After playtesting the "Storm Chaser" idea (http://www.bgdf.com/node/7030), I decided it was too fiddly with the dice and moving car pieces around a map to follow tornado movement. Driving cars on roads and highways wasn't constrained enough so I'm pondering whether the scale of the things needs to be zoomed on more of a neighborhood or small town scale.
Players are storm chasers trying to attain footage of tornadoes so they can sell footage for points. Higher points can be earned for getting to the tornado first and getting close to the tornado.
Could movement to follow and get close to a tornado become more of a push-your-luck card mechanic? What if players flipped over cards for movement and tried to get as close to the tornado as the could without sustaining damage/injury? If they flipped over a card that moved them into the tornado, they would die or perhaps get negative points for becoming injured. Players would be able to decide how close they get before stopping to “film” the tornado for points.
Maybe the roads could be "tracks" (say, 5 tracks, 15 spaces per track, movement cards would have values of 1-4) that players move along and the tracks converge in the middle of the board at an intersection. Players could move their car pieces up and down these tracks as tornadoes move across the board.
Any thoughts? Thanks in advance.
The special events cards sounds interesting. Maybe they can be laid out above the board so everyone has a shot to get them.
I think negative points for being on the same space as a tornado will be fine. One space away=5 points, two=3 points, three= 1 point.
The challenge will be coming up with a press-your-luck movement mechanic that gives players some control over where they can drive. Flipping over cards that have movement points on them may work but doesn’t seem that elegant. Only other thing I can think of is dice movement I’m usually not a fan of the roll and move style.