it takes a lot more effort to create a board game than i thought. i expected it to be easy and we would just make it but it has to appeal to a bunch of people too. the same applies to computer games also. if no one likes it then no one will play it so you have to make it appeal to people.
i think my favorite game was Omicron just cause it was ridiculous to play and i found it super amusing to watch people get destroyed as well as doing the destroying myself. if anything could be changed i think the teams should be made more equal in ability.
the sorceror's game was pretty good but it needed to be explained a little more thouroughly. wow i can't spell.
Conquest was good and it was just funny to watch people get behind the other player and then consequently get screwed.
DARE was ok but in my opinion, with those dares, everyone needs to be wasted before you start.
Friday, July 11, 2008
Wednesday, July 9, 2008
Conquest Rules
These are the rules for our group's game, CONQUEST. Have fun.
Objective: Control the galaxy and eliminate all other players.
Start: Each player starts at earth and can choose one of two paths. The shorter allows you to move to space faster and begin your conquest, but the longer gives you more power making your conquest easier. As you pass a space marked with a star you get 1 power token. Once you reach the rocket if you land on it stay on Earth for another turn but if you roll over pick an inner planet and draw an inner card to conquer the planet. When leaving Earth you can travel to any planet with a power level of 2 to start your conquest.
Conquering a neutral planet: When an inner planet is reached the player draws an inner planet card giving the conditions under which the planet may be conquered. Follow the directions and if you succeed the planet and its power (the number in the center of the planet is equal to the power tokens you receive) is yours. In order to travel to the four outer planets you must have at least 10 power tokens. If you are already at an outer planet and your power tokens decrease below 10, you may stay until you conquer the planet. Once you reach an outer planet draw an outer planet card and follow the directions to conquer the planet and acquire its power. After conquering a planet place a chip on it to note your ownership. If you fail to conquer a planet you must keep the card and try again next turn until successful. If two people are conquering the same planet, when one player successfully conquers it, the other must return to his/her nearest planet.
Conquering a controlled planet: If the planet is under control by your opponent, you have to battle for the planet. In a battle each player rolls 2 dice and receives one extra die to roll for every 10 power tokens he/she has. Whoever rolls the higher amount wins. In the event of a tie the defending player wins. If the attacker fails to conquer the planet he/she must return to their nearest conquered planet. When a planet is conquered the defender must turn over the amount of power tokens for the planet to the opponent. After conquering a planet place a chip on it to note your ownership.
Extras: If a player rolls doubles, while moving not while conquering a planet, he/she may throw 1 more die.
Objective: Control the galaxy and eliminate all other players.
Start: Each player starts at earth and can choose one of two paths. The shorter allows you to move to space faster and begin your conquest, but the longer gives you more power making your conquest easier. As you pass a space marked with a star you get 1 power token. Once you reach the rocket if you land on it stay on Earth for another turn but if you roll over pick an inner planet and draw an inner card to conquer the planet. When leaving Earth you can travel to any planet with a power level of 2 to start your conquest.
Conquering a neutral planet: When an inner planet is reached the player draws an inner planet card giving the conditions under which the planet may be conquered. Follow the directions and if you succeed the planet and its power (the number in the center of the planet is equal to the power tokens you receive) is yours. In order to travel to the four outer planets you must have at least 10 power tokens. If you are already at an outer planet and your power tokens decrease below 10, you may stay until you conquer the planet. Once you reach an outer planet draw an outer planet card and follow the directions to conquer the planet and acquire its power. After conquering a planet place a chip on it to note your ownership. If you fail to conquer a planet you must keep the card and try again next turn until successful. If two people are conquering the same planet, when one player successfully conquers it, the other must return to his/her nearest planet.
Conquering a controlled planet: If the planet is under control by your opponent, you have to battle for the planet. In a battle each player rolls 2 dice and receives one extra die to roll for every 10 power tokens he/she has. Whoever rolls the higher amount wins. In the event of a tie the defending player wins. If the attacker fails to conquer the planet he/she must return to their nearest conquered planet. When a planet is conquered the defender must turn over the amount of power tokens for the planet to the opponent. After conquering a planet place a chip on it to note your ownership.
Extras: If a player rolls doubles, while moving not while conquering a planet, he/she may throw 1 more die.
Tuesday, July 8, 2008
my game idea
my game idea is based on the holocaust and the hardship that the people targeted by the Nazis were forced to endure.
the game will start with everyone in berlin, germany and they will have to choose their own route out of the country to safety. the objective of the game is to escape to freedom and the way you win is to escape with more refugees than any of the other players.
during gameplay a player will first roll a pair of dice and move the shown distance on the board. there will be marks on all the different spaces corresponding to different cards, all with different consequences ex) you find a family of refugees and take them with you, you have been found by a Nazi patrol and three of your refugees are killed. Some cards will help and some will impede your progress.
one choice the players will have will be their route to freedom. there will be long and short routes but for each the risk and reward will be different. the shorter routes will allow the player to finish more rapidly and aquire a bonus for escaping the fastest but they will also have many more obstacles and very few safe areas. in comparison the longer routes will take longer but be much safer and less refugees would be killed/lost.
also the different refugees will have different effects on your progress as well. the nazis hated a whole bunch of people so if you have a whole bunch of jews you can hide in a synagogue. same applies for christians and churches. on the other hand the nazis also hated the handicapped so if you have one of them your dice rolls will be lessened thus impedeing your progress.
another thing i'm thinking about is what will happen if you get all your jews killed. an idea is that you just have to start over in berlin with a new group of refugees and try to make it out of the country.
this is just a basic idea so i don't want to hear any complaints about me offending your religion or race or whatever.
the game will start with everyone in berlin, germany and they will have to choose their own route out of the country to safety. the objective of the game is to escape to freedom and the way you win is to escape with more refugees than any of the other players.
during gameplay a player will first roll a pair of dice and move the shown distance on the board. there will be marks on all the different spaces corresponding to different cards, all with different consequences ex) you find a family of refugees and take them with you, you have been found by a Nazi patrol and three of your refugees are killed. Some cards will help and some will impede your progress.
one choice the players will have will be their route to freedom. there will be long and short routes but for each the risk and reward will be different. the shorter routes will allow the player to finish more rapidly and aquire a bonus for escaping the fastest but they will also have many more obstacles and very few safe areas. in comparison the longer routes will take longer but be much safer and less refugees would be killed/lost.
also the different refugees will have different effects on your progress as well. the nazis hated a whole bunch of people so if you have a whole bunch of jews you can hide in a synagogue. same applies for christians and churches. on the other hand the nazis also hated the handicapped so if you have one of them your dice rolls will be lessened thus impedeing your progress.
another thing i'm thinking about is what will happen if you get all your jews killed. an idea is that you just have to start over in berlin with a new group of refugees and try to make it out of the country.
this is just a basic idea so i don't want to hear any complaints about me offending your religion or race or whatever.
background
i'm andrew cihak. live in NY. born and raised in TX.
favorite games- CoD4, Halo 3, Orange Box, ANYTHING related to The Ledgend of Zelda.
i gotta say these are my favorites just cause they are super entertaining, the storylines are awesome, and they never end.
game- an experience created for the sole purpose of entertainment and competition.
favorite games- CoD4, Halo 3, Orange Box, ANYTHING related to The Ledgend of Zelda.
i gotta say these are my favorites just cause they are super entertaining, the storylines are awesome, and they never end.
game- an experience created for the sole purpose of entertainment and competition.
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