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Author Topic: DF BOARD GAME  (Read 11741 times)

Felblood

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Re: DF BOARD GAME
« Reply #75 on: June 05, 2010, 09:27:21 am »

If you do turn to some form of tile drawing mechanic, One of the tiles should be HFS, which provides adamantine, which can raise the value of artifacts, and provide versatile resources, but each time it is accessed, there is a risk of breaching the glowing pits. Otherwise, the HFS could be a building, only available in the deepest level of the fortress.

In the tile board game Zombies!!, the end game is triggered when the rescue helicopter tile is placed. However, this tile isn't shuffled in with the others, and instead is set aside, until all the other tiles have been drawn.

I propose a refinement, that plays on the idea of the HFS being an irresistible treasure, guarded by demons. The HFS is shuffled into the building deck, or whatever as normal, but when you draw it you either play it, or set it aside. Once the HFS has been drawn, any player can take it in lieu of drawing a card from the same deck. This ensures some delay before the HFS is discovered, but allows anyone to breach it, once they think they're ready.
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buman

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Re: DF BOARD GAME
« Reply #76 on: June 05, 2010, 12:14:09 pm »

@Impaler[WrG]

that's a df board game I would love to play
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Impaler[WrG]

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Re: DF BOARD GAME
« Reply #77 on: June 05, 2010, 04:30:04 pm »

The downside of a draw-and-place tile system like Zombies! is that it cant easily provide the layering effect that ramps-up difficulty.  By pre-placing the tiles we can ensure that they are in progressively harder/dangerous bands (though this dose require a bit more setup time).  A placement system typically radiates outward from a starting node which means the players have few options initially.  I'd at least start with a surface area of face up tiles (containing forests, ponds, grass, rivers etc) to give players some room to move around in right away.  It might be possible to use difficulty layers with placement if their are some rules that trigger a transition, the simplest would be having 3 stacks of tiles which get drawn from, players start with the shallow stack and when its exhausted they move the the next and so on.  Because the player needs to move to the location the tile is being placed their would not any functional difference between the two for play but their would be issues with confining the tiles to the playing area (Zombies! has this issue), it's a trade off between setup time (laying out tiles) and time spent during the game (picking a tile and placing it vs flipping a tile).  Also with regard to the resource cards I proposed would be under the tiles, it would work equally well to have 3 shuffled decks of them with the player drawing from the one matching the type of tile which would indeed be simpler then laying them out before hand.

Also I'm going to revise workshops from my earlier post, rather then replacing the underlying tile workshops would be a smaller tile that is placed on top of a face-up tile.  In addition they are no longer dead-ends only, rather some tiles have a 'room' space in their center, all such room tiles have the normal connection possibilities of a non-room tile and for movement purposes the room is ignored.  Workshops can also be placed anywhere on the surface level.

Various monsters and 'AI' controlled creatures should lurk the game and they need to be controlled, in a normal Player-vs-Player game an opposing player is usually allowed to direct the monsters movement, that's not really a possibility in a cooperative game.  So would simply give each monster a set speed and role a special directional die (Up, down, east, west, stationary x2) and move it along the chosen direction until it reaches an obstacle, trap or tunnel intersection.  Most monsters would be limited to one instance but their would be a 'lair' tile for each monster which would re-spawn the monster on a particular role (think Pac-man).  The players will thus be dealing with monsters continually once they the lair is found and the nastiest monster lairs are in the deeper layers with HFS being a slightly different one-time burst of monsters.  Some event cards could generate a monster instance at the edge of the tunnel network with out a lair present, it would behave as normal but not re-spawn if killed.  Different monsters have different strengths and weakness, such as trap avoidance, door opening or smashing, ranged attacks, movement stopping webs etc etc.
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ed boy

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Re: DF BOARD GAME
« Reply #78 on: June 08, 2010, 03:10:30 pm »

From what I can see, the biggest problem involved is the fact that DF is 3D: board games tend not to be, unless you construct comething very complicated. How complex are you willng to be with the board? I have a great concept that needs a bit of fleshing out, which I will post when I've got it all sorted.
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Thief^

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Re: DF BOARD GAME
« Reply #79 on: June 09, 2010, 03:11:17 am »

I think it would probably work best in 2D. After all, there WAS a successful 2D DF.
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Jude

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Re: DF BOARD GAME
« Reply #80 on: June 09, 2010, 08:14:59 am »

Yeah, a board game would definitely be 2D. After all, it wouldn't be feasible or fun to make a complete clone of DF but just in board game form - instead you'd be abstracting many/most things, and preserving/working with the elements that make the best board game while preserving the basic elements and spirit of DF.
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Firehound

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Re: DF BOARD GAME
« Reply #81 on: June 14, 2010, 12:57:58 am »

Monopoly square board could work. I guessed each side was going to be a season, and that the go would be the yearly immigrant wave.

I'm partial to the Zombies!!! design myself, and while it radiates from the center, it can quickly become too big for players who spread out in search of teh zombahs, and thus difficult for allied players to assist each other. Of course, allied players can stay at arm's reach, but suffer a definate lack of zombah killing from having to split.
DF could work with this idea, with maybe five or six cards being set out to represent the outdoors, and the others needing to be placed to continue.

Events:
(un)Fortunate accident:(Illustration: a king falling down a well) Kill off one noble, obtain another next time you get immigrants.
Superdwarvenly toughness:(Illustration: Dwarf with arrow through head, trailing blood into the distance) Target dwarf takes no damage for three turns.
Live fire excercise: (Illustration: naked goblin peppered with arrows) Exchange a dwarf for a military dwarf
Cave-in: (Illustartion: dwarf standing under a giant stone block held up by a toothpick eifel tower) Unreveal target square with a miner in it, kill all creatures in that square.
An Ambush!:(Illustration: Dwarf surrounded by goblins in bushes, underground) place six goblins on the closest tile to outside with dwarves in it.
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stormsaber

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Re: DF BOARD GAME
« Reply #82 on: July 01, 2010, 01:58:34 pm »

Sorry dude, it's already been done. Made by some Danish company.

Daniel
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DennyTom

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Re: DF BOARD GAME
« Reply #83 on: July 01, 2010, 06:11:56 pm »

I am really sorry to speak without really reading the full discusion. I just must be sure you are even considering making the game solo and no multiplayer. Look here: http://boardgamegeek.com/boardgame/28044/pocket-civ. I belive this style of gameplay would suite the conversion most.
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Kay12

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Re: DF BOARD GAME
« Reply #84 on: July 02, 2010, 05:25:18 am »

I love board games, but DF is one of those games that has very complex overall rules. You'll have to simplify it a bit lot. I may be utterly wrong, but there are three types of games that are meant for computers, not for board:

* Shooters and other games that put an emphasis on reflexes (Doom)
* Games that have a huge amount of small plastic pieces that need to be tediously counted (Risk)
* Games with very complex rules and/or AI (DF)

However, a boardgame has been inspired by Doom, although it changes the focus of the game from reflexes and shooting to a more traditional board RPG. I am aware that Risk is a boardgame, but in my opinion it is a computer game born in a board game's body. The idea works much better on computer. With DF, you'll have problems, unless you skip a lot of the hardest things. Z-levels, large sieges, complex skill system and water flow are way out. But it'd be fun to build a small cottage when playing with some friends... maybe you could make it a competition - who can raise the most net worth over the course of the year or something.
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Micro102

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Re: DF BOARD GAME
« Reply #85 on: July 04, 2010, 05:03:59 pm »

Well, this was done for a school project, and school is over. SO where is the finished board game?
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