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Exploration Mechanic Ideas?

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Toa Lewa
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Joined: 10/31/2013

I have an idea for a cooperative game where players are trying to get back to their time machine after it has been stolen from them. The game will be cooperative, and they will start out in a jail and move around and add tiles to the board untill they eventually find the time machine.

Obviously, players will get closer to finding the time machine with each tile they lay, but I would like some mechanic where they can find "clues" that move the time machine tile up closer to the top. However, I would like to figure out a way where the specific location of the time machine tile in the stack is unknown. Can anyone think of a way to do this? Thank you.

ElKobold
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Joined: 04/10/2015
First thing that comes to mind

You could have a separate tile type with a different image on the back of the tile, which you would place in the last row.
All of these tiles would be empty, when you flip them, except one, which actually contains the time machine.

So whenever you find your clue, you move that entire row closer, not specific tile.

At the same time, the exact location of the time machine remains hidden.

EdWedig
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Joined: 09/15/2009
Forbidden Desert has a

Forbidden Desert has a mechanic like that. The board is a grid of tiles, and 2 of the tiles have icons on them to let the players know that the device/item is in that row of column. Once players have uncovered both clues, they can get the item.
(I've not played FD, just watched the Tabletop episode, so I could be mistaken on the actual mechanics)

Soulfinger
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How about components instead

How about components instead of clues. They have to find X number of missing components before they can tether the errant time machine to their present temporal coordinates and put the tile into play. If they don't have them and the tile is drawn then it is reshuffled back into the diminishing pile of tiles. If it is the last tile drawn and the players still do not have the components then the time machine slips away into another era and the game is lost.

Zag24
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Joined: 03/02/2014
I rather like Soulfinger's

I rather like Soulfinger's idea. I think it improves if you add a random element to it, as well. For example, each "Temporal Stabilizer" that you find gives you another die to roll when you see the Time Machine, and you have to roll above a certain amount to keep it locked down while you overpower the thieves. Another type of gizmo lets you reroll a die for each one you have; and another one reduces the amount you need to roll. Etc.

So you don't have to get EVERY one of the parts to be able to recapture the Time Machine when you get it. Each one helps, but you also might just get lucky.

JohnMichaelThomas
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Joined: 05/30/2015
Why not just take some tiles off the stack?

To keep your same mechanics but allow for clues, all you may need to do when the players find a clue is take 1-3 tiles off the top of the stack without laying them. 2 less tiles on the stack = 2 tiles closer to finding the time machine.

Of course the players would need to look at the tiles they took off to make sure they don't discard the time machine tile - but otherwise it keeps everything the same while just getting them closer to the right tile.

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