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Player interaction in a deck builder board game

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Trepid
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chits

I LOVE your idea about using chits over the joystick and rings. As of now that is a go. It didn't take much convincing to exchange the joysticks for the chits. Thank you!

I haven't decided on the name yet. It won't be Shaman though, however that is a SUPER SWEET name just by itself. I don't want to use spirits or magic in this game. It will be strictly weapons like swords, bows/arrow, coup stick, spear, shields. There's already a game called totem I think but I don't know if i'll put the totems back in or not. That's a whole different thing and that will contribute to bonuses by having to use math...unless there's a mechanic I can use to avoid math. Maybe the player cannot conquer the territory with a totem on it unless they have so much chaos or harmony or a combination of the two....and they have to cap it with an animal of their own or leave one of their level 3 warriors to guard it. I'm not sure yet. It needs to be connected to both the chaos/harmony/coup and the animals though.

questccg
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Native American Connection

Trepid wrote:
I LOVE your idea about using chits...

No problem... It seemed like a logical choice.

Trepid wrote:
I haven't decided on the name yet.

No worries again... Finding the right name is usually important to me, because I categorize my games per name.

Trepid wrote:
I don't want to use spirits or magic in this game.

I wasn't sure what your theme was... So that's why I went with something like "Shaman" with spirits and animal guardians, etc. But it's perfectly okay to go in another direction. It's just what I had pieced together based on the description you gave so far.

Trepid wrote:
There's already a game called totem I think but I don't know if I'll put the totems back in or not. That's a whole different thing and that will contribute to bonuses by having to use math...

Ah okay ... So some Native American influence but not in the mystical realm, more in the traditional realm.

More about Totems... Maybe you have like three (3) Totems and whatever SPACE of Territory you put them on, cannot be conquered by your opponent. Some safe zones to help expand your territory on the map... Maybe something like that IDK...!

questccg
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BTW I found this searching... May interest you!

https://www.nativeamericanvault.com/pages/totem-animals-and-their-meanings

This is an exhaustive list of over 60 animals and their meaning. Could maybe provide you some inspiration. I also thought of maybe TRYING to find the Native American Tongue for "Totem". If it's something cool... Well then that could be your name... But so far no luck.

I'll keep searching and see if I find anything!

Trepid
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Ooooo

Hey, that's great. I haven't seen this site before but it's fantastic. When I was first working on the game I'd done a lot of research into the largest and most well-known tribes in the U.S. I'm glad you found this one. It might give me a few more ideas along the lines of using the totems.

questccg
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Various Bonuses

Maybe the Totems are like "checkpoints" and then affect the land around them with various Bonuses which make it easier to Defend a piece of land or make it easier to Overtake an opponent's piece of land.

I'm sure with all those animals and their meaning, you should be able to make the "Totem"-themed game more interesting. You don't necessarily need to have Spirits or Magic as part of your theme... But the Totems could add a bit of "extra" bonuses and/or penalties depending on how you BUILD them.

Again really neat idea to include Totems... Cheers!

Trepid
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Reading

After doing some reading, I think I might try and use the totems as a means to unlock blueprints. It would be something like you're using a totem to unlock the mysteries of your clan's ancestry. Somehow I need to incorporate the totems, animals, the coup stick, the chaos, harmony and coup all in 1 so they play off each other. I'm thinking that maybe there's a whole chain effect that you are trying to link.

Maybe there's a ceck of totem cards and you draw a card. If you like the path you need to take then you're set on that path. You have to first build a specific totem (hawk). You need to first draw a blueprint for a coup stick so you can start accumulating coup: think of coup as bonus points that you can help "buy" things when you're short on chaos or harmony. You can take your 2 points of coup and add it to your chaos card in battle to overcome the other player. That player might have 3 coup that can use for a counterattack. Anyway, you build the coup stick. You also need to build a knife from bone and wood or metal and wood. Then you can build a tomahawk from wood metal and pelt. Now you need the proper animal card, lumber, and your tomahawk and congrats you have your first totem pole. Somehow that unlocks a piece of your ancestry giving you some kind of skill and allows you to build the next totem. You can have as many totems on the board at once but when you look at your totem path you cannot build totem #4 before #3. Also, if one of the other players or AI comes and burns down your totem (with fire arrows) then you must rebuild that totem somewhere before continuing down that pathway. Perhaps the objective is to completely unlock your ancestry by building all 5 or 7 totems or whatever it is.

