't want to make lane-shifting too easy, perhaps paying a hitpoint to change an extra lane would be a good idea. I also like the idea that slower cars should be able to shift lanes more easily. Perhaps if you are in gear 1-3 you may change lanes twice.

Quote:

Have you tested the game enough to know how the number of track sections will effect the length of the game? Is there any type of player-v-player interaction planned as part of an "advanced game" -- drafting, bumping, boxing-in, etc.?

I haven't even protyped this game, so I haven't got a clue about game length. Of course, with a modular setup the players themselves can determine if the want to play a long track or a short track. Perhaps it's a good idea to include a booklet with various tracks, where different tracks need a different amount of laps to complete.

I think there is already a bit of player interaction in the game in the sense that it is possible to block opponent's cars (with some help from other cars/players, incidental or not) or to at least force them to leave their ideal line.

While there is still some room for extra rules I do not want to complicate the game too much, because I'm afraid that in that case analysis paralysis might set in, which is something to avoid, especially in a race game!

Quote:

Rene: Nice sounding game. I like the 2-cars per player aspect. I supopse that's more or less standard in racing games? I guess I hadn't thought of it, and having never played a racing board game I never would have!

Well, I don't know many racing games that feature 2 cars per player. I think it is a good way of migitating the runaway leader problems so many race games have, because players start on a more or less equal footing with one car ahead and one in the back. Thematically it also fits, because Formule 1 teams have two cars/drivers.

Thanks for all the comments so far!

- Rene Wiersma

sedjtroll
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Game #12: Speedracer

zaiga wrote:

sedjtroll wrote:

Rene: Nice sounding game. I like the 2-cars per player aspect. I supopse that's more or less standard in racing games? I guess I hadn't thought of it, and having never played a racing board game I never would have!

Well, I don't know many racing games that feature 2 cars per player. I think it is a good way of migitating the runaway leader problems so many race games have, because players start on a more or less equal footing with one car ahead and one in the back. Thematically it also fits, because Formule 1 teams have two cars/drivers.

Boy, I can't type so well, can I? heh...

To tell you the truth, the only thing I ever read about a racing game with 2 cars per player was on these boards, I believe it was called Shifting Gears, and I don't recall who's journal it was in. I don't know if commercial games are like that or not. Seems like a good idea for a strategy game though.

Regarding the tapping of the playmat... I think that's one of those things that it's up to the players to do- it shouldn't be up to the rules to determine HOW players indicte which car has moved, only that they DO indicate it.

- Seth

sedjtroll
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Another thing I was going to mention

... if I can only remember it now...
Regarding changing lanes- why not allow s much lane changing as you want, with each change adding a "danger die" to your mat? Of course, if you have the max number of "Danger dice" then you cannot make a play that adds one... and maybe you don't clear them all off every turn. I don't know if you currently clear ANY of them off, but if so, consider losing 1 die per turn... so some "safe" driving could get you back out of the danger zone, but the ramifications of a tricky maneuver are more lasting than just 1 die roll.

Remember my point from that big Die Rolling discussion... probablilities come into play more accurately with more die rolls. So if you're going to have die rolling and you want to control the probabilities of it, use a LOT of die rolls :)

- Seth

sedjtroll
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Game #12: Speedracer

Of course, it was YOUR Journal where I saw Shifting Gears :)
I thought so!

No wonder it sounded familiar...

- Seth

Torrent
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Game #12: Speedracer

First, I agree with the rest of the group, it looks really neat.
Now to my comments...
1) I don't like the Mat-tapping either, but for a different reason. From your pictures each mat will have two markers on a pair of tracks on the mat. If you are constantly (twice a turn) moving the mat, it seems like there could be a problem with the markers moving, especially if the boxes for Gear/HP are small. Then you get a few checkerflags and some dice and that mat will get wieldy to rotate all the time.

2) I agree with the ability to change lanes at lower gears seems good. It is a good trade-off for going slower. It seems like it would be easy to add a Lane column to your gear track on the mat.
2a)Oh, and find another name for HitPoints. If only because players can voluntarily take damage for actions, which is more like Engine Wear than actual damage. Or Stability maybe.

