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Evil Genius - Worker placement game

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Blunder
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Joined: 09/25/2012

So I'm trying to brainstorm for an idea thats been fermenting in my head for a while. Rather than a ruleset I thought I'd get the concepts I'm thinking about out and then get your feedback/input to see where it takes me! I'm open to collaboration if anyone loves the idea and wants to help further.

So my ideas:

Players have a board (ala manhattan project) which is abstractly their base

Main board is the world, some events are standard (rob fort knox) and there will be spaces for new events (so each turn a new place for workers will appear), these new events will be things like the eiffel tower, where you can assign 4 workers to blow it up, or if you've developed the shrink ray, shrink it down and keep it in your base!

Workers go and collect on the main board, gaining resources (currently I can only come up with money, and i need at least 3 "generic" technologies) and notoriety. If too many workers are placed on a space then there is retaliation and the first placed worker will have died.

After all workers are placed the evil genius goes and currently can either:

recruit more workers
scheme (researching technology)
"motivate" workers (activating all his workers in one location again but killing one of them)

To win you either reach maximum notoriety (say 20) or build all 3 parts of a doomsday weapon.

Other concepts I'd like to include:

Specialist workers (again similar to manhattan project) - so in certain locations you can abduct army men and gain fighter workers or maids and gain service workers

Secret Agents - So at certain points along the notoriety track you get agents invading your base, stealing resources, killing minions and lowering your notoriety once more

Secret research - This is a concept stolen from the game "Elixir of Life" (awesome game), using a 3x3 grid you need can scheme and research a new technology. You look at the tile you just discovered and then take it from a deck of inventions. Ultimately one of the ways to win will be to gather the 3 parts of the doomsday machine which are mixed up in the grid. You can play cards on your turn but you'll need to be careful, if only have a hand of one and play it, you revealed what combo makes what and makes it easier for the others to work out which of the remaining 9 are for the doomsday machine!

Base building - Again I'd like spaces for your workers to go which are not on the main board (internet scam centre gets you money for example) but I can't think of a way to get the workers used there without ripping off the manhattan project again!

So my main issue is how workers are placed, but I would love people to come up with ways to reinforce the theme and/or mechanics!

SinJinQLB
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Joined: 12/02/2012
I think this could be a lot

I think this could be a lot of fun. I especially like the "motivate workers" idea by killing one of them.

However, I would like to see more thematic mechanics. What about some sort of "good vs. evil" mechanics? Perhaps there can be times in the game when a payer is presented with two options or scenarios, and the player has to decide which one to do - one would raise his evil meter (or points, or whatever you call it) but then the other would lower it. For example, a player draws a card that says "An old lady is being mugged by some robbers". You can either help her and get a small reward (money, other resources, but lose evil points) or kill them all (no money or resources, but extra evil points).

You could even combine this mechanic with some sort of superhero mechanic. Maybe you could have a small collect of superheros that frequent the play board every so often. When that happens, maybe the superhero "aligns" with the players who don't have many evil points (because they are more good than bad). This would have some negative consequence, like it impedes their ability to do more evil things. On the flip side, when the superhero comes into play, he will become "enemies" with any player with a lot of evil point. I'm not sure where you'd go from there though - maybe you could get a huge reward/vp points if you kill a superhero, but the only way to do so would be to make him/her your enemy, hence you need a lot of evil points...

Anyways, just a few ideas :)

GrimFinger
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Blunder wrote:Players have a

Blunder wrote:
Players have a board (ala manhattan project) which is abstractly their base

Thumbs up, but shouldn't it be their secret hideout?

It probably doesn't matter, though it might, if they are able to expand their base? Mad scientists and other similar ilk tend to be status conscious, don't they?

Blunder wrote:
Main board is the world, some events are standard (rob fort knox) and there will be spaces for new events (so each turn a new place for workers will appear), these new events will be things like the eiffel tower, where you can assign 4 workers to blow it up, or if you've developed the shrink ray, shrink it down and keep it in your base!

Yes, yes, a separate board, the main board, to represent the world/city/area outside of their respective evil lairs. Hmmm, maybe evil lair should be included with secret hideout and base. Robbing Fort Knox is a big plus. Very nice evil touch.

Blunder wrote:
Workers go and collect on the main board, gaining resources (currently I can only come up with money, and i need at least 3 "generic" technologies) and notoriety. If too many workers are placed on a space then there is retaliation and the first placed worker will have died.

