I've been brewing on an idea for a game for quite some time, but somehow I've never been able to get the concept past a 'rough idea' stage until now.
The basic premise is that each player plays a unique villain (minor variable player powers)competing for several rounds to become the worst of the worst. Like mentioned in the title I'm incorporating the mission decks Yedo has with several layers in difficulty. Both requirements and rewards will increase significantly in each 'deck'. Starting with things like petty theft, going all the way up to blowing up the moon or what have you. Again, heavily borrowed from Yedo will be the requirements you'll need to have to complete your schemes. You will need things like certain tech or other items, specific types of mooks in the right places on the board and possibly other things as well. The rewards will be points, upgrades, money access to new schemes...
The board will have several, themed locations that will have specific spots to put your mooks. Currently I'm thinking of using some sort of simultaneous mook allocation mechanic where you specify where you want your mooks to go by using location cards, and then one by one revealing them in turn order and actually placing your 'mooks'.
(I'm really not sure about this yet and am actually looking for something more thematic to make the placement of workers more interesting.
Apart from the locations to get things like upgrades (for either your villain, mooks, lair or tech) there will be a common goal area where players can temporarily team up by placing their mooks. These will work similarly to the missions, only that multiple people can work together to achieve them. Only if all spots are filled will players be able to reap the rewards of these. In the resolution phase, whoever contributed the most to this goal will get the ability to split the loot (introducing an I divide, you decide mechanic) and offering these choices to the other players who've contributed.
One thing that I want to do in this game is allow for both positive and negative player interaction. I want to do this by adding an event deck which will have negative effects people can throw at each other. I'm thinking about things like nosy superheroes causing trouble for the villains or simple things like theft from eachother.
I've talked about mooks quite a lot already, but they'll have quite a pivotal role in the game actually. Every worker a player has, starts as a standard mook, but through locations and completing missions it will be possible to hire more mooks, or upgrade them. I currently don't know yet how I'll limit this, but I'm feeling three different possible upgrades would be a good number. This will give workers an additional power which can be used upon placement. Maybe ninja types are able to bypass other people blocking certain spots, Bruiser types which give the worker additional strength or magic/tech specialist that could use certain devices/spells. (kind of on the fence about this one, so open to any and all suggestions)
Each player will have a player board with a lair printed to store things like tech but will also have a starting special ability (themed around the character) with 3 or 4 upgrades that can be unlocked.
As I'm already borrowing heavily from games like yedo and lords of waterdeep, I'm looking for something to replace an auction phase. Maybe it would be an idea to have set times (at the end of some of the rounds) to hold some sort of villain convention where several bonuses can be achieved for scoring well in certain areas. (what do you guys think about this idea?)
The game can end in several ways. There will be a set number of rounds, so points will be scored at the end if we reach this far.
Alternatively, all players will have a grand scheme they're working on and they'll win immediately if they complete this scheme.
Well, that's what I've got so far. Currently I'm working on the locations and the obtainable objects. After that is finished I'll start working on the different player charactersheets.
What do you guys think so far? Am I borrowing to heavily from some other games? Is it an interesting enough them to pursue? Am I trying to do too much? Am I not doing enough to make the game stand out? What are you guys thoughts on things like player combat? Am I on the right track?
What do you guys think basically.
Kind regards,
Danny
Thanks for your reply Mcobb83.
I see in advance that this will be a monster of a project and will eat up a lot of my free time. My conviction that this could turn into a great game keeps me moving forward. I'll start a designer diary series somewhere this week when I've written some first groundworks.
Kind regards,
Danny