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Known Universe - space exploration (co-op?)

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twotwozombie
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Hey, this is my first post! So, I started developing a game earlier this month, and I think it's time that I start putting some of my ideas out in the world so I can get some feedback.

The working title of my game is Known Universe. The idea that is most important to me in this game is space exploration. The game will have a hexagon tiled board. There will be some initial formation of random tiles, perhaps the size/shape of a Catan board. Around the edges will be face down tiles that have some vague clue as to what's on the other side (a planet, empty space, alien artifact?, etc.). When this tile is discovered and flipped over, any edges that do not touch tiles will be filled in with face down tiles from a deck of random tiles. I hope I'm describing this in a way that makes sense. Players are represented by some sort of ship token, showing where they are in the "known universe." This aspect of the game, like I said, is the most important to me. I've never designed a board game before so I wasn't sure where to start. This happens to be where I started.

I've had some general thoughts about how "resources" could be harvested from planets or artifacts and used to further different kinds of technology. My most recent idea involves player aids that show 4-5 technology trees that players can advance along. Maybe they would choose two initially to put the first point in, and then there would be requirements for gaining more technological advances.

After thinking about a lot of ideas involving conquering planets, collecting resources, upgrading ships, various win conditions, etc., I've decided that this might make a fun cooperative game. I've been trying to come up with themes that would make sense for this. From my limited experience with cooperative games, in order for the game to move along and be enjoyable, there needs to be some dire situation that the players are in, such as sinking islands and rapidly-spreading diseases.

Here are a couple ideas that I have come up with so far. I don't necessarily love these ideas, but I'm trying not to discriminate just yet.

  • Alien attack on Earth. First part of the game involves preparing, looking for habitable planets, evacuating Earth. Second part begins when the aliens arrive at Earth and begin the attack.
  • Sun going supernova. This would create a situation where there is a limited amount of time to evacuate Earth.

As you can see, so far I haven't been able to get beyond the idea of something happening on Earth, therefore everyone needs to get off of Earth. I'm open to other ideas, but I'm having a hard time getting beyond this.

So now that I've typed probably way to much, I would really like to know if anyone could contribute additional theme ideas. I feel like if I felt more confident about the theme, the game mechanics will start to come more naturally. Also if you think cooperative is a bad idea, I would like to know. Basically, any thoughts would be more than welcome!

-Seth

Cogentesque
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Joined: 08/17/2011
Seth, first of all: cool

Seth, first of all: cool name

second of all: Welcome to bgdf!

third of all: don't apologise for long messages - we are boardgame dudes and we like getting stuck into things and helping out

fourth of all (does that exist?): your game sounds cool!

Ok, if you haven't made a game before or are still trying to work things out (as we all are really) I would HIGHLY reccomend (as in: do it now) you to read the wonderful article that some pro designers put up here (from the old forums) someone else is going to have to help me with th original link, but the bgg copy-pasta link is here:

http://boardgamegeek.com/thread/693766/best-advice-game-design-design-pr...

read it at least twice and print it out. Its just so cool.

TO BUSINESS! *raises pointed finger*

First - you want to use a catan board (you have played catan) second you want to use co-op mechanics (you have played pandemic and the island one) so what would be good is to work out how these fit together well. Remember catan works by "bunkering down" into certain areas and trading. Pandemic works around 4 actions a turn and seperate player powers: how does your game work?

Theme wise : its a cool theme. Make the most of it!

Through the title of it (which is very cool) I'm getting a exploration vibe. So either humanity has recently discovered faster than light travel: or perhaps these little ship have been blasted into worm-hole-yness like what's his name out of Farscape. There needs to be some kind of "unknown" in order to call it "known universe" - which is also cool. What is the unknown? New space? Alien colonies? hmm....

Remember to read the thread I linked btw. That just popped into my head again ;)

So yeah I would go for something like the tech tree is humanities effort - each player is from each country or commercial corporation that have come together to help defend humanity from a supernova. I like that better than aliens I think for now. Aliens maybe later.