This is when player alliances come in handy. If one of your enemies has 6 totems and you and another player only have 2 and 3 you can "team up" against that player. It would be a nonverbal agreement between the players so it's not a lasting alliance. You two would just head in the other player's direction and try to destroy some of all of their totems. That third player that is about to be attacked might start putting their focus on drawing from the AI deck in hopes that one of the AI cards is a temporary defense card. (maybe some of the cards say something like "if an enemy player is within 2 territories of land you own then spawn 3 AI warriors on 1 empty territory nearest yours"). Then that player would try to draw another AI card and hopes it is "Choose an AI and they will attack with 5 chaos to any northern territory". An AI deck like this could be part of your strategy but it is completely random and you never know what you are going to draw. In my opinion that would be very nerve-wracking or at least create more tension every turn.

What do you think?

questccg
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My thoughts on some of your ideas

Trepid wrote:
What do you think?

First of all ... I don't like the "Gang-Up on the player with a Size 6 Totem..." I have player elimination in "TradeWorlds" (TW) and it too bothers me ... Just because a player gets ahead doesn't mean that he will be the victor. And these kinds of temporary alliances to "defeat" a stronger player use one or two opponents ... Sounds lousy to me.

What if the Totems represented some kind of BONUSES. I don't know your game but if you have different resources, you could get a +1 "Wood" (Replace Wood with whatever Resources you have). Things that are not OVERLY aggressive in the game. So yeah, one player has more bonuses and makes his turns go a bit more smoothly ... But it doesn't play into WINNING or LOSING the game.

It should generally IMPROVE the PLAY of the game by some small factor.

Or like I suggested, it could be used as a "checkpoint" when trying to conquer territory. Like wherever a Totem is built, that space cannot be conquered. And if you have rules to conquering areas that MUST BE "Adjacent" to one of your own areas (controlled by you) ... The Totems can be used to acquire space in the enemy territory or near it.

Like I said I DISLIKE Player elimination. Just like in TW, it sucks to be the first player OUT of the game. I don't like the principle even if by my own admissions my OWN game (TW) has it. I'm not being hypocritical ... Just saying I prefer playing the game towards the goal and not penalizing a leading player because he has a few credits more than his opponents.

I'll admit the post was a bit TL;DR ... But I did read it diagonally and gave you my first impressions and/or thoughts on what did strike me.

Cheers!

Trepid
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Elimination

Thanks for the comments mate. I appreciate all the time you take. I like your idea of using the totems as a checkpoint. I don't really want the game to be elimination either. It's always a possibility to add a second scenario so players can do that if that's how they prefer.

I was really trying to say you had to have "several" totems to win the game, not 1 big one that has been upgraded. You'd have like 5 totems to win and the other players could burn it down to slow down your victory. You'd have to rebuild that totem and complete any others to win. I could see how in just a few turns you could go from leading to last place if all your totems are burned down though. The checkpoint idea might work better, and I like players not being able to conquer that space any longer.

questccg
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There is another direction you can go in...

If you prefer, maybe have like three (3) sizes to the totems and each of them has a "immunity" to begin destroyed. What I mean let's say that you have a Totem with a Bear, Fox and Eagle (max. level = 3) ... In order to defeat this Totem ... You need to FIRST defeat the Eagle by sacrificing THREE specific "Ranged" units on this space and ultimately discarding the "Eagle". And then there would be TWO (2) remaining animals... The Fox (2 units) and Bear (1 unit) which could require each their OWN separate sacrificing of specific kind of units.

So it makes it POSSIBLE to defeat a Totem... But it's like a Puzzle: you have to do it in a specific way which is unique to each Totem.

Something like that...

Trepid
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Yes

That is interesting. I wanted to do several animals per totems originally without it become over-complicated.

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