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Author Topic: DF BOARD GAME  (Read 11745 times)

Djohaal

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Re: DF BOARD GAME
« Reply #60 on: June 04, 2010, 05:47:26 pm »

I liked those event cards, however I think that magma should be a map feature, not just a fun card event.

For fey moods maybe there could be a dozen randomized cards, or dice events to determine which (and how many) items are used...
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

anacrucis

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Re: DF BOARD GAME
« Reply #61 on: June 04, 2010, 05:57:31 pm »

I'm going to try to work as many game mechanics as possible.

Well that right there is about as dwarfy as it gets!
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anacrucis

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Re: DF BOARD GAME
« Reply #62 on: June 04, 2010, 06:03:40 pm »

Monopoly, despite its popularity, is actually a poorly designed game.

Monopoly is a terrible game (IIRC it was designed as satire) but it's a wonderful simulation. It would be more realistic, though, if one player started with $2000 and got $500 every time they passed go, and everyone else started with nothing and got $5 every time they passed go. Bootstraps!
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alfie275

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Re: DF BOARD GAME
« Reply #63 on: June 04, 2010, 07:10:14 pm »

I have an AWSOME idea for the board design, throwing up a prototype in blender now, will post to youtube.
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Impaler[WrG]

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Re: DF BOARD GAME
« Reply #64 on: June 04, 2010, 07:16:20 pm »

Thought of an improvement to my earlier post,  The game is set up by placing a grid of face-down resource cards and then a face-down cardboard tile over each card. The face-up side of the tile has one of several passages on it such as 90 degree turns, straits, 4 and 3 way intersections etc along with map features like lakes, chasms, caves etc.  When a player mines a tile they remove it and take the resource card underneath (this could be some valuable ore or gems or just plain stone or maybe something bad).  They must then place the tile back into the spot (they can choose any legal rotation of the tile), to be legal a tile must connect with all adjacent flipped tiles that are connecting to it.  In other words the only permissible dead-end is one facing an un-flipped tile.  If a legal tile can not (or will not) be placed the new tile 'collapses' and the players tile is instead put face-down and the any player adjacent to the collapse suffers damage, but they are allowed to keep the resource card which is not replaced.

Miners have a unique advantage, they are dealt 3 face-up tiles for their exclusive use.  When they mine a tile they add it to this set and may then choose any of these tiles to place back into the excavated spot, they can even choose to cause collapses intentionally just to switch out tiles.  This means the miner is able to exercise a much greater degree of control over the tunnel direction and organization and do so in a much safer manor.  A speed advantage might also be appropriate as well, likely the miners mines without expending movement points while others do.

Other professions would follow a similar pattern, everyone can DO the action but a special rule or bonus gives a professional an advantage and most importantly interesting decisions to make.  Changing professions is possible but hard, the player must spend 3 turns in a row doing the activity of the new profession during which they receive no bonus, at the end of the 3rd turn they may choose to adopt the new profession.  Only one instance of each profession is allowed so the player can not switch to a profession that is already in use.

The players are all going to be struggling to stay alive, they need food and alcohol and have limited health.  Each player starts with 7 each of drink, food and health tokens.  Each turn they lose either a food or drink token (their choice if both are available) or a health token if food/drink are exhausted.  Combat or other nasty events can take away health tokens directly, when all health tokens are gone the player dies.   They can only re-enter the game if the remaining players can attract an immigrant (probably done by expending some wealth) and will come back as a no-skill peasant though they are then eligible to learn a profession.

The player is limited to keeping 7 resource cards in their hand.  These include worn equipment, weapons and tools along with pets and domestic animals, crafted items, raw materials and consumables.  All of these can used/consumed at any time, food items and drink items are labeled with how many food/drink tokens they provide which would range from 1 for a Plump-helmet to perhaps 4 for a wheel of cheese.  Players can place resource cards on the board under their character but only one such card on each tile unless a stockpile has been made in-which case up to 7 identical cards can be placed, players can pick up cards from any tile they move over and do exchanges if their hand is full.  Players in the same tile may exchange as many cards as they wish.  Anything which moves/exchanges resource cards without changing or consuming them is a free action.  Consuming or changing resource cards generally ends a players turn.