So your board would be hexs but in a "fan" kind of shape? Starting with earth, then kind of going in one direction but adding more and more hexs. If you want to keep it pandemicy/islandy, then how about the Game ends when you discover the way to stop the super nova radiation rays reaching earth. Otherwise the pulses of radiation-ness (you are going to have to tighten that lol) slowly disintegrates all solar systems / spacial areas / hexs from the outer most layer making its way to the center. Or thinking about it again, if you had a hexagony approach but made it circular: earth in the middle and then various places radiating outwards: as a game on a table, it would look beautiful - might be worth going for that actually.

Earth in the middle: a ring of "undiscovereds" around it, and a further one, and a further one etc. When the super nova kicks off: the nuclear-death pulses start waving there way to earth from all directions: random hexs (with some kind of number/ naming system) would start disappearing and being flipped over or having a token on them, or being removed completely: showing that that area of space is so deadly it is rendered obsolete. This continues until both ships are gone, or the earth is torched. Probably some kind of probability system that would make the outer-most ring of hexs the first to go: as soon as they go, the next ring goes and so on until earth is reached.

sticking with the catan theme, get some dice involved. 2d6. or if you want to be cool 1d6 and 1d8. Anytime a certain number comes up: then certain things happen (link this into your resource/production/research system) and whenever rarer numbers - or perhaps doubles come up: then the "known universe" starts shrinking. Of course players sihps can't fly through these squares anymore: they have to go around: taking longer to accomplish whatever it is they want to do.

To encourage the players to keep moving once they have explored every hex, I would perhaps add some kind of random event thing: any asteroid with a green "11" icon on it, produces one "Mega resource" if the dice ever roll an 11 in each players turn. They ca then fly there spaceships onto the asteroid, collect it to receive resource/research bonuses or perhaps they have to take it back to earth to collect the bonus.

How about: If a players ship is destroyed, they either just die or perhaps earth can spend resources (or on a certain dice roll: evens? any roll with a 6? a natural 12?) to produce another ship, in which the blown up player can resume control. Or perhaps that could even happen at anytime, so players could control multiple spaceships at once?
If you need more options from your dice rolls, get a red one abd a blue one, and of course any "blue 6" means one thing whereas any "red 6" could mean something else.

Theme = Popular (space opera) but never covered in such a way before (defense of the earth against natural supernova)
Production Value = the board will look really pretty once you put it together, with bright spaceships hurtling all over the place, a nice blue earth in the middle and burnt out portions or space disapearing in waves
Gameplay = Catan vs Pandemic
Audience = family players all the way to super nerds
Fun = that's down to you and more playtesting, but i am envisaging people winning only on the final last turn - so the board would consist of a single earth, one other hex with some production bonus on it and like 6 spaceshisps all huddled around what is left of "the known universe"

Done. - Not too bad if I do say so myself!

Hope I've helped man!

sam

twotwozombie
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Thanks!

Sam:

Thanks a lot for the thoughtful reply.

First of all, as far as the shape of the board goes, I'd really like the players to explore out in space in any direction, whether the center is Earth or a stranded spaceship looking for Earth, etc. To me this gives the players freedom to explore the known universe (although your ideas about the "known universe" shrinking are certainly interesting).

I really like the ideas that you had involving the supernova scenario, as far as players racing to save Earth, while radiation or solar rays of some kind are destroying tiles around the board. I'm going to think more about this one and see how it could work.

The idea of making a Catan-style resource system is interesting. In my limited experience, I can't really think of other games that use it directly, so it might even come of as sort of original. It would give players a reason to explore further so that they could find the resources they need, with reliable numbers (6-8 for 2d6).

