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Rock Band themed card game

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mulletsquirrel
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Test Cards

Here is a game Idea I am working on. Yes, I saw there are a few similar games out there, but I am just getting back into game design so I figured I would make a game about something I can relate to! Here are some of the rules/guidelines:

•You draw cards that represent band members, roadies, instruments, equipment, skills, songs, media attention, sabotage, genres, (warehouse to store extra stuff to use later?), etc.

•Each player has a rock band that is vying for the attention of the local masses.

•A band may have 3 members maximum, and each band member may only have one instrument.

•Default Instruments: Guitar, Bass, Drums, Keyboard,

•Bonus Instruments: Piano, Violin, Clarinet, Cello, Accordion, Bagpipes, Organ, Dijjery Do, Banjo, Saxophone, Flute, Harp

•At the beginning of each round a new venue is displayed. The venue is where each player’s band will be performing (if they so choose) at the end of the round. Certain instruments/genres will be better for different venues and give bonuses/penalties accordingly.

•Each player’s turn proceeds as follows:

◦Search craigslist: choose from one of the available face up cards, or draw a face down card.

◦Prepare your Act: choose cards from your hand that you want to use in the show and place them face up in front of you. You may only have up to 3 band members. Instruments must be associated with a band member. Follow the special rules on each card. You may switch cards from your Act back to your hand if you have enough room.

◦Play Pre-Show Actions: these include promoting the gig, promoting your band, bad mouthing another band, etc.

◦Discard any cards you want from your hand into the two craigslist piles in any order you choose so that you don’t have more than 3 cards in your hand.

◾Beware, discarding band members gives them a bonus against you when interfering with your band at the gig!

•After all players have had a turn, it is the night of the gig. Any players wishing to participate in the gig move their token onto the gig tiles numbered squares with the least popular band on the #1 square, the second least popular band on the #2 square, etc. through all the bands.

•Starting with the player on the #1 square, each player takes his turn at the gig.

◦If the band’s Act is good enough (points from act cards is greater than the gig value plus the number the player is on) the band receives popularity equal to the difference in the Act and Gig.

◾For example, player Mark has two generic band members, a guitar (+3) and drums (+2) for a total of +5. The gig is Small Bar (3). Mark is on the #1 spot. Mark would receive 5 - (3 + 1) = 1 popularity point for the gig.

◦If the band’s act is not good enough, it loses popularity in the same manner.

◦When summing up the result, other bands that are not playing in the show may interfere with the show by using Interference (not sure if this is a card or a roll).

•Winning the game

◦At the end of a round, if all gigs have been played or all popularity tokens are gone (keep track of extra popularity on a piece of paper), the game is over with the player with the most popularity winning!

Ideas:

Money to buy items/pay band members?

Could have eBay style auction and first come first serve items

Press your luck style for bonus performance points.

starcat42
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been done 5000 times. :)

been done 5000 times. :)

let-off studios
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Good Start

I do think that this kind of game has been done a fair amount, but at the very least it's a fun game to sharpen your skills with as you get back into things.

I personally have a significant past history in less-significant bands, and I recall gigs in places such as "Steve's Mom's Backyard." There's a lot of potential for theme in a game like this, for sure. You might even find a solid local audience/customers depending on the scene/different venues in your town. I've often thought of a game like this myself to sell along with other band merchandise, for example. It's a cool, fun theme to jump in to in any way, shape, or form.

Based on what I read, I'd recommend a few things for you just off the top of my head:
- For ease of portability and ease of balancing, stick with just cards for now. I imagine this could be a cool filler game while at an actual bar, waiting for a show to start. More components makes a game more fiddly and prone to lose pieces or players when they realize they need to learn how to do stuff. Plus if you're already cool with players keeping score on a notepad or whatever, it becomes a casual card game that anyone familiar with cards can play, regardless of theme.
- Think of ways to incorporate more than one function on a single card, whether it's bonuses, instruments, or sabotaging/take-that actions. If you're looking for a way to incorporate money, then balance low-powered cards with higher dollar values, and high-powered cards with low dollar values so that each card is desirable for some reason.
- Have an end-goal or objective in mind so a player knows how they can win. Maybe all the gigs lead up to a Battle of the Bands, or a record deal, or a chance at some television show or something. This can help players wrap their mind around a longer-term strategy, and/or help you develop more mechanics and interactions that lead up to a single end-game moment/climax.

All in all, there are so many FUN things to do with a game idea like this. Keep it rolling!!! :D

mulletsquirrel
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It's been done

I realize it has been done a lot. But so have many other game types.

I don't plan on this getting big or going anywhere, just something to get my game dev imagination going again with a theme I am passionate about. Also, I would just play it with family and friends, so I don't mind if it is similar to another game.

I usually have a hard time keeping it simple and like to keep adding components to add complexity to make it more "real". I think you're right, I need to remove that complexity and focus on an end goal. I recently bought a game called "King of Tokyo" and it is fairly simple game with mostly just some dice rolling and the player interaction, yet it is fun. Get to 20 victory points first and don't die and you win.

I like the idea of having multiple functions on each card, making them more versatile. I will probably use that.

Thanks for the input! I will hopefully keep this thread up to date with my progress.

Squinshee
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This is the third time I've

This is the third time I've tried to reply here. I keep getting interrupted an my iPhone keeps erasing my deeply enriching advice. I'll keep it quick and simple.

You have a cool theme, but a game is nothing without mechanics. Think about how to create gameplay that mimics what's it like to be in a band, to be watching a band, or to be managing a band. Once you find a mechanic tha engages players, build around it.

Less is more. Dynamic, challenging, "no-right-answer" choices force players to think outside the box.

