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Chess "inspired" game with Variable game board

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End of Time Games
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Lately I have been playing with some fresh game ideas as an exorcise in thinking. After revisiting the bgdf, this got my mind turning about game ideas. One thing that came to mind was chess…what I like about it and what I don’t like about it. This spawned some ideas that could lead to some interesting game ideas. Not sure what's out there along these lines but here goes....

First about my likes and dislike about chess. I like that it is a simple game. I also like that it is a game that requires one to think. It’s not a mindless game. It does require thinking and skill. But part of that is the vary thing I don’t like. Consider the “skill” part. It is a game that you can learn to be the master of. One can memorize patterns or moves. One can learn about all the maths. Sure there are elements of choice, but by memorizing certain patterns, one can have a huge advantage over a player who is less studied about the game. If one person always wins because they have memorized all the best moves and the other has no knowledge of such moves, this makes the game less fun for the two players. One always wins, the other loses.

What if we created a game that had some similarities to chess but mixed things up in such a way that the “expert” player at chess would be more challenged by the average person? Not a “stupid” person. Just that, it would not be as easy as learning patterns and studying the game in order to have the advantage. The advantage would come to the player who could think in the moment and solve problems in a randomly changing environment. Not by any memorization, but according to what is going on. Real thinking! Each individual player would bring a unique game to the table. An environment where “logic” loses and is left in the dust and where “creative thought” is the winner!

I have a seed of an idea for a game.

The board would be some kind of map. Comparable in size to any large to medium scale game. It would consist of some kind of grid or maybe even hexagonal grid. The type of grid is not as important as the features that are placed around the board. These could be various landscape features that are placed around the board. The purpose of these features is to divide the map into sections or patterns. The player is confined to move their pieces around the map between these obstacles. Here is the variable aspect: These obstacle features are arranged according to some mechanism by each player throughout the game play. The landscape is changing throughout the game. Why this occurs can be sorted out by the game theme. But it isn’t as simple as a player picking up a forest, and moving it precisely where is convenient. Each player controls a mechanism that allows them to generate a new pattern for the landscape. They may have some element of control over how it is formed. Or it may be truly random.

Next the players pieces. Maybe the pieces have mechanics that are similar to chess. Maybe there are other mechanics e.g. ( one special piece has the ability to teleport to other certain areas of the board.)
The point is…1. This could become a game that is more appealing to a wider range of people, not just the “experts”. 2. It makes it that memorized patterns or strategies don’t necessarily work. Player must adjust to a changing game and come up with new ways to dominate a changing pattern. To think more creatively!

Anyway, this is the idea I have so far. Anyone want to play around or add to this?

metzgerism
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Next move:

Stop dreaming.

Start playtesting.

Go.

Grall Ritnos
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Khet

I really like this idea and think it has a lot of potential. One game that immediately came to mind is called Khet: The Laser Game. Here's the BGG link: http://boardgamegeek.com/boardgame/16991/khet-the-laser-game

Taking and moving pieces in this game is very different from chess, but many of the basic concepts are similar (pieces move in different ways, a single "king" to protect, etc.). The game comes with three different suggested starting layouts, but also notes that players can design their own layouts. The big difference between this game and your idea is that the board is static (although the position of pieces can have a much greater impact on the total board than in chess), but some of the basic mechanics may be interesting for you if you're not familiar with it. I'll be interested to see how your idea evolves.

End of Time Games
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Thanks Grall! Just to

Thanks Grall!

I have to make this clear to readers that I posted this idea not as "this is my game I'm working on and would like some help." My intent was to share this idea as a seed for discussion and open cooperative development of the idea. Would any one like to discuss or develop this together?

That said Grall, I did check out the link to "Khet". Yah it looks pretty interesting! I would need to play it to appreciate and understand it better. I wish it was mostly wood and cardboard! Part of me fusses over things like "material". But that's not important for this discussion.

I do like elegance in game design. Even though other ideas I've had are more focused on theme. My thoughts for this game would be a game that was comparable in simplicity to chess (probably a little more complex because of the added objects of the "changing patterns/board). But no more complex then the game of "clue".

Nothing worse then having to always have a big fat rule book on the table that one has to play a dozen games to finally get a hold on game play. Or worse, rules that aren't clear like in "Tomb". I still resent that game because I want to sit down and play it but can't get clear about the rules.

Another thing I was considering is the experience I love about certain games. Namely quite simple ones where you're playing with someone and you just can't stop. You know when two people are playing and they just have to "kick their opponent's butt" one more time! And neither is certain who the better player is!!!

About this variable aspect of moving features of the board around. Think of the patterns in the game of "cross-word puzzles". Not necessarily as intricate and complex though. On a board comparable to this, players would be confined to move their pieces within the empty spaces on the board. Here's where it gets more interesting! Using the pieces of chess as an "example" only, I may be in a situation where my knights are my strongest advantage at the moment. You may suddenly have the option on your turn (and being caught between a rock and a hard place) to change the landscape pattern on the board. Giving you new options to turn your position around in the game. In this restructuring of the board, I may lose my previous advantage and be forced to adapt a new angle of strategy.

This movement of the board should be a random pattern that forms. The choice comes in how the players interact with this pattern. The players should each have an opportunity to change the board at one time or another. I do not yet have any clear ideas of a mechanism for generating random patterns of a board like this.

The premise could be as simple as capturing the other persons pieces. Or, maybe it isn't about that at all! Maybe each person has there gang of chess like pieces, but instead of capturing anything, they are competing in the domination of each pattern. Maybe they get points for dominating a pattern in some way that does not involve losing their pieces.

Just thought I would throw out some more ideas about this.