One theme I like that I got from your response is the idea of a ship, or group of ships, stranded in space, maybe after being thrown through some sort of wormhole. The goal would be to find Earth. I think the idea of this one is really fun, but I'm afraid that if the Earth tile could randomly come up at any time, it could potentially come up in the first turn. I'm sure there's a way to remedy this, and I'd like to think of ideas for this scenario. I suppose one solution could be to have the players meet some set of criteria (repairing ships, improving FTL drives, etc) that would enable them to return home.

-Seth

Cogentesque
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Heya Seth! Yes it does sound

Heya Seth!

Yes it does sound quite fun as I read it all back!

What is important that you don't get too many ideas on the go at once. Keep it simple. Keep it elegant. Keep it straightforward.

We could just keep throwing in way more ideas; say there was a farscape style wormhole adventure scenario: trying to get back to earth, you could have it asymetric where one player plays "earth" and another plays the "lost spaceship" they would each have a set of things to accomplish and would work together to get him home. But stick to a nice idea. Then leave it there dn refine it: once chosen, don't flip the main idea too much.

did you read the best design principals Seth? You haven't? Well do it now...Oh you have? Well read it again for good measure. The BGDF pros are too cool and it is a very very handy refernce.

SO I don't think you could do the wormhole scenario with a radiating board. Because something has to be in the middle. The only way you could, is if there is a Stargate scenario where the middle is a deactivated gate / non-energized wormhole: then the players need to go exploring around the board to try and find "Plot tokens" (a certain nunmber of a certain thing will do something) so perhaps 4 ancient tablets, 8 power sources, 3 glyphs whatever.
The game would then be an exploration game and you would need a loooot of hexs to keep it going: remember that the more people there are, the more hexs you need too - so this would be a huge map I think.

Alternatively, stick with the earth in the middle and have the pulsing nuclear-ionisation waves - thats nice. Remember that as opposed to catan, your game will have little sihps. So I would say there needs to be 3 things:

Unexplored map, so if the ship moves onto it, they discover something (alien tech / windfall resources / etc) as a one shot thing. They might even discover continuous resource producing asteroids. That stay with you and produce for you the whole time.

Also I think there needs to be 2 further ideas:
1. When a ship is on a hex tile that lands its "catan resource roll", the normal bonus happens and IF THE SHIP IS ON IT AT THE TIME OF THE ROLL, an extra bonus happens. I am thinking perhaps discoveries of cards or double resource, or extra resource: or even you could have each hex say what its resource success roll could be without any ships on top, with 1 ship on top, and with more than one ship on top. Players would then have to co-ordinate their efforts "Ahh man, we really need a guaranteed "X" resource/card next turn, lets both go on sector B5 and get a guaranteed resource next turn ok?" kind of thing.
2. Maybe players can expend cards/resources/time/turns/ships to build some kind of base on a certain tile: this is similar to the above, but would count that the player is there on every turn. Or perhaps give some other benefit. Obviously people wouldn't build moon=base mining platforms if the earth was about to explode in 3 turns time: unless turns are years? or something? Perhaps just reskin moon-base to something like "Research Matrix" - which would be thematically just some mars rover kind of sensor equipment hovering in space that notifies them of any changes, that the spaceships can just drop off out of their hull. (Perhaps actually, the ships are only allowed a cargo of 1 research matrix and if they expend it they must dock back at earth for a turn! coool!!)
Perhaps another idea would be to kind of "capture" a hex by putting research matrixs in a certain pattern around it (6 all the way around it? 3, one on every other side? any juxtaposition of 2 ?) of course, these will be easier to lay down as the game progresses.

You can see now how we have a lot of choice in the game, after the initial "FLIP THE HEX, YOU HAVE NOW EXPLORED THIS AREA." the hex is essentially voided (other than the standard catan roll) so to make the game have more options and choices to master (this is good) have different options on each newly discovered hex:
1. If no ships on this hex and 8 is rolled: +1 space resource
2. If 1 ship is on this hex and 8 is rolled: +1 space resource and +1 space card, put this into your hand
3. If more than one ship is on this hex and a 5,6,7,8,9 is rolled: +1 space resource and +1 space card for each player on the hex
4. If a mining-base / research matrix is on this hex and an 6,7,8 is rolled: +1 space resource, +1 green space resource

Obviouslt not all of them: but somethiung like this.