Is there something besides money? Ahem, of course there is. You want them to rob Fort Knox, don't you? It's famous for storing gold, not money, although numerous things are stored there. What about robbing jewelry stores of their diamonds?

Oil, chemicals, weapons, DNA - the list goes on and on. Unless you're looking for Bonnie and Clyde in evil scientist form, once that focus on robbing banks and such.

What about human resources - other players' workers? Isn't the employee market for evil scientists a competitive market? Just abduct them, and make them work for their new "boss."

Blunder wrote:
After all workers are placed the evil genius goes and currently can either:

recruit more workers
scheme (researching technology)
"motivate" workers (activating all his workers in one location again but killing one of them)

Scheme is a good word. Evil geniuses like to scheme. Researching technology, or experimenting, could be distinct from gathering components needed to accomplish a given scheme.

Any fool can take over the world. What matters is HOW you do it.

Blunder wrote:
To win you either reach maximum notoriety (say 20) or build all 3 parts of a doomsday weapon.

Oh, my God, yes!! A doomsday weapon. that's exactly the right approach.

Blunder wrote:
Other concepts I'd like to include:

Specialist workers (again similar to manhattan project) - so in certain locations you can abduct army men and gain fighter workers or maids and gain service workers

Thumbs up.

Blunder wrote:
Secret Agents - So at certain points along the notoriety track you get agents invading your base, stealing resources, killing minions and lowering your notoriety once more

Thumbs up, again. Lots of government acronyms to draw them from, too, for flavor's sake.

Blunder wrote:
Secret research - This is a concept stolen from the game "Elixir of Life" (awesome game), using a 3x3 grid you need can scheme and research a new technology. You look at the tile you just discovered and then take it from a deck of inventions. Ultimately one of the ways to win will be to gather the 3 parts of the doomsday machine which are mixed up in the grid. You can play cards on your turn but you'll need to be careful, if only have a hand of one and play it, you revealed what combo makes what and makes it easier for the others to work out which of the remaining 9 are for the doomsday machine!

Lots of secret research, for sure.

Blunder wrote:
Base building - Again I'd like spaces for your workers to go which are not on the main board (internet scam centre gets you money for example) but I can't think of a way to get the workers used there without ripping off the manhattan project again!

So my main issue is how workers are placed, but I would love people to come up with ways to reinforce the theme and/or mechanics!

It's the 21st Century, now. Everyone's a free agent. Militaries are being downsized. Budget cuts can affect top secret national agencies. Supercolliders are discontinued. I'm not sure if I understand what you mean by, " I can't think of a way to get the workers used there without ripping off the manhattan project again!"

Are there only evil geniuses in the game? Or are there superheroes to oppose them? Does any player play a government agency to oppose evil genius players? Different government agencies could have different bonuses for players, to increase variety without necessarily increasing complexity.

I think of Doctor Sivana, from Captain Marvel/Shazam comic books, when I think of evil genius, or Megamind, and for minions, the Gru of Despicable Me film comes to mind. I think of Lex Luthor, too, but he's not my first choice for inspiration to build on for such a project.

Starting notoriety could vary from game to game, with players perhaps rolling a dice to see what level they start off on. That might help get the "dastardly you" juices flowing, with other players not wanting some other evil genius to have more notoriety than them. Conquering the world, or destroying it, must surely be easier, if you actually have the luxury of focusing only on that one main objective. But, life just doesn't work that way for the truly great minds of evil genius caliber.

A few of Simon Bar Sinister's exploits can be found here:

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

GrimFinger
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Blunder wrote:So my main

Blunder wrote:
So my main issue is how workers are placed, but I would love people to come up with ways to reinforce the theme and/or mechanics!

I understand that your main issue is with the workers/minions, and how they are placed on the board(s). However, what is going to capture the imagination of the players will likely be the evil geniuses.'

Once you achieve your main objective, which is figuring out the way in which you want the placement of minions, how will you simultaneously achieve your secondary objective of reinforcing the theme or the mechanics.

Game mechanics are the nuts and bolts of how your game will work. Theme will be the icing on the cake. Mechanics make the game work. Theme drives the addiction.

The core essence of your game's central premise revolves around evil geniuses. Because they are evil, these geniuses are de facto villains from the start. And because they are not just ordinary villains, but villains who are geniuses in their own right, they are de facto super villains. It's what they all share in common. It is the tie that binds.

