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Doomsday Game...No, Really This Time

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infocorn
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So I've been kicking around a Doomsday game where, no matter what, the world ends after X every game. My latest iteration of the idea I started calling "11:53"-- based on the Bulletin of Atomic Science's "doomsday clock." Wikipedia it-- it's a neat read.

Anyway, I liked how 11:53 was ominous ticking clock AND allowed a reference to the game rules...it's a seven-round game, seven-till-midnight, etc. This in mind, I contacted the Bulletin:
Hello.

My name is Jeff Infocorn. The working world knows me as a speech-language therapist, but in my spare time, I enjoy designing and testing new board games based on many different themes. I recently revised an older design on mine that uses end-of-the-world scenarios as a backdrop. The original concept was simply called "Doomsday" but I felt it lacked a certain...something. In more recent unpublished revisions, I've taken to calling the as-yet-unfinished game "11:53."

My question to you at The Bulletin is simply a question of permission to continue using this particular name. As I mentioned before, I have not yet published the game, though would like to pursue publishing at some point in the future after exhaustive play-testing and revision. I feel that the name 11:53 conveys both the looming threat of the end-of-days and the game's central mechanic of having seven turns to "gather your acorns." This may seem a glib interpretation of serious issues, but I feel that forcing players to make decisions in the shadow of dire consequences causes them to consider what is important to a successful game-play strategy. And, ultimately, this resource-planning allows those players to apply these same strategic preparations in the real world, should unthinkable events occur. This seems in line the the aims of The Journal, as mentioned on your "About Us" page, offering "...information and analysis about efforts to address the dangers and prevent catastrophe."

I want to be perfectly clear: I come not with an open hand or asking for any monetary support. And, should you at The Journal feel that a board game is not in the spirit or true to the aims of the Doomsday Clock, I most certainly will think of another name for my project.

Thank you for you time, and have a nice day.

That was in March.

Today's email:
Dear Jeff,

It does seem that the spirit of your game is in line with our mission of educating the public of the dangers nuclear weapons, nuclear energy, climate change and biohazards. We do feel that naming the game 11:53 does feel like an appropriate name. Currently the Doomsday Clock is set at 6 minutes to midnight and the clock changes on an irregular basis based on the dangers in the world.

We would afford permission for you to reference the Doomsday Clock and/or name the game 11:53 as long as we have the opportunity to approve the final copy of the game.

Sincerely, (someone at the Bulletin)"

NEAT!

So here's where I need some guidance.

TASK ONE: WHAT GAME?
Idea 1-- The original game was a sprawling, RISK-like game set on a world map. Several "safe zones" were included, and it supported really any number of players. Each turn, players threw cards raising individual "clocks" for things like population, unrest, nuclear power, nuclear weapons, etc. All players were sitting on a "Doomsday" card with a particular "time" as its trigger. The winner would be the person who could maneuver the most of his citizens to safe zones. What killed me here was the scope of the project, but I think I could go at it with simplified fresh eyes.

Idea 2-- Blending tangram with map-building, players put tiles into an empty frame to build the board. Eventually, I made it hexes that were ranked/suited, built out from a neutral center towards one of four categories: War, Plague, Extraterrestrial, Paranormal (matching the suits of the hexes). Again, people were sitting on a Doomsday card/a hand of Doomsday cards, and when the hex-path hit an edge, they could play their Doomsday. The winner had the Doomsday card closest to the "threat level:" the total number of hexes of that suit on the table when it hit the edge. Ultimately, I thought this pretty fiddly and had all sorts of corners I got painted into.

Idea 3-- Most currently, made the game card-based, using four decks of roughly the same suits. Keeping "paranormal" allowed me some things like parallel universes and religious endtimes stuff, which I liked. I had some other mechanics to determine a Threat Level (which I really like in the game), and the game DEFINITELY only ran turns: 11:53 was born.

STUFF TO CONSIDER:
1) To keep the Bulletin's blessing, I think I ought to keep it real, kissing things like The Rapture and alien invasions goodbye. Probably. Cutting them WAY back to be sure.

2) Also, in keeping with the aims of the Clock itself, I think you should be playing like it's real. Rewards for diversifying the stuff you're setting aside in case of the rainiest day EVER should be considered. For example, all the tinned soup in the world is great but if you've no way to keep it, cook it, etc you're eventually screwed.

3) I really want the face of the game to change as it's played, keeping the concept of the Doomsday Clock changing irregularly. That said, I really would like a tidy game-- no days-long epics, if possible.

As I go through this, I'd love any and all help I can get. CCG players, Euro Hardcores, etc. all welcome. If we get going well enough, I'm 100% interested in co-authoring and sharing-- but let's get something banged out to playtest the living crap out of first.

questccg
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Idea 1... Sounds a little like Survive (1982)...

I used to LOVE playing the board game known as "Survive" (1982).

http://boardgamegeek.com/boardgame/2653/survive-escape-from-atlantis (First Edition)

Basically you first start by placing HEX pieces (37 tiles - per the wiki) on the board to make an island (at random - players can take their turn). The original game had an volcanic explosion, which would trigger the end of the game... Now I'm not 100% sure, but I think the player with the most people rescued won the game. Also, each player had a safe habour to which you would bring rescued people to. Anyhow you needed to use a boat to rescue your people, but a whale could tip your boat and sharks could eat the people that fall into the water. There was also a sea serpent (can't remember what he did :p).

This game was simple but was real fun to play as a kid... Maybe you could make a Doomsday "Survive"... I would try to get a copy of the original 1982 game (it was different that the new one). Or maybe get some ideas.