This basically turns the game into a nice mix between pandemic type games / catan dice roll games and upgrading type games too.

You better make this game Seth, I would love to play it,

Otherwise I am stealing this idea and making it myself! lol

:)

kos
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Joined: 01/17/2011
Cool concept

I agree that the name and concept are cool.

Along those lines, I'd stay away from a Catan-style resource collection game because I think it may dilute your initial concept. Instead, focus on mechanics that support your key concept of exploration rather than area control.

For a coop game, the theme above which appeals to me the most is the Farscape-esque (or Startrek Voyager) concept: Humans have gone through a one-way wormhole, now must explore to gather all the widgets they need to get back home. This could involve straight exploration and also interactions with alien species.

For interacting with alien species, the following idea came to mind: Each time you discover an inhabited world, draw an alien card and two widget cards. The first widget card is what they have, and the second is what they want. You can get what they have either by giving them what they want, or blasting them to pieces. Obviously the blasting them to pieces option should cost more or involve more risk to encourage the friendly option.
A similar system could be used for passive obstacles. E.g. you find a mysterious temple which contains Widget X, but you must have Widget Y to get past the force field.

As for board layout, the choice of radiating in a circle or radiating in a sector from the starting location can affect game play. From a practical point of view, if the hex-map gets too big it takes up too much space. Take the basic Catan game as an example -- counting the ocean hexes the map is 7 hexes across, or 4 "layers". Going out to 5 layers may be practical, but adding a 6th layer may be too much both in table space used and number of hex-tiles required (91 hexes).

One way to increase the "depth" of your exploration without increasing the number of hexes or table space used would be to limit it to a 120 degree sector. So the players start in a "corner" and explore the sector radiating out.

Regards,
kos

questccg
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IDK

kos wrote:
For interacting with alien species, the following idea came to mind: Each time you discover an inhabited world, draw an alien card and two widget cards. The first widget card is what they have, and the second is what they want. You can get what they have either by giving them what they want, or blasting them to pieces. Obviously the blasting them to pieces option should cost more or involve more risk to encourage the friendly option.
A similar system could be used for passive obstacles. E.g. you find a mysterious temple which contains Widget X, but you must have Widget Y to get past the force field.

Huh? It's probably just me. But I am really not getting this idea. Maybe it's my simple mind or because it is just to brilliant.

kos
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Joined: 01/17/2011
Just a not-so-good explanation the first time around

The idea was based on the premise that the players have to explore to gather a complete set of widgets to win the game. Let's say the set of widgets required includes the Photon Drive and the Subspace Communicator.

A player explores a planet and discovers that it is inhabited.
He draws from the Alien deck and gets the Lizardman card, placing it on the table.
He draws one card from the Widget deck and gets the Photon Drive, placing it to the left of the Lizardman card. This shows that the Lizardman wants a Photon Drive.
He draws a second card from the Widget deck and gets the Subspace Communicator, placing it to the right of the Lizardman card. This shows that the Lizardman has a Subspace Communicator.
The player goes out and finds a Photon Drive on another planet, and then comes back to visit the Lizardman planet.
He shares his Photon Drive technology with the Lizardman, who gives him the Subspace Communicator in return.
(Alternatively, the player could have attacked the Lizardman, rolled some dice or whatever the combat system is, and pried the Subspace Communicator from his cold slimy claws.)

The idea was to have a way of randomising the encounters and the sequence in which you would need to acquire the widgets. You could save two cards and achieve the same encounter by printing on the Lizardman card "Lizardman will give a Subspace Communicator in return for Photon Drive technology", but then the Lizardman encounter be the same every time you meet him.

Regards,
kos

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