Workshops, stockpiles, traps and various useful structures can be built by any player by expending a few building materials (wood, stone, clay) and replacing the original tile with a workshop tile taken from a separate group not used when the board is set up.  Professionals can build their designated workshop as a free action while others expend their whole turn to do so, workshops all act to make a particular action taken in them better/easier.  All workshops are dead-ends and can placed only on existing dead-end tiles, in addition doors can be placed in strait tunnel sections, they can slow-down hostile creatures which must pass a strength roll to move onto them.  Traps are a bit more flexible and will be available with corner, 3 and 4 way intersection instances.  Trap tiles have a 'set' and 'sprung' side and are flipped over to indicate their change in state.  Mechanics can make more and better traps and can reset them as a free action when they pass over them.
« Last Edit: June 04, 2010, 07:26:01 pm by Impaler[WrG] »
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Micro102

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Re: DF BOARD GAME
« Reply #65 on: June 04, 2010, 07:42:17 pm »

Make the board game original, maybe some different colored dice for different body parts when attacking things.
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PTTG??

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Re: DF BOARD GAME
« Reply #66 on: June 04, 2010, 07:46:31 pm »

Um... maybe there should be an extra goal in this design- make sure it takes less than an hour to read the instructions.

Ideally, you should be able to start with five minutes of instructions and handle anything that comes up as it does, like Magic the Geekening.
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Felblood

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Re: DF BOARD GAME
« Reply #67 on: June 04, 2010, 08:17:00 pm »

Okay, listen.

There is nothing inherently wrong with moving pieces around a game board, particularly if you have branching paths, and thus some form or control over your fate. People are just freaking out because you mentioned Monopoly, the game that takes four hours (unless you use the free parking/tax rules, in which case it is unlikely to ever end at all), even though it's only fun for the first forty minutes.

Seriously though, the one aspect of DF you need to not replicate is the lack of an end-game. The survive-longer-than-anyone-else-even-if-that-means-eternity mechanic is the thing that get's Monopoly a bad reputation, and waiting for your opponents to die off is actually not that interesting.

Give the players a goal(s) to pursue. The thing you might take from Cattan is it's scoring system. Players should be able to rack up points by reaching noble milestones, building epic tombs, creating artifacts, engraving legends, building megaprojects, or beating the HFS. A quick reference sheet that lists all the scoring objectives would be a key page in the manual, as it would make it much easier to tally up scores.

The game could end when a player is overrun by HFS and the world falls under darkness.
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Djohaal

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Re: DF BOARD GAME
« Reply #68 on: June 04, 2010, 08:25:04 pm »

I think hittng the HFS could be the endgame trigger. maybe the whole game could be made into a co-operative system where the collective goal is to beat the HFS, which could be set up by a separate player (much like the banker in monopoly)

Perhaps tiles could be "graded" going from periphery of the map to the center, the HFS being randomly in the center so it doesn't get uncovered early, but still constitutes a threat.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

alfie275

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Re: DF BOARD GAME
« Reply #69 on: June 04, 2010, 08:29:01 pm »

@Impaler How big is this grid gonna be? I mean, 10*10 might be good, any bigger than that and it gets tedius to lay the cards out.
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Impaler[WrG]

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Re: DF BOARD GAME
« Reply #70 on: June 04, 2010, 09:00:21 pm »

Yes 10x10 would be a good upper bound, my though is the board is divided into 4 zones, surface, shallow, mid, deep.  All the zones are the same width and height and comprise 1/4 of the board.  The width of all the zones would be Number of players + 3 so game size and set-up time is dynamic.  Each layer would be 2 to 4 rows deep depending on how fast/slow the players want to make the game.  So you could be looking at a very small quick game of 3 players being 6x8 or a very large long game of 7 players being 10x16.  Keep in mind though the players need little room for individual items and tokens as they would in monopoly, virtually everything is kept on the board or in the players hand so the whole play area can be used for the board, a normal coffee table should suffice for even a large game.
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alfie275

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Re: DF BOARD GAME
« Reply #71 on: June 04, 2010, 09:06:51 pm »

I should have the vid up in a few hours so you can see my idea.
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Impaler[WrG]