3) Question.. when I'm changing lanes does that count as a movement point. Basically do I announce that I am changing lanes and move left/right one without paying, or something like move forward one and left/right one... or whatever. Just not clear on the exact mechanics there.

4) I know you mentioned Formula 1, but here is a bit I know about stock car racing that might help. First off, I don't know how dangerous a game it is. During playtesting you will certainly figure out how often cars crash. If it looks like alot, you could think about giving some points for the checkerflags. Atleast in stockcars (I don't know alot just what I heard Sunday mornings from my roommate's TV), it seems points are awarded big for winning but also for completing laps in first.

5) What happens to the wreckage of a crashed car. Maybe having a special chit to put on the spots for crashed cars, maybe that makes yellow spots red or grey spots yellow. Bits and pieces of car to avoid in the track.

6) I assume there are pitstop road pieces?

All in all it looks really neat. Another game you might look at is Crazy Rally. It is a new one for 2003 I think, by an Italian co. called Red Omega. It has the gear and speed thing, but is really a card game and has memory formost in its mechanics.

Andy

jwarrend
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Game #12: Speedracer

zaiga wrote:

That's exactly what I was aiming for! Formula DE sounds like an interesting game, but I don't like the fact that you have to roll for movement. I wanted to come up with a game where there is still an amount of luck, but players can control how much risk they are willing to take. Personally, I think that is what racing is all about.

You really do owe it to yourself to play FD, then. Yes, it involves die rolling, but there is quite a bit of skill involved. That said, in my first game, my cars finished 1-2, which I can assure you was NOT based solely on skill. In fact, it was based on playing as aggressively as I possibly could. Most of my gambles paid off, which was lucky. Your game will, it seems to me, feel a lot more deterministic. That's ok, but FD is not a bad game simply by virtue of the dice (not that this was what you were saying, of course...)

Quote:

It's also a way of showing to other players which car you have moved. A token would work as well, but a token on the car mat might be less visible and it is just another extra component that in my opinion is not necessary.

Well, just try it however you want -- it's a pretty minor point. My guess is that because, as torrent observed, there's a risk of moving your markers when you rotate, this won't be the way you'll end up doing it. Adding 5 little chits or cubes won't really change the cost of the game.

Quote:

Well, I always have the idea that eventually I want to sell a design, so this certainly is a concern for me and also one of the reasons I put up this game on the GWD, so that I could get a bit more feedback on this issue. I never actually played Formula DE (just read about it) or any other racing game for that matter. Is this design different enough from other racing games (the 2 cars per player, the modular setup, the simplicity of the rules, etc)? If it is not, would it help if it was not about Formula 1, but about racing carwrecks in the desert or racing with sci-fi jets in a futuristic city?

Hmm...my feeling here is that you have a lot of overt similarities to FD. You really need to play that game before you try to sell this to a publisher. Some of the similarities: 2 cars, changing gears at the start of your turn, having to slow down in the curves, burning engine points to increase movement, are obvious, but these are borne more of the reality of car racing than you having ripped that game off. Nevertheless, the only real difference I see between the two games is that FD uses dice, your game doesn't. That may be enough of a difference, but you do need to play FD to see. Actually, I take it back, there's one other difference -- the modular board gives you more replay value in one box. FD, you can buy more tracks, but it costs a lot of money to get a lot of tracks. So your game is more self-contained.

As for retheming...I don't know. Not without some other big mechanical changes as well, I don't think.

Either way, it's a good game. Keep going!

-Jeff

Scurra
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Game #12: Speedracer

OK, having had the chance to read it now, I have to join Jeff in saying that this sounds like FD without the movement dice and therefore without those moments of horrible tension when you need to roll above or below a number to avoid certain doom, whereas the rolling for damage idea doesn't seem as strong to me. OTOH it does have some good track positioning tactics to compensate for this.

I'd agree with the guy who said that perhaps you should get points on each lap too - that would encourage a little more risk taking as the cars neared the end of a lap, especially if they were only awarded for 1st and 2nd.