Squinshee
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Also, I think saying things

Also, I think saying things like "that theme is done to death" is bad criticism. I believe any theme is ripe with potential if approached uniquely. Don't let the naysayers convince you otherwise!

mulletsquirrel
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It's been done

Most innovation comes from just tweaking things that have already been done, if I'm not mistaken. I'll keep working on it and try and make it something unique.

let-off studios
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Yup.

There's nothing wrong with standing on the shoulders of giants, as they say.

Don't be deterred. Go for it! :D

mulletsquirrel
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I thought of an idea

I thought of an idea yesterday to include a game board so the players must choose every turn what area of their band they want to work on:

Side Job makes money

Music Store pay full price for items

Pawn Shop pay lesser price, but only have a few items to choose from, (maybe line auction style from discarded items)

Your Garage practicing

Coffee Shop writing songs

On the Road to the Gig might take a few turns

At the Gig popularity + money

At the Recording Studio create an album

devaloki
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Something doesn't have to be

Something doesn't have to be original to be GOOD

mulletsquirrel
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A bit more progress...

After working a bit on the board, I came up with a design I like. The Garage is in the center of the board with direct routes to the Side Job, Music Store, Pawn Shop, and Coffee Shop. The Side Job and Coffee Shop are also linked. To get to the Gig or Recording Studio, the player must spend a turn on an empty space called On the Road.

Each turn, you may move to any location that is connected by a road/line to your current location. This will force the players to prioritize what aspect of their band they will be working on this turn.

Coffee Shop - "Writing Songs" might give the player tokens to purchase available songs from the deck. I toyed around with the idea of letting players write their own song titles and have specific attributes associated with the song, but would add too much complexity. Song cards enhance how your band performs at the gig and at the recording studio.

Still trying to figure out whether the win condition is a certain popularity level, the most money, or most albums sold, etc...

mulletsquirrel
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How to spend your turn...

Spending a turn at the Coffee Shop gives you a Song Idea token. These may be used to "think up" a song that your band can use (Thinking up a song is actually just choosing a Song Card and exchanging the appropriate amount of Song Idea tokens).

Spending a turn at the Garage gives you a Skill token. This must be placed on an individual band member, giving them an edge in performances.

Spending a turn at the Side Job gives you $100 cash. This is used for purchases in game.

Spending a turn at the Music Store allows you to purchase any item displayed in the music store display at full price. Another item is revealed to replace the purchased one.

Spending a turn at the Pawn Shop allows you to purchase any item displayed in the pawn shop display at a discounted rate (shown on the board under the card). The maximum discount is 50%. You may also sell any item to the pawn shop for 50% of its full price.

Items may be Instruments, Equipment, or other miscellaneous items that should help your band become great. Cheap items have a greater chance of breaking, so beware!

Spending a turn at the Gig sends you into a live performance! The final payout in cash depends on the attendance at the gig (sum of all performing bands before performing). Bands that perform well will increase in popularity, and those that perform poorly will decrease in popularity.

Spending a turn at the Recording Studio allows you to record your songs to an Album or Record a Single for the radio station (a fee for each). These will net you profit depending on your popularity, and potentially increase your popularity.

Zedrex
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I think the phrase "done to

I think the phrase "done to death" isn't particularly productive here, because if there was a *good* example of this genre I would have it already. And it's an unfair criticism in field where one has to wade through thousands of sci-fi/fantasy/historical battle games to find it in the first place.

I think there's less games about musicians than there are about wizards, generals or swordfighters. I welcome the addition. That said, I didn't see too much that grabbed my attention in the actual how-it-plays bit and that might have to be fine-tuned.

Having been in bands for much of my life, I can offer a couple of reflections here:

* Maximum 3 members? Really? I can think of loads of examples of 3-piece acts but it's hardly the norm. Here's a suggestion - more players brings certain advantages (+creativity, + potential audience reach, +potential music complexity) and disadvantages (splitting the income more ways, +friction and infighting and "creative differences")and you could have a whole new strategic dynamic coming from changing lineup

* Venues matter in terms of scene. Just like there's a home team advantage in sports teams, you'd get a plus for playing your local crowd and variances in scene might change the success of the gig. for instance a speed metal act might play a death metal venue and that might result in a -1 modifier or something similar

* manager dynamic. an easy to get manager is useful at the beginning but will only take you so far so you need a certain level of success to shop around and try for a better one. they will all have different prices and specialties in terms of what they can get you, and some are less honest than others

* recordings. having an album out makes it easier to get a successful crowd when touring away. also you could have a fun mini game out of an album name - some cards could be words with points and you can use them to release an album so you could collect two words Undead (10) + Return (5)for 15 points or hold out for four to make Return (5) + From The (1) + Land Of (3) + Undead (10) for 19 points. Just an idea

radioactivemouse
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starcat42 wrote:been done

starcat42 wrote:
been done 5000 times. :)

Curious as to where this list of 5000 games are...

questccg
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radioactivemouse

radioactivemouse wrote:
Curious as to where this list of 5000 games are...

I think his keyboard got stuck... I think he meant 5 games! :P I don't see there being many more than that! Hehehe

Cheers - and Happy New Year!

chris_mancini
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Love the theme

Having played in a few bands with some minor amount of local success (meaning we got paid to play), I think the theme is great. I found this game called "Thrash n' Roll" which I think plays with the theme in a really cool way:

https://www.youtube.com/watch?v=dR0xqdxLFbs

Always good to know how others have done it in order to make your own path! Just think of how many have been influenced by Black Sabbath, AC/DC and Metallica...there's nothing wrong with honoring the greats!

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