Things I think were cool: 1-HEX tiles (hey back in 1982...) - there were 3 types: sand, forest and rock. And one of the rock ones was the volcanic erruption... Which would end the game prematurely. 2-Sea Creatures - there were sharks, whales and a sea serpent. You would roll the dice to determine which of the creature you get to move. 3-Did I mention the HEX tiles (1982)???

Anyhow I think your Idea #1 reminds me of the game. Instead of a volcanic eruption, it could be a nuclear meldown or nuclear explosion.
You might be able to take the concept up a notch or two (from the original game)... It would be probably better than the Atlantis version of the game...

Hey - You could make it like the Japanese Earthquake/tsunami. And maybe donate a portion (of earnings) to victims of the REAL Japanese Earthquake/tsunami. It might give you traction in the MEDIA...

The reason I suggest you get the original game is because I can't remember what was written on the back of the HEX tiles... But there were "actions"...

Pastor_Mora
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I'm up to my boots!!!

Jeff

Your post is most interesting to me. I have being designing a 1-ton wargame for over a year now. It is a global scenario with operational level combat, so you can imagine the challenge. The thing is, the game is called "Doomsday 12:00"!! for pretty much the same reasons you chose, but trying to focus on showing the huge amount of physical damage (the game features tactical weapons of mass destruction) and diplomatic backstabbing such a scenario will cause (the game uses an "uncooperative team" mechanic). Now seeing your perfectly written letter and the ambiguity of the reply, I wonder if the Journal will ever concede on me using the name as a reference, even if I don't pretend their support (just permission) and I intended to add a page to the rulebook with information about them.

So, without intending to highjack your post, my inquiry:
Does the "Doomsday" reference on a wargame can be qualified as fair-use? (speak freely, usual disclaimer applies)

Thanks in advance. Keep thinking!

Sample cards from the game :) at
http://www.boardgamegeek.com/image/757124/pastor_mora

questccg
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More that one disaster

questccg wrote:
The reason I suggest you get the original game is because I can't remember what was written on the back of the HEX tiles... But there were "actions"...

Why I think the "tiles" are still cool, is that you could generate DISASTERS for each "type" of tile... Obviously the most dramatic being a nuclear type incident. They get more and more serious as the game progresses.

I think seven (7) types of tiles might be a little much. But you could certainly go for more than the original three (3)...

questccg
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Affected area (radius)

More on the tiles, you could "up the ante" with the disasters. The first one could have a radius of one (1) around it (killing the people in range), the second could be two (2), and the last - the atomic meltdown could be the entire board...

You would have to "tweak" the disasters/radii (that can be done during play testing).

questccg
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Only 37 tiles in the original

I really wish I knew what was on the "back" of those tiles... But let's say there were 10 Rock, 12 Forest and 15 sand. So you knew if you took a Rock tile, you were taking a chance it triggering the end of the game! Same could go for your disasters.

Oh yeah, you could not just pick any tile, you needed to work your way from the shoreline to the inner part. But when you "build" the land, you could place your piece at any position...

questccg
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Stalemate game

Also you could have the most destructive disaster cause a "stalemate" (everyone dies). In this scenario, players would them compete to try to "win" the game before the tragic ending arises. If not, well then nobody wins. Could add some nasty strategy - if you are losing by too much, go for the meltdown! ;) But hey, it's just a game!

infocorn
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Map ideas

If I go map, I'm leaning more towards an ACTUAL map. It could even be a map like Smallworld's where you just draw it and put in borders wherever. That actually might simplify things a lot versus even doing it as a map of NYC, Tokyo, or even the entire world.

My hex idea actually had some action-y flavored tiles as well, but I wasn't sure if I wanted to go that route. My biggest concern with actions and stuff is making it an arms race for the "power tile" or card.

Here's how I was leaning this morning after a long, late night with a teething 6-month-old. That qualifier explains the stream-of-conscious here:
1) Map. Fictional locale, maybe a county on the order of Germany or France in size/shape, islands off the coast for sure.

2) The bunkers/safe zones are player cards on the order of Don Quixote, Princes of Florence or Puerto Rico.

3) Keep the seven-turns mechanic. I like games like this that have a definite end vs. not-so-much. Plus, the heavy nature of the subject matter isn't something I want dominating a whole day of gaming.

4) Map's zones are home to a number of resources: people, experts, provisions (food/water), medical, power, materials (for physical improvement of bunkers, etc.).

5) I like the flexible phases of Puerto Rico, but would like my own take on it. Perhaps a d6 table with jobs or something.

6) A Clock Deck: tiles at the various zones on the map force the draw of a clock card that could speed up or slow down the inevitable demise of stuff on the board. Or not. The deck here has things like geopolitics, terrorism, unforeseen events, or even "Relative Calm. Do not advance any disaster track." Additionally, at the end of the round, a clock draw is mandatory.

7) Threat Levels. Haven't worked out how to use this, but really like the concept.

8) One of the Jobs from the maybe-d6 thing is scouting. On the first turn, you can send a meeple the furthest, with his range shrinking the closer to "midnight" you get.

infocorn
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I'm fine with fair use :-D.

I'm fine with fair use :-D. Doomsday's a plot device in name alone for both of our games; I most certainly don't claim to have origniated it. Does yours stick to the attack and aftermath? My idea's pinballed between acorn-storing pre-catastrophe and doing that WITH an aftermath step to determine a winner.

I actually replied to Lisa from the Bulletin's email yesterday with a link here to BGDF to watch the genesis of the game. As I said in the thread-opening, I think anything that namechecks or borrows from the Bulletin's midnight mechanic should focus on realistic kinds of disaster stuff. Just my 2 cents.

And, in the same spirit of not highjacking here, I almost like seeing "Doomsday: Midnight" written out in your game's name vs the clock time. Seems cleaner somehow. I promise it's nothing to do with my own number-themed title, LOL.

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