I want to create a game based on the Underground Railroad. Players would have several routes they could move along with safehouses spread along them. Some routes are riskier but faster, you must avoid risks like the police, exposure, disease and so on. Each safehouse can only keep one escaped slave at a time. I should probably note considering this is my sixth or something post in two days that I'm going through my notebook of ideas and putting them out there, most of these ideas are quite short and not well developed and the reason I'm putting them up is because I'm hoping someone else will like the idea and take it in a new direction.
Underground Railroad theme
Maybe I can be a little like Mille Grazie http://www.boardgamegeek.com/boardgame/83199/mille-grazie
but more complex. One (or more) player secretly choose their routs, and other players try to guess their choice send the police.
but more complex. One (or more) player secretly choose their routs, and other players try to guess their choice send the police.
Or... Each player has a slave (or slaves) to try and rescue, and each player also sends cops or whatever to catch the other players. The more slaves you get to escape the better, and after your route is busted maybe you do more cop actions per turn, making it harder for opponents or something.
if all players play the police too, you can give every player his won troop, or you can have the players vote, where to move the police. This might give the players an idea of who does not want to go to wich token, but you can also bluff and "protect" an empty chip.
Maybe besides the raid of safe houses, also routs can be permanently blockd by making guard posts.
This theme sounds like it would lend itself very well to a cooperative style game.
To me the dynamic of sending police after other people's slaves doesn't fit the game theme very well and is even potentially historically inaccurate. Did slaves ever tip off the police about other slaves so they could escape? Maybe, but it doesn't sound like a game I want to play.
Cooperative games can be challenging to design, but they can offer a ton of fun and very tight gameplay that could give the feeling of barely escaping.
For examples of well executed cooperative games, check out pandemic and space alert.
Maybe not the majority determinates where to send the police. Every player puts one location/direction token into a bag. Than randomly draw one.
And I agree, don´t call it "betray the other slaves". Better give the police wrong hints to divert them away from your slaves.
I think you can take a lot from the game Nuns on the run. Basicly you could just retheem it and then you get your game. But that game is a singel player game, maby you could do it with a twist so that the players can decide where the cops goes. That way you can try to catch the other players slaves or send the cop in the wrong direction if he is close to you.
Or you can change it up and make it a co-op. But then I would onley take inspirations from nuns on the run. =)
Ok then, I guess the biggest questions then are, how many players control slaves and how many control police or do all players control both at different times and what the ratio of police to slaves is. A way to do it might be to give each player a number of chips, most of which are blank but some of which contain an escaped slave. Players allocate these chips amongst different routes and move them along. The players playing police (maybe the same as the slave players) then try to catch as many slaves as possible before they get to the North. Players move the chips from safehouse to safehouse and the police can only raid a very limited number, and if they are also moving chips don't want to catch their own. I'm sorry if this sounds unclear, it's not very clear to me either at this point.