Skip to Content
 

Need a theme for a solitaire worker placement game

6 replies [Last post]
larienna
larienna's picture
Offline
Joined: 07/28/2008

I am currently playing "Lords of Waterdeep" a lot on my tablet and I have some interest in making a solitaire worker placement game. I have some ideas for the mechanics, but have little ideas for the theme.

I am not a huge fan of worker placement game, but I have a few set of mechanics I intend to use which comes from the few games that I liked.

Originally, I wanted to use ideas from "Leonardo da Vinci". You would play some sort of mad scientist trying to fulfill inventions and sending minions to acquire resources (Think Dr Wily in Mega Man). I would have use the invention construction and resource gathering mechanics of "Leo.da Vinci".

For the player's opposition, I was thinking of something like Ancient Worlds where in my case AI put "workers" in worker spot or area containing various worker spot to increase the security of the location making it harder to use (there could be 3 areas where buildings get placed). The AI would add "security" with time making early worker easier to place than late workers. Players could have workers of various strength and specialty.

In "Lord of waterdeep|, the intrigue card system could instead be used as a list of events and opportunities that remains for a certain time that the player can try to comple. I could also have cards in hand used exactly like "L.of W." intrigue cards. I'll see if I could use both.

Another thing I like about "L. of W." and "Caylus| is the building system: Make a building that other players can use. In a solo game, such thing cannot be possible since there is only 1 player. But I found certain alternative mechanics with similar gameplay. I tought it could be used in a "Just Cause" or Rebellion theme game where the player can put Agents on the government buildings. There is various kind of outcome possible:

1. When the player use a building the AI gains a reward (similar to the original mechanic)
2. When the player does not use a building, the AI gains a reward ( the player did not steal the resource, so the AI get's it)
3. As long as the building is standing, the AI gains a reward (players can keep building in play for it's ability or destroy it to prevent AI to get resources)

Option 2 seems like the best so far as destroying buildings in a worker placement game is not really a good thing especially if your nb of worker increase with time. If new buildings get added through the game, then maybe I could use method 2 and 3 for more depth. The player will have to judge when to destroy or not a building.

Any suggestion of theme for such mechanism?

Fri
Offline
Joined: 09/06/2017
Trying to build/repair a space ship to escape hostile aliens

You are the last colonists on an alien world. The earth settlement was going fine until [fill in the blank something bad happened]. Then the aliens decided that all humans should leave or be killed. Your group was to be the last to leave but your ship has some sort of malfunction or two. Now you need to gather resources from around the last settlement with alien forces closing in. Can you make it out in time?

For replay ability you could have varous malfunctions that could be paired together to create different game experiences.

Juzek
Juzek's picture
Offline
Joined: 06/19/2017
A crime caper/heist where you

A crime caper/heist where you and your growing network of theieves are gathering their specialised tools and stealing art from museums. The increased security is because of fixing flaws in the museum's security system. Think Ocean's 11

Fri
Offline
Joined: 09/06/2017
Gold rush town

You are one of the first settlers to arrive during a gold rush. You must act quick to secure land, timber, and water rights. New waves of settlers also make it more difficult and expensive to conduct business in town like trading for goods and supplies or hiring workers. Do you try opening you're own business?

If you set this in Alaska you could also make weather a factor.

let-off studios
let-off studios's picture
Offline
Joined: 02/07/2011
Local Government

Any chance you might want to make a game that simulates how local governments work? I can imagine different committees or interest groups influence/lobby the player, while the player allocates funding to certain projects and initiatives (the "buildings" you describe), and everyone benefits. The player may be given a set of objectives at the start of each game - randomly determined through a card draw or dice result, for example - so that each game is a little bit different every time.

There's a lot of attention to how national politics plays out. But what about mayors, town or city councils, and so on? Results of policy on a local level tends to be much more immediate and tangible, at least when something is actually done. I think a game that uses these kinds of mechanics can be illustrative of the benefits of paying attention to local government actions.

larienna
larienna's picture
Offline
Joined: 07/28/2008
The survival idea is

The survival idea is interesting. It could be something with similarities to "Robinson Crusoe". RC add terrain, which I was not expecting to use.

The heist idea was also suggested on BGG. Still, it should not be a single heist, but rather a group of heist. And in that field, there is a lot of option: Thieve guild, Rebellion, Cyperpunk, Crimelord, etc.

Quote:
Any chance you might want to make a game that simulates how local governments work?

That reminds me of "Junta". It could probably be implementable as both the rebels or the Presidente. But the mechanics might be different. "Just Cause" is a lot like "Junta" for the theme.

larienna
larienna's picture
Offline
Joined: 07/28/2008
As an extension of Rebel VS

As an extension of Rebel VS Authority, "V" series and "X-com 2" could also be a valid theme.

Syndicate content


forum | by Dr. Radut