I welcome other's thoughts of course!

Jackhalfaprayer
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Alright I’ll take a stab at

Alright I’ll take a stab at this:

How to generate random terrain on a grid:

Use a standard chess board (or don’t, any grid will do) with notation.
Create a series of pieces that look like Tetris or Blockus pieces. These are impassible (but mobile!) terrain.
Create a deck of cards with pictures of the blocks and notation listed in the corners. At the start of the game draw X cards and set up the board accordingly. So if the first card you draw says to put a 1X4 line of impassible terrain running from B3-B7, put the blocks there.

Now onto the trickier question: How/why would you want to do this?
How: Using chess as base you would add a certain number of these pieces to the middle of the board I would create the cards so that they didn’t drop pieces on either the first or last 3 rows. On the standard chess board this would only leave the middle two rows so I would make the board longer. Give each piece of terrain a chess rank (knight, rook, bishop, etc) this would be listed on the card as well as the piece. These pieces would be neutral. Either player could move them, according to their listed rank, on their turn instead of moving one of their own pieces. Captures cannot be performed with terrain pieces, no matter who is moving them.
Why: Well this would make chess as it stand’s different (though not necessarily better). My guess is that this would make chess run really LONG. A larger board, stuff to get in the way, all of this would serve to just slow the game down.

Really I think that what is needed to make this design flower is some thought around goals and means. The goal in Chess is to trap the opponent’s king. The question of “What if Chess had mobile terrain that both players could control” is answered (in my humble and clearly only partially constructed opinion) as “the game would sorta fall apart.” That isn’t because mobile terrain that both players can control is a bad idea, it just doesn’t work in Chess. So let’s think about goals. Since you want to make a an abstract territory control game in which there are neutral pieces that both players can control and that function as terrain (that is they don’t capture and they can’t be captured or moved across) I would start with trying to figure out what the players are trying to achieve. Do they want to arrange the “terrain” in some specific pattern (Tetris or Blockus) Do they want to capture the opponent’s king? (Chess) Do they want to make a connection of pieces between two opposing sides of the board (Hex or Punct)? Get all their pieces to the other side (Chinese Checkers)? How do they achieve their goals? Is it “on your turn you may move one piece?” Why not action point allowance (you have 5 action points, moving different pieces, including terrain, costs different amount of points)? Refusal Chess (your opponent has the option to veto your move, but must accept your second choice) offers interesting possibilities.
What’s the goal?
How do the players pursue it?

PS: I’ve made it my mission to try to add a meaningful response to every thread I can. This is very counter intuitive to me, as in meat-space I try to only make pertinent comments and keep my opinions to myself. I’m doing this to try and give back to the design community. I am, by no means, educated in my opinions and I’m totally shooting from the hip. If I’m getting on your nerves send me a PM and I will stop posting in your threads.

Yamahako
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It's always good to do some

It's always good to do some research as well. Here's an example of a Chess Game with a random element designed by Bobby Fischer

I hope this helps you with your design!

http://en.wikipedia.org/wiki/Chess960

End of Time Games
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@Jackhalfaprayer That is a

@Jackhalfaprayer

That is a noble mission! Your feedback has been quite helpful and I appreciate your suggestians and participation in discussion! For example the ideas about "what is the goal?" is vary helpful in getting ideas moving.

Even though I have put forward this idea, it's free game to anyone who want to develop something from this idea. Probably there would be multiple variations and interesting ideas that could be sparked from the original proposal. Who knows! I know as a fact that "random stimulation" or exposure to other peoples ideas can be a trigger or inspiration for own ideas. Isn't that what often happens on a forum like this where people share their ideas?

I'm pretty green myself with game design. For me it's more of exploring curiosities then it is a serious ambitions of publishing games. I'd be jazzed if I ever complete any of my designs that I can at least sit down and play with friends!

Regarding this particular idea, I am inclined to not walk too closely with "chess". Otherwise the danger could be of the game becoming just a simple chess variant and not be unique enough to be interesting to play. I don't want to reinvent chess!!! I want to take certain things I like about playing chess and craft something different.....Not get sucked into the same pattern as chess. I can say that one thing that sparked this for me is my like for assembling abstract patterns into new patterns. I'm doing it all the time. E.G. Using public bathrooms, looking at the tile patterns......designing game boards. How many game ideas can be generated in that 5 to 10 minut period? Maybe I'm getting off topic!

Best regards and thanks for your contributions Jackhalfaprayer!

Dannage
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Hello. Sounds like a great

Hello.
Sounds like a great idea. Chess is very easily accessible for abstract thinkers because there is no 'literal' theme to it. The simpler the mechanics of the game, the more you have to 'outthink' your opponent. I do have a game which I considered to be a good, if limited chess variant, called Cirondo. I recommend you take a look. It's a circular board and effectively has pawns, bishops and queens.

Google says there's an online version so you can have a go without spending any cash

http://www.igniq.com/2009/02/cirondo-online-are-you-up-for-it

obstacles, structures or local environment aside, I think the first decision should presumably be made on the underlying board, i.e. should we use a square grid, which only gives us orthagonal and diagonal movement opportunity? Do you go for a hexagonal board, which then offers 6 'directions' (which is less than 8, so perhaps not as flexible as some people think!) or find another tessalating pattern... If there is one... Only an octagon springs to mind...

Actually, octagonal might work, if you 'build' the map as you play? If you look up a game called Nautilus, it uses octagonal pieces to build 'research labs' and these can be linked orthagonally or diagonally. Maybe you have a fixed 'starting zone' and a fixed band of board in the middle, and then let players draw randomised tiles to try and form a bridge to the other side?

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