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Re: DF BOARD GAME
« Reply #72 on: June 05, 2010, 04:56:55 am »

Another board game that we should reference, Dwarven Dig

http://www.boardgamegeek.com/boardgame/6531/dwarven-dig

It appears to be the most popular dwarf-themed board game on the market, it is a random hex-tile based board in-which each player controls 4 dwarf tokens each with unique abilities, they can move them around as a group or split them up with advantages and disadvantages to each strategy.  The players start at the edge of the board and attempts to move to a central treasure and then leave the board with it, while their are natural hazards (gas, giant beetles, rock falls) most of the conflict is PvP and dog-piling the person in the lead.  A unique aspect is the use of 'Grit' (as in Determination) tokens which are given to the player when they fail at things (mostly dice roles) and can then be spent to succeed at things, this acts as a kind of auto-balancing system.  I was unable to find a concise set of rules and this is simply what I gleaned from reviews.

Another Dwarf Themed game called Dwarf Hold

http://www.boardgamegeek.com/boardgame/69117/dwarf-hold

It takes a larger scale approach with the player heading a whole clan, nothing is moved around the board though.  The player expends cards and gold tokens to dig/conquer and claim tiles on them map and create 'rooms' which provide bonuses to their owners.  Each turn goes through several phases each turn, at the start of each turn players pick special bonus 'positions' which both determine play order (and the picking of the next turns positions) and provide a bonus in a particular phase.  The game runs till tiles are exhausted, the players then total up their Victory points Settlers of Catan style to see who wins.  A complete rule set and card list can be found at.

http://www.angelfire.com/games2/warpspawn/DH.html
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mrb4b00

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Re: DF BOARD GAME
« Reply #73 on: June 05, 2010, 06:23:10 am »

I really like your idea of the game.  However, I do think there is some room for improvement.

I've played alot of new style board games:


Bang
Acquire
Catan
Zombie Mall
Casserone(sp)
Manila
and many others, as my friend is a board game geek and collects them.


My suggestion on how to improve this game is to make it simple and manageable.  That is, because a player can only keep track of so many things at once, you should never make it so that the game mimics too much of the PC version.  A good rule of thumb is that a player should control as many game pieces(cards, tokens, etc) as he/she can hold in one hand.  Avoid cluttering the board, as things can get messy very fast with more players.  Because this isn't DnD, you should try to focus on only one aspect of the PC game(whether it's survival, building, or combat), have clearly defined endgame, and try to keep the game length short(<2 hours).
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Jude

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Re: DF BOARD GAME
« Reply #74 on: June 05, 2010, 08:55:54 am »

While reading this thread, two games came to my mind as starting points for ideas for a dwarf-based game.

One is Carcassone. It's another Euro-type game where you start with a board that consists of one tile, and everyone takes turns reaching in a bag and pulling out new tiles which can be added onto the existing board. You get points by claiming different parts of the board as it forms. Better than it sounds from such a quick description, it's a really excellent game. I really like the mechanic of creating the board as you go. I think it would work great with the idea of digging out a fortress from the earth. The bag would be full of directional tunnels as well as some tiles that represented underground features, and you could place them as you went to represent digging through the mountain.

The other game was Shadows of Camelot or something. Only played it at a family reunion a year and a half ago, some of my relatives brought it. We all kind of reveled in how nerdy it was, but it was a unique gameplay style and pretty fun. It's a cooperative game, so everyone's on the same side - with the twist that one player may be a traitor who wins by defeating everyone else, but you don't know who they are (or if there is one) until they reveal themself. I think a game based on building a fort and working cooperatively against game-generated disasters and setbacks could really work. Event cards could be used to generate hazards; resource collection could also be done with cards or chips, etc. etc. In the Camelot game, everyone's turn consisted of two steps - first, picking a hazard. You had a couple options of what kind of hazard to pick, but all of them sucked. Then you had your action phase where you could choose to go off and pursue a quest for victory points, or to fight the enemy invasion, or what have you.

Each player could command one of the starting dwarves, pick a certain skill set, and then divvy up the migrants among each player to work on their own projects, but everyone having a common goal (what that would be, I don't know) and benefiting from working together against hazards the game hands you.
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