So, perhaps a review of some of Comicdom's super villains is in order. Here's a link to a handy list that you might find worth reviewing, just to get your creative juices flowing. I don't agree with it, but I do find it useful insofar as stimulating the thought process, as it relates to super villains.

http://comics.ign.com/top-100-villains/

As far as reinforcing the theme for your games goes, I believe that obsession of some sort of other is key to what drives the evil geniuses of your game. Thus, I ask you, what are each of your evil geniuses obsessed with? Is it pursuit of a singular thing, such as a death ray or a doomsday device? Is it obsession with a particular superhero that seeks to stop them? Could it be an obsession with one another? Is it all of the above, and then some?

Winning the game, no matter what the game is, nor what kind of game a particular game is, is all fine and dandy. But, the important question seems to me to be, what is it that will make your game fun? Isn't the true objective that the players become as obsessed as the evil geniuses that they play? What is going to make them want to come back for more, time and time and time, again?

If your game fails to scratch that proverbial itch, then I just don't think that the evil geniuses that you seek to create in this game laboratory of yours (Ooh....laboratory needs to be in that previous category of evil lair, secret hideout, bases, etc.) will pass muster with players. Thus, in order to drive the theme, I believe that it is imperative that you instill obsession into your game, and in heavy doses, at that. It is the touchstone upon which all else is built, the foundation upon which all else shall rest.

Granted, that's just my take on it. Your mileage may vary.

When Superman seeks to save the city of Metropolis, or the world, or the galaxy, or the universe from danger or destruction, his fans sympathize with his objective. He represents the epitome, the high mark, of humanity. Fans of super villains delight in the cleverness of their evil and wicked objects of affection. The HOW of their evil schemes is what intrigues. That's where the delightful factor comes in, I think. Just killing millions of people, in and of itself, isn't what's impressive about super villains. The "juice" of super villains, aka evil geniuses, lies in the means to the end, rather than the end, itself.

Reinforcing the theme is my primary focal point in what motivates me to post in this thread. Anything that I toss out in this thread is for your consumption or disregard, as you see fit. So, take my input and feedback with a grain of salt, and don't allow any of it to distract from whatever the game is that you seek to bring to fruition.

That said. . .

What will make the players obsess? What is it that is going to give your game the "juice?" What will keep them coming back?

I suggest to you that it will be failure, more than it will be success. Why? Because, success will give players a sense of accomplishment, whereas failure will inject them with frustration. Answer me this, Doctor Blunder - How many evil geniuses do you know of that have never experienced failure? What is it that makes these very same evil geniuses strive to succeed? What makes them want to succeed, if not failure?

How many paths to failure does your game encompass?

The Road to Hell (failure) should be wide, don't you think? The Path to Heaven (success) should be narrow, shouldn't it?

If all player positions in your game are evil genius positions, then are they competing just and only against one another? If so, then the forces of good will be governed and ruled by artificial intelligence, of some sort. If you want evil geniuses to capture obsession, as part of its overall flavor, then you might also want to incorporate diabolical intelligence to represent the forces of good. In other words, what you "need" is one or more human beings to play that role opposite the evil geniuses of the day.

Oh, and you need a timer. You don't necessarily need a timer for every evil genius, nor for any given evil quest, but in at least some instances, a timer may prove useful in increasing the frustration factor. How? By driving players right up the wall. Are the good guys up against the clock to stop Doctor Blunder (Sorry to apprehend your forum moniker, but it work well as a super villain, I think)? Or is Doctor Blunder ever up against the clock in assembling his doomsday device? A timer holds much potential, I think, for injecting a real sense of urgency into players. Ever play Hot Potato?

The Countdown Clock, the same thing in different name or form, could be determined via means other than an actual timer. A roll of dice by players could determine how long a given game is, or how long a given sequence of the game is.

As far as assembling a doomsday device is concerned, you have the option of "assembling" the play of the game in stages. I know relatively little about either the mechanics or the board, so I don't know what all that you might or might not envision as being possible or applicable within the overall framework of your game.

GrimFinger
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What does it mean to be

What does it mean to be diabolical?

That is, after all, what you are after, isn't it? Very diabolical of you not to say, I might add.