Otherwise, the game sounds fine. I'm not sure I'd be leaping up and down in a desire to play it - playing FD a couple of times a year and perhaps a cycling game or two is usually enough to sate my racing needs... :)

Torrent
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Game #12: Speedracer

Quote:
(that doesn't make sense but still better than hitpoints. I'm not driving a dragon )

If you retheme it.. maybe dragons?

sedjtroll
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Game #12: Speedracer

Torrent wrote:
Quote:
(that doesn't make sense but still better than hitpoints. I'm not driving a dragon )

If you retheme it.. maybe dragons?

That would be pretty cool... racing Dragons- which would be difficult to control, could have some attacking potential (I once played Circus Maximus, a chariot racing game that was as much about combat as about winning the race), and could suffer from fatigue or injury if pushed too hard.

So coaxing the dragon into a new "lane" could add "danger dice" (here the danger dice are equivalent to the Dragon tiring, or possibly slipping too far over, etc). Prodding your Dragon forward extra spaces could add Danger dice (Circus Maximus had something similar, you could press forward, but if you do the beast might rage out of control- could be good but mostly bad). And of course, going around turns in "too high a gear" (too fast) would add danger dice.

Things that could happen with certain combinations of Danger Dice roll results could be:
1. Fatigue: Dragon slows down and can't speed back up until [X]
2. Skid out: If on a curve or "changing lanes", dragon moves out an additional lane.
[those 2 could be the same result on dice, one if on a curve/changing lanes, the other if pressing forward]
3. Thrown off dragon: Either equivalent to crashing (out of the race), or the less morbid "dragon swoops after master and catches him, but this costs position in the race- lose 1 turn"
4. Dragon pushed too hard, goes into a mad rage! Cannot slow down, must attack any dragon it comes across...

1 and 2 could be if you get any 1 on xd6 danger dice, while 3 and 4 would need, say, 3 1's on xd6. So the more dangerous stuff you do, the worse the consequences could be (in addition to the more likely they will occur)

What do you think?

- Seth

jwarrend
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Game #12: Speedracer

The only thing to worry about with "dragons" as the theme is that there are already a plethora of "cars with guns" race games, and this would be basically the same thing. That said, there seems to be no limit to how many fantasy-themed games the market will tolerate, so just going to that theme will probably open up all sorts of sales to you even with the overt similarities to existing games.

sedjtroll
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jwarrend wrote:
The only thing to worry about with "dragons" as the theme is that there are already a plethora of "cars with guns" race games, and this would be basically the same thing.

Yeah, I agree with that sentiment, and I thought of that after my post. To alleviate the possible problem caused by any similarity of that sort, I'd make it more like Mario-Kart than Road Warriors... your attacks don't necessarily do damage, but maybe they add a danger die or somehow indirectly result in a minor advantage.

And attacking would probably have some sort of trade-off, like less movement that turn or something. Thus, when in a frenzy, a raging dragon's attack on the next dragon would be a hinderance... but it could end up with some positive effects as well (i.e. forcing your dragon into a frenzy is a dangerous proposition). I think I stole that whole frenzy bit right out of Circus Maximus, which was fun as hell if I remember correctly.

Also, I don't recall if I mentioned... the danger dice would only clear out 1 die per turn or something, so if you push it one turn, you don't get free reign the next to do dangerous stuff.

I'm curious to know if any of these ideas appeal to Zaiga, as it's his game we're talking about. I sorta went stream of conciousness on it, and took on one of the possible re-themes that someone mentioned. Of course my offerings would work just as well if the theme were chariot racing, dog racing, horse racing, rollerblade racing, car racing, hampster racing.... even snail racing (that might be a hoot!).

- Seth

jwarrend
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Game #12: Speedracer

I agree with you Seth, I think the angle to play up here wouldn't be so much "the cars (dragons) can attack each other" as "the cars (dragons) are hard to handle by their very nature (because they're dragons)", so that asking them to do more engenders more of a risk. Cool idea! Certainly more chaotic than what zaiga currently has, but worth pursuing in its own right!

