Hello,
This is my first forum post.
I would like to see if I can get some ideas on how to prevent cheating in a game I am designing.
First, let me give some information on the game. The game is a board game with some light role playing features. Each player controls a lost dwarf who is navigating a maze of underground chambers. Each player can also spawn and control monsters to attack and kill the other player’s dwarf. Players gain points by killing monsters and collecting gold. As the point total increases, more difficult monsters start spawning, and eventually a dragon will appear. The game ends when one of two victory conditions is met.
Victory Condition 1. Kill the other player’s dwarf with your monsters.
Victory Condition 2. Navigate your dwarf out of the maze after killing the dragon.
My game uses incomplete information to simulate being lost in a maze. Each player has a hidden board that contains his or her opponent’s dwarf. Think of it like a reverse game of Battleship. Instead of being able to see your ships and have your opponent’s pieces hidden, you have no idea where you are, but you know where your opponent’s pieces are. Whenever a player wants to move, he or she tells the other player to move north, south, east, or west and the other player moves the player’s piece and will tell him or her what happens.
During a typical turn, a player will spawn monsters onto a space on the board to try and kill the other player’s dwarf. Once spawned, a monster is required to stay on the same space until it is activated and allowed to move. If the monster is in a chamber adjacent to the dwarf, the player is informed that a monster is in the vicinity.
Here is my problem. Because each player’s board is hidden and a player doesn’t know exactly where his or her dwarf and where the monsters are located, the other player can easily cheat and move a monster without activating it. This seems to be a natural consequence of the incomplete information aspect of the game, but I would like to create some kind of system that prevents the cheating if possible.
I look forward to your suggestions!
Your on the right track, and I like your idea about monsters spawning adjacent to the dwarf.
I'm sorry if I was a little vague in my post. You are correct, your dwarf location is unknown to you, and the actual dwarf piece is located on the other player's board. When you move, you tell the other player the direction you are moving, and he or she moves your piece. After movement, your opponent will then give you any necessary information about the chamber you are in (i.e. adjacent monsters, treasure in chamber, monsters in chamber, etc.)
Actually, there are only a few instances where you can bump into a wall. The maze simulation comes in the way that the chambers are connected. I am not using a typical grid where each square is connected to the adjacent square. Chambers can warp around in weird directions. For example, you may be able to get to the same chamber by going north or south. I don't know if you have ever played a text based game, but my maze is similar to the maze of twisty little passages in Zork or Colossal Cave Adventure. It's also modular, and the maze will be different every time.
As the player moves around the cave, they will literally start creating a map to figure out where they have been before. As you explore the cave, and learn where chambers are located, you can navigate the maze much more safely (some chambers will contain pits, traps, and other hazards). In addition, progression also comes from leveling up by killing monsters and by gaining armor and treasures.