Blunder wrote:
Players have a board (ala manhattan project) which is abstractly their base

Before your evil geniuses that you envision can conquer the world or destroy the city or rule the universe, or whatever it is that you fancy for them to strive towards, they must lay the necessary groundwork first. Right? I mean, is Step # 1 in their grandiose scheme of evil to win the game? If not, then what milestones of wickedness must be accomplished prior to the game actually being won?

Does their base come complete with everything that they need? Is their quest a simple exercise in gathering three or five components to assemble a doomsday device with? Does their doomsday device ever blow up in their face, or simply malfunction and do nothing?

What the Hell is in an evil genius' workshop, anyway? (Can we add workshop to that prior list, also, the one that now includes evil lair?)

Don't all of the great evil geniuses of our time have their own respective brands of bases? Isn't the base key to allowing them to indulge their fantasy flights of global domination? Superman can change from his alter ego of Clark Kent into the Man of Steel in a phone booth. Sure, everybody gets that. They grasp the why and the how and the literary necessity of it. But, do evil geniuses ever have it quite that easy?

No! They require elaborate complexes or exotic materials. Yeah, it sucks, but that's one of the many prices that they pay to achieve infamy. Yet, it's a Rodney Dangerfield life, because they get no respect, until they get respect. You know what I mean?

I have no vested interest in making your game unwieldy. There exists no Dictum Maximus that compels you to "grow your game" into unwieldy proportions. It's not like you're after an epic feel, now is it?

Or are you?

Damn these evil geniuses and their own designs? Wicked are their ways!

Do all of the evil geniuses in the game know one another? Do they all know their surroundings? Do their evil lairs come complete with utilities and furnishings?

Is their character synonymous with greatness? With power? Does their base command respect? Does it invoke a sense of envy?

How do you go about representing that in board game format?

Don't talk to me about expansions. I want to know how they did it, back in the day, back before board game expansions even existed.

Is the complex (again, add that to that evil lair category I've mentioned several times, already) a tidy or a sprawling affair? Is it like the anti-thesis of the Batcave? Or will this doomsday device be constructed in a for-rent apartment? Norman Osborn has his corporate wealth. Darkseid has his planet, Apokolips. What are we talking about, with this game of yours, Doctor Blunder? Is downsizing the laboratory your chosen route to nefarious greatness for players?

Or is growing the lair the sub-game within the game?

Sure, you managed to blow up the world, but before you did, yours truly managed to build a true bad ass complex of unparalleled wicked evil. You did want player-to-player dialogue, didn't you?

I recall an old game called Waterworks, I think, a card game. The pipe grew longer and more complex, as players added to it. Is every evil lair a clone of one another? What makes the Batcave tempting to explore?

We both know that the evil lair matters. Why deny greatness to the players that are obsessed and thirst for it.

GrimFinger
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It strikes me that a game

It strikes me that a game that revolves around evil geniuses plying their trade is well suited for "Gotcha!" moments.

I mean, after all, if you've got several of these diabolical bastards striving to beat one another to the punch, would they really be above sabotaging one another? And what better way to do that than by sabotaging the other guy's secret lair?

Or, better yet, just taking it over intact!

Oh, yeah, that's what I'm talking about. What could possibly be more frustrating than losing one's base to the up-and-coming upstart? Well, being mind controlled by them, perhaps, but you're after something a tad more simple, aren't you?

Modular bases. Maybe a square, surrounded by squares, surrounded by yet a third layer of squares. All nice and tidy, and no base sprawl. You didn't want base sprawl, right? That costs extra. Nice modular design. The great evil thinkers of our time will simply have to adapt to the surroundings that we foist upon them. Very nice of them to cooperate, wouldn't you agree?

Now, on to something else.

Blunder wrote:
Main board is the world, some events are standard (rob fort knox) and there will be spaces for new events (so each turn a new place for workers will appear), these new events will be things like the eiffel tower, where you can assign 4 workers to blow it up, or if you've developed the shrink ray, shrink it down and keep it in your base!

Yeah, about that hold world thing, let's talk about something else, first.

Erase your mind, and consider this - Media headlines!

What better way to frustrate pursuits of doomsday devices and galactic control than by side-tracking players with becoming obsessed with what the media is reporting? Besides, I always wanted to come up for a use for those over-sized index cards, when doing a mock-up for a board game.

Now, what to put on them is another thing, altogether. I am just trying to reinforce the theme, here, not sort out the details of game mechanics.