-Jeff

IngredientX
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Game #12: Speedracer

I'm a sucker for racing games. I don't know what it is about them, but I'm just drawn to them.

1) The first thing I worry about with race designs is a runaway leader problem. Racing designs are quite prone to them. Since your game's movement isn't very dynamic, I don't think it will be a big deal.

2) How will you handle collisions? Will it just be a rule of "no car can enter another car's space?"

This brings up an interesting point: are you modeling open-wheel racing (Formula 1, Indy Car/CART), or stock car racing (NASCAR)? Open-wheel racing is all about positioning, and daring other cars to make that dangerous pass. But making contact with another car usually brings an end to both racers' days. On the other hand, NASCAR drivers are fond of saying, "if you ain't rubbin', you ain't racin'." :)

To wit, in Formula De, if your car winds up in a square adjacent to that of another car, both of you have to roll a 20-sided die. On a 1-4, you (or the other racer) have to take body damage.

If you will model open-wheel racing, then there must be ramifications for being too close to other cars. But if you're looking to capture the feeling of stock-car racing, then you might even be able to introduce rules that involve bumping and "intimidation."

Of course, if you will end up modeling dragon racing after all, then neither example applies. :)

3) I think any effort you make to keep this game as short as possible will be well-rewarded. The longer the race runs, the more likely a clear leader will emerge, and the more difficult it will be to beat him.

I don't know how the damage rules will play out; but the more unforgiving the damage rules, the more you force the race leader to slow down, giving everyone a chance to catch up. Of course, those way in the back will probably wipe themselves out trying to catch up. This is another good argument for keeping the game time short; if player elimination turns out to be a factor, either tone down the damage or cut the game length down.

Having two cars for each player will help even things out, but you may still want to keep an eye on this; how close will races wind up in the end?

4) I echo Jeff's suggestion to play Formula De. It's similar enough that you should know it.

One point that many people who haven't played the game miss is that the gear-dice don't have the regular sequential numbers on each face of the die, but only a small range, weighted towards certain outcomes. So even though one of the dice is 6-sided, you're only getting a range of a few numbers out. This keeps a bit of uncertainty in the game, while giving players a feeling of control through their gear selection. Your game goes about it the other way; movement through gear selection is fixed, but dice rolls on curves determine your overall movement.

Hope this helps! Oops, I have a meeting at work. No time to proofread. I'd better not have written anything stupid! :)

FastLearner
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Game #12: Speedracer

Collisions from the rear are already covered in the rules in that there are none: you must lose hp to jam on your brakes, though I would think you'd need to lower your gears to realistically get going again after that much of a slowdown, maybe one gear per excess movement point you need to deal with. Collisions from the side aren't covered, though.

Collision damage could be permanent, if desired, with both vehicles taking the damage when they bump. Just add and extra marker to the damage track (hit points) and move it down when body damage is done; your current damage/hp marker can never exceed the body damage marker. This would add an element that's not in Formula De, either accidentally or intentionally damaging each other's vehicles.

My concern about board rotating has already been stated: keeping the bits in place.

Velociraptor racing might be fun, too. :) It provides that exotic touch without resorting to plain old dragons. Animals also fit the possibility of a permanent damage concept. Conceptually this would also allow for a rule like "you can't 'attack' (a collision) if your current hp marker is at 3 or less," for example.

sedjtroll
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jwarrend wrote:
Cool idea! Certainly more chaotic than what zaiga currently has, but worth pursuing in its own right!

I assume by chaotic you mean less of a strategic game. I don't know that that's true- just adding player interaction...

You still have the 2 vehicles per player, the set movement (based on player decision), the track elements to deal with, and with a simple attack system you'd have to be more aware of other players and their actions.

I figure this "simple attack" system would be along the lines of "if you are in a space adjacent/behind or directly behind an opponent (remember Zaiga's spaces were staggered, so if you are "next to" someone, you are really either "next to and behind" or "next to and ahead of" them), you may [breath fire/bite/swerve/bump/glare menacingly/make faces/stick tounge out] at them. Add 1 danger die to their mat. You may choose to add an additional danger die to their mat, if you do, add one to yours as well."