Blunder wrote:
Workers go and collect on the main board, gaining resources (currently I can only come up with money, and i need at least 3 "generic" technologies) and notoriety. If too many workers are placed on a space then there is retaliation and the first placed worker will have died.

And why is retaliation based upon too many workers in a given area? Just curious, that's all.

Blunder
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Wowsers, so many points :D

Wowsers, so many points :D Its great I've captured the forums imagination, makes me think there is a game here!

I feel that the game should be quite streamlined, having to many moving parts hinders mechanics in games in my opinion and some of the theme is lost if analysis paralysis with too many moves/options being available. Also, primarily I see this as supervillains in the james bond sense of the theme, not superheroes sense of theme (though ironically my first game in the works is a massive superhero game where ur incognito training up while a villain slowly takes over a city).

I agree the evil genius's are going to be the focal point of the game, and to a lesser extent if I can fit them in (and make them mechanically interesting) specialised henchmen (like Jaws in 007) would be neato too. This is why I've added in the evil genius turn, to mix up the standard worker placement idea. You can use him as a super worker but at a cost of minions, get your new tech out, or maybe even extort the world (to bump up notoriety!)

Failure will be prevelant, agents invade the bases and will steal your doomsday weapon parts, or resources unless you develop traps to stop them. Other inventions will start to screw over other players, so clever disguises would mean you get resources whilst the other player takes notoriety or a mind control ray would mean you place your rivals minions and get the resources and he could even lose his guys.

Notoriety is an interesting concept in my eyes. On the one hand its a win condition, get 20 to win. On the other, after certain levels you'll have spies start visiting your base. So at level 5 you get one, and he knocks down notoriety as well as stealing your stuff. At level 10 say you get another, another at 14,17,19,20 so unless you have researched lots of traps then they're going to constantly thwarting your attempts at world domination.

I do like the countdown idea a lot. So on the turn you build the death ray you announce it and have 3 turns before you win. Now the other players can try and screw up your plans as much as possible before the countdown ends and you conquer the world.

I'm not sure about DIRECT player conflict (theft of resources etc) its one of my all time least favourite mechanics, but I do feel it fits here. You can't let the penalised player get shut out of the game though.

GrimFinger
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Blunder wrote:Also, primarily

Blunder wrote:
Also, primarily I see this as supervillains in the james bond sense of the theme, not superheroes sense of theme

OK.

larienna
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About the theme, I played

About the theme, I played some times ago a game called "Nefarious" which has a similar theme:

http://www.boardgamegeek.com/boardgame/108044/nefarious

I liked the concept, but I did not like the take a simultaneous action that somewhat affected other players. It did not make sense to me and the game did not hook me up. There are tons of inventions to make, but the best part is that there are rule changers. At the beginning of the game, you draw 3 cards which will change the rules for the whole game, and there is a huge load of these cards.

On the other hand, one of the only worker placement game I like that could replace well the simultaneous action above is "Leonardo Da Vinci"

http://www.boardgamegeek.com/boardgame/21920/leonardo-da-vinci

In this game, you make inventions by Placing workers to get upgrades and material, but unused workers are placed on your laboratory to develop your inventions. So in that case, I find the worker placement mechanic to make a lot of sense. I made a few variants to simplify/improve some aspects of the game, but in general I like it.

So I thought it could be interesting to combine the concepts of both games together. Take a look at those 2 games and see what you can get out of them. If you have questions, just ask.

Sperber
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Hey there Blunder. I have

Hey there Blunder.

I have worked on an Evil Genius game for quite some time now. I just checked and the first document I saved in which I collected some initial thoughts and brainstorming ideas is from back in 2009. That makes it the oldest game in my list, actually it is the very first one and marks the beginning of me becoming a hobby designer, and it is the game I have put the most work into. It is currently in its fifth prototype stage, meaning I build four prototypes, tested them and throw them away since I was never truly satisfied with the result. Right now it has the working title Evil Empire since I began to distance myself from the video game. I just ran into too many problems converting the video game to cardboard. The solution came when I realized that for me it would be better if I use the video game purely as an inspirational source rather than a template.

I am happy to share my thoughts and some of my work with you and maybe some of my ideas will help you in designing your game.

You might also be interested in this blog:

http://www.bgdf.com/node/780

As a matter of fact, it was this blog that brought me here when I was searching the internet for Evil Genius based boardgames.