Making this attack should cost some movement, maybe you forfeit the rest of your movement for the turn (minimum 1), or maybe it just costs 1 movement per attack, but every attack past the first gets you a danger die as well...

I dunno, but those are the lines along which I was thinking.

- Seth

P.S. Frenzied Dragons (if that's the vehicle being used) should attack ANY dragon they come across, even their teammate (!)

zaiga
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Wow, a lot of interesting suggestions!

I'm all for changing the theme to dragons (or even better: velociraptors!). When hpox mentioned dragons the first time around I immediately thought: "that would be so cool!". Also, changing the theme to something goofier allows for introducing some more chaotic elements, without going off-theme too much. I think this game needs some extra chaos, because, as it is now, it could be pretty dry.

Seth's idea of keeping danger dice on the mat and only removing one per turn is interesting. It adds a bit of balancing long-term vs. short-term goals, which I like. It was not something I was aiming for in the original design, but is a good idea to keep in mind.

I also like the idea of "permanent damage" or at least changing abilities when hitpoints go below a certain treshold. Perhaps it would be a nice idea if the velociraptor (or dragon or squirrel or whatever it is that we are racing) goes into a frenzy when he has only 3 hp's or less left.

Some other comment: yes, there will be other track pieces to spice things up and allow for some different kind of track: chicanes, curves with different angles, pieces with 2 lanes, etc.

I also like the idea of awarding points for the first laps and not just at the end. Another idea is to give negative points to the car who completes the first lap the last. If I do change the theme I also might make it a one-lap affair, which makes the game shorter. In that case I could add some "checkpoints" where the first player to reach them gains some extra points. Certainly some tinkering with the points system will make the game more interesting.

In the current version of the rules, if you do not use up you total number of movement points, you lose hitpoints (or did you add danger dice, can't remember my own rules...), so this sort of simulates "bumping" into other cars, although the other cars are not effected. I think the game already possesses a kind of indirect interaction through the positioning of cars, but from what I gather from the comments here a bit more of direct interaction would spice things up a bit more. I have to think about how I can incorporate that in the design without adding too much complexity.

I agree that 60 minutes or less would be a good length for a racing game. I will try to keep it under one hour.

Very inspiring reactions so far. Keep them coming!

- Rene Wiersma

Scurra
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Movement - or non-movement!

The thing that always gets me about racing games is the sheer absurdity of the movement concept - they almost always involve the players controlling more than one vehicle and choosing which one to move, so you get the spectacle of moving vehicles sitting in a space sometimes for several turns! And then there is the tactical business of putting your "car" in the way of other players to go around...

I know it's supposed to be a game and all that, but I think the reason I like things like "Ave Ceaser!" is that you are only driving one chariot so the suspension of disbelief is somewhat lessened since you do get to move it every turn (usually!)

It makes me wonder if there ought to be a way of keeping all the cars moving all the time without making it a "real-time" game. Not that I have any ideas how a mechanic like that would work, or even if it is possible (let alone appropriate), but it's just an observation.

However, it does also make me think that retheming this game to be "animal racing" (for various definitions of "animal" :)) does make it slightly more plausible to have your pieces stopping and starting all round the track...

Torrent
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Game #12: Speedracer

I thnk Zaiga's rules say something about having two Rounds per turn, allowing each player to run both his cars during an entire turn, albeit in seperate rounds. I don't know if this takes care of your concern, but it does seem like the rules allow for both cars/animals to move, and requires that if one is moved one round the other must move the other round. This would remove your problem of cars sitting still for multiple Turns.

On a side note, I meant the thing about Dragons as a joke, but I do like it. If you do running things (as opposed to flying things), there could be logs and such to jump over (forceing a roll of some sort). I definately like the idea about gaining points for finishing various laps or hitting various points in certain orders.