Blunder wrote:
To win you either reach maximum notoriety (say 20) or build all 3 parts of a doomsday weapon.

I like it. I went a similar way and decided on different ways of achieving victory, mainly inspired by Chaos from the Old World. And just like in CftOW there is a way for the game to beat the players (translate: the agencies win).

Since I have an Evil "Empire" one of my victory conditions is Influence, which is still a fancier word for Victory Points. Mostly Influence comes from an area control mechanic. Basically my game is a mix of area control and worker placement. It represents the later parts in the video game when you capture the five diplomats and use their informations to place a spy in the five governments.
A player may gain influence by comitting Acts of Infamy in specific regions or they may buy it with money. Along with the obvious doomsday device this offers the players different strategies they may pursue. One player might concentrate on science, another one on terrorizing the world.

I still have Notoriety but I use it in a different way which I will explain later.

Blunder wrote:
Specialist workers (again similar to manhattan project) - so in certain locations you can abduct army men and gain fighter workers or maids and gain service workers

Yes, i would have loved that too and it was part of my game in versions 1 to 3. I finally dismissed the idea for V4.0 since I still had the problem that my game was too extensive and I had to make cuts (a single playthrough of V3.2 took more than 4 hours!). I would love to see if you can come up with an idea on how to integrate specialists. Even after I restricted myself to only Level 1 minions ( guards, valets and technicians) I couldn't make it work. I hope you can do better.

Blunder wrote:
Secret Agents - So at certain points along the notoriety track you get agents invading your base, stealing resources, killing minions and lowering your notoriety once more

Let's talk about Heat. One of my major problems with my version of this game was missing player interaction. I finally solved it (only in the latest version) when I came up with the idea of using Heat as a ressource. At some point I made it just like you: linking the appearance, strength and numbers of secret agents to the notoriety level of a player. And it worked pretty well. I used a deck of secret agent cards and at the end of each round a number of cards (depending on the number of players) would be drawn. Each card shows a table like this:

Notoriety:

0 - 10: none
11 - 20: bad
21 - 30: average
etc.

Each player would then compare his current level of notoriety with this and determine if a group of agents (I had sabouteurs, thieves, commandos,... ) would pay him a visit and how experienced they were. As I said that worked pretty well and I still believe that it is a good idea to use notoriety but this kind of approach didn't allow for any player interactions which I desperately want in my games.

But when I (re-)introduced Heat and made it a ressource I suddenly got my interaction. Every time a player commits an Act of Infamy he receives Notoriety and Heat.
Heat can be used by your opponents for all kinds of nasty things including sending secret agents to your base.

That offered another opportunity because after I decided to use Influence instead of Notoriety as Victory Points, I had to decide what to do with notoriety. And I made it into another ressource. For example players have "Evil Genius" cards and they pay them with Notoriety instead of money. Of course, that isn't the only use for notoriety: e.g. you may exchange it for Influence (threaten government officials).

That means that a player may commit more Acts of Infamy to gain Notoriety. The more Notoriety he has the more he can achieve or the faster he can achieve his goals. But on the other hand he also receives more Heat and his opponents will definitively use that against him.
A player that tries to stay under the radar, for example he tries to develop his doomsday machine as secretly as possible, doesn't have to put up with the annoying effects of Heat as much but his development will most likely be slower.

You said:

Blunder wrote:
Workers go and collect on the main board, gaining resources (currently I can only come up with money

So maybe you could consider notorietyand/or heat as secondary ressources too.

Blunder wrote:
So my main issue is how workers are placed, but I would love people to come up with ways to reinforce the theme and/or mechanics!

Unfortunately I can't really help you with the worker placement. I never played Manhatten Project and since you don't want it to be a rethemed version of that game it doesn't make much sense for me to revisit video reviews of that game.
But as GrimFinger already said it will be this mechanic what will make the game fun or fail. You better give this a second thought and don't think too much about theme or how research is done. If you want to make it a worker placement game than this needs to be your first point of focus. You can always come back to those other parts and develop them later. In a worker placement game it is not so important how and when secret agents show up. The worker placement mechanic is important. Start there.

As for the theme: The Theme works pretty much on its own. Evil genius the video game is a parody of the classic secret agent movies but maybe a little more sincere than Austin Powers. As long as you don't want to change that setting (and I strongly advice you don't since that is a big part of what makes the game so fun) I don't believe you have to worry about theme.

Casamyr
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Wow, it's interesting to see

Wow, it's interesting to see that people work on similar ideas. I too am working on a evil genius worker placement style game as well.

In my version players are Diabolical Masterminds working to complete their Evil Plan before a secret agency defeats them (Anachronym still to be worked out).

Simply put. Players start the game with a number of Infamy tokens in their colour and use this infamy to sway various minions to their cause. Minions belong to a number of Organisations which can be brought under your control for a bonus - maybe increased hand size, additional infamy, allow 2 actions etc,

Minions however aren't all that loyal, and can be brought off and be under control of someone else by expending more infamy.

Minions are used to complete Nefarious Schemes, which in turn generate more infamy and are used to complete your Evil Plan. The Obtain Unimaginable Wealth evil plan for instance requires the player to hold a number of Theft Nefarious Schemes and have control of Mysterious Backers Organisation as well.

At the end of each players turn they must draw a card of the (insert anachronym here) deck and resolve its effect - usually place agent tokens on a set Organisation. As the game wears on, the Agency may end the game prematurely by arresting all Diabolical masterminds meaning that no-one wins.

So in reality the 'workers' in my game aren't really workers as such, more the diabolical masterminds wealth, influence and infamy being extended to 'buy off' minions to join their cause for a time. It's more about controlling the worker long enough to complete a nefarious deed before someone does.

BubbleChucks
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Joined: 06/07/2012
An interesting thread, which

An interesting thread, which made me look back through my files to an old 80% design of mine and dust it off for a look see. I don’t think there is any denying that the Evil Genius theme is a draw for lots of designers and players. Even as I write there is a game on Kickstarter with this theme called Evil Intent – which is doing very well in terms of reaching its goal.

If you will forgive me, I won’t go into the movement/ worker placement mechanics in my own design. I try to come up with different mechanics for games and the ones in this one are very different from the ones I’ve seen before – so I’m keeping them in the evil workshop for now.

However, I will say that they revolve around the minions more than their masters. An Evil Genius doesn’t just acquire his and her minions, they have to be cultivated and given ‘in the field experience’ to raise their effectiveness. So my design focuses a lot on the build up and the interplay that results while it’s happening. Rome wasn’t built in a day and it wasn’t destroyed in a day – artful destruction takes a little time and planning.

I will reveal my cast list though. The different minions have a common association with one of 6 Genii, but they start out as individuals with no marked affiliation. Minions who find themselves working for their associated Genius receive a bonus and this bonus increases as more slots are filled with other minions sharing that bond. If an evil Genius accumulates all the minions associated with them the bonuses accumulate nicely, but it’s very hard to do and even harder to keep hold of them if you do.

In relation to the theme I have 6 Evil Genii, each one having dominion over an area of unsavory dastardliness – present within our world. Instead of using heroic characters, or known characters, I just made them up. The good guys in the design work for N.I.C.E. – which is the National Institute of Criminal Eradication.

So without further ado, here is my cast list of moral degenerates (Genius – Minions)

Dr Nyco Teanium – Smokey Lunghi, Maligant Tumor, Noxious Smeale, Rancid Staines
Violentia Pane – Femur Fetale, Mitus Popsicle, Lunar Tyko, Rigor Mortis
Uranius Gloom – Exhume Valdez, Vieri Toxic, Paul Utense, Petra Li’Um
Stimulus Bane – Caffeena Trix, Prue Zacko, Mac Beefy, Ali Cahoul
Avaricious Gold – Werther Risk, Vanity Blaze, Habeus Corpus, Ethica Void
Mister Oblivion – Amelia Nitrate, Xavier Stazzi, Coco Kaine, Poppy Distell

And the N.I.C.E. guys

Prof A. Lactic (Archemedes) – Aunty Oxidance, Dr Banquo, Baby Face, Sai O Nora, Dorothy Veil, Tempus Wake, Virginia Hope, Victor Vitale

A lot of them are plays on words :)

Using existing characters would cost a fortune in licensing, unless the game was picked up by a publisher with existing links. So making up your own villains is probably the way to go. And it will also give the theme of your game its own particular brand of quirkiness.

abdantas
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Joined: 11/13/2012
http://www.kickstarter.com/pr
larienna
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Joined: 07/28/2008
Cool!, Have not read the

Cool!, Have not read the rules, but the artworks looks funny.

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