Any

jwarrend
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Game #12: Speedracer

zaiga wrote:

In the current version of the rules, if you do not use up you total number of movement points, you lose hitpoints (or did you add danger dice, can't remember my own rules...), so this sort of simulates "bumping" into other cars, although the other cars are not effected. I think the game already possesses a kind of indirect interaction through the positioning of cars, but from what I gather from the comments here a bit more of direct interaction would spice things up a bit more.

Allow me to be the voice of dissent here -- I think track positioning, and the attendant risk of incurring damage (on getting too close) or engine wear (in having to brake to avoid hitting) is plenty of interaction. I personally think Seth's idea is the more interesting one -- to have the "vehicles" have a "personality" such that they are difficult to manage and can do unpredictable things if you ask too much of them. I think that going instead of the direction of "cars with guns", ie, while we're racing, we're also fighting each other, is really pretty played out, and it would be tougher to break new or interesting ground. It would also change the nature of the game you have now. I don't at all object to introducing some elements of chaos, but I don't really think that "drivin' and fightin'" is the direction you should go in.

Also, you might consider some kind of slightly randomized "turn selection" mechanic rather than just "around the table" or "the player in first place moves first". Something like this can add "lucky" events (like getting to go twice in a row compared to my close competitor) yet will even out over the course of the game. And it may contribute to a more "dynamic" feel that Scurra is looking for.

-Jeff

hpox
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Game #12: Speedracer

jwarrend wrote:
you might consider some kind of slightly randomized "turn selection" mechanic rather than just "around the table" or "the player in first place moves first". Something like this can add "lucky" events (like getting to go twice in a row compared to my close competitor) yet will even out over the course of the game. And it may contribute to a more "dynamic" feel that Scurra is looking for.

I agree with this. Think "Kill Doctor Lucky".

sedjtroll
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Game #12: Speedracer

jwarrend wrote:
you might consider some kind of slightly randomized "turn selection" mechanic rather than just "around the table" or "the player in first place moves first". Something like this can add "lucky" events (like getting to go twice in a row compared to my close competitor) yet will even out over the course of the game. And it may contribute to a more "dynamic" feel that Scurra is looking for.

Yeah, maybe a dog racing game with a mechanical rabbit running around the track... the closer you are to the rabbit, the faster you run but the less control you have over movement (you are focused on the rabbit)...

*shrug* I guess that sounds dumb, but maybe it could be worked out.

Personally the mental image I get from Dragons flying full tilt around a track, high in the air, with riders harnessed to their back far outweighs other possibilities- despite the trite, common, fantasy theme. In fact, maybe BECAUSE of the trite, common, fantasy theme. I like it even better than the Velociraptor idea (which was a good one btw).

- Seth

FastLearner
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Game #12: Speedracer

I'm promoting non-flying creatures because it eliminates the reality of three-dimensional movement that actual flying creatures would have. But it all sounds cool to me. :)

sedjtroll
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Game #12: Speedracer

FastLearner wrote:
I'm promoting non-flying creatures because it eliminates the reality of three-dimensional movement that actual flying creatures would have. But it all sounds cool to me. :)

I don't think it would be a stretch to sort of shrug off the 3-d movement aspect, assuming that either they stay within a particular band of space, and/or use that to explain away the possibility of passing through the same space as another player w/o crashing into them (though that could be a risky move, earning you a danger die...)

- Seth

phpbbadmin
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Let me chime in

I don't know if anyone has suggested this yet... For determining which cars have moved already, why not have the car pieces (if they are flat cardboard) be two sided, with each side looking a little different than the other. Like one side of all the cars might have a racing stripe, and the other sides lack the stripe. That way after a particular car is moved, you just flip it over. You can tell which cars have moved on that particular turn by which side is facing up. For example, starting the turn, all the cars start with racing stripe face up. As each car is moved, you flip each car so that the non racing stripe side is face up. Now, anyone can easily tell at a glance which cars have moved; any with racing stripe up have not moved, any without the stripe have. Did anyone mention this? I apologize if they have but I didn't have time to read through the entire thread again.

HTH,
-Darke
P.S. Go! Speed Racer, Go!

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