Thursday, September 8, 2016

PnP/Board Game ideas

We were asked to come up with a list of 20 ideas, and expand upon them, in hopes of finding an idea for our own PnP/Board games. Below I have a small list out of those 20 ideas that I managed to expand a bit more on:

1.) PIRATS
           You dress your pet rats up in tiny pirate outfits and then place them in your toy ships in plans to snap adorable pictures; what you get instead however is a battle between two rats in a ball pit.

                                               i.     ships: not real boats, just toy boats
                                             ii.     pirates are actually rats
                                            iii.     treasure = cheese
                                            iv.     “Moby Dick” = giant white cat

                                             v.     water = ball pit?



2.) Sound it Out
            Game revolving around using your sense of SOUND.
                                              i.     sort of like DnD where one person is the ‘game master’ and reads off different sounds for diff situations
1.    player determines what action to take based on that sound/what options given
2. Options are split into different colors; once you pick an option, you must then correspond it with the card number given to you by the "game master"



3.) Abandoned facility
 Experiments escaped; must find way out alive; survival horror
                      i. can pick up diff weapons, but only carry one at a time
                     ii. use materials found to navigate through facility
                    iii. Goal: Get out before you’re killed



4.) The World of Tomorrow
            -After a nuclear fallout hundreds of years ago, the Earth is slowly recovering from its effects; only small groups of humans remain and survival of the fittest comes in to play.

-Lizards are used like cars: transportation
                        -Huge; growth due to nuclear fallout —> mutation hundreds of years later; not the only things to have grown/changed due to radiation
                        -Learning to survive in slowly expanding new future; other groups aggressive/hostile (players play against each other but can combine forces to take another group out)



5.) Bugs/Bug Kingdom
            -actually little people in armor
            -other bugs represent diff. statuses in kingdom
            -certain other animals = uses for transportation
            -old stump = kingdom


6.) Hooky
            -You’re sitting at school, but would rather be outside enjoying the nice day; so you decide to sneak out of school instead.
                        -Hazards: Hall monitors; teachers; janitors, etc.
                        -Collect: Hall passes to get past enemies; hard to come by and can only be used once before —> discard pile



7.) Brain Dead
            -Mad scientist uses TV to brainwash everyone into mindless zombies

Saturday, September 3, 2016

Favorite Video Game Trailer





The trailer for the Assassin's Creed IV: Black Flag - Freedom Cry expansion has by far been my favorite video game trailer EVER.



I'm not entirely sure what about this trailer makes it so appealing to me, but I do know that the Assassin's Creed games are in the top list of my favorite video game series due to its combination of history and fiction, as history was and is my favorite academic subject.

Thursday, September 1, 2016

PnP Game Deconstruction: Gods



Summary:  The summary of the game goes a little something like this: after the great Flood, the Gods recreate the Earth from scratch. They then populate the Earth and a race to see who's religion wins ensues.

Goal:  The goal of GODS is pretty simple...obtain the most points by converting tribes to your specific God's religion, or creating a nation, before the "game end" card is drawn. The player with the most points at the end of the game wins.

Core Mechanic: Expand your God's religious following.

Space: Continuous and contains multiple dimensions as it is built around expanding your religious hold on the tribes populating the newly made Earth, and will change only slightly depending on when you pull the "game end" card.






Objects: 

1.) Tribe pieces: represent four different Gods (yellow, green, red/pink, and blue)

2.) Religion markers: represents a specific God's religion, which you place on a converted tribe token

3.) Wasteland pieces: used to block your opponent from indoctrinating tribes to their God's religion; also yield one energy crystal

4.) Temple pieces: used to help convert adjacent tribe pieces

5.) Energy Crystals: currency for performing different actions in the game

6.) Victory Point Cards: gives +2 points to the player who founds a nation

7.) Nation Cards: gives +3 points to the player after founding a nation with three tribes of their religion; can be taken away

8.) Whirlwind: allows you to relocate one wasteland piece without using energy crystals

9.) Extra Action: allows you one extra action during your turn

10.) End Game: when pulled from the deck, ends the game immediately


Attributes of each piece:

1.) Tribe pieces - are red/pink, yellow, blue, green; shape of hexagon

2.) Temple pieces - are red/pink, yellow, blue, green; shape of hexagon;

3.) Religion markers - are red/pink, yellow, blue, green; shape of a square; has a eyeglass/mirror; bird/crow; eye; axe on it

4.) Wasteland pieces - desert; bones of animal on card; energy crystal on card; shape of hexagon

5.) Energy Crystals - triangles in shape; light blue

6.) Victory card - are red/pink, blue, green, yellow; laurel on card; #2 on card; square shape

7.) Whirlwind - tornado on card; shape of hexagon

8.) Nation card - are red/pink, blue, green, yellow; have three temples on each (image changes dependent upon each God's religion); rectangular in shape


States of each piece:

1.) Tribe pieces - In Deck; Display; Settled; Atheist; Converted; Discarded
2.) Temple pieces - Stock; Built
3.) Religion Markers - Marking Tribe(s); Stock
4.) Wasteland Pieces - Display; in play; in Deck
5.) Energy Crystals - In play; Stock
6.) Victory card - Stock; Display
7.) Whirlwind Card - In deck; Display
8.) Nation Card - Stock; Display
9.) End Game - In Deck; in play

Operative Actions: (are not limited to) placing tribes and placing temples to expand your religious following.

Resultant Actions: gaining extra tribes to convert to your God's religion and indoctrinating tribes when placing temples adjacent to the tribe hex cards.

Notes about the Rules: You can only perform 2 actions when it is your turn and are only allowed to have 2 hex cards in your display at one time. If your display is full, you cannot draw from the deck until you have either:

a) used at least one hex card

or

b) discarded the card

Additionally, you can only have 12 energy crystals in your display; if you get any extra, you must forfeit them back into the stock pile.

It is important to note: if you are the player with the most temples built, you will receive an automatic -4 deduction to your overall point total. So sometimes it's better to just keep playing until the "game end" card is drawn.

Strategies learned while playing: Comes down to how you use the cards you pick from the deck, as well as where you decide to place your tribes, temples, and wasteland pieces. You want to make sure the other player(s) can't get more tribes converted before you, and you also don't want the other player(s) to block you out of any chance at converting their tribes (or even yours), either.

Role of Chance: Only when you draw from the deck. With more players you have a smaller chance at pulling out your tribe's color card, therefore making it much harder to settle and indoctrinate tribes to your God's religion. However, this applies to all players, which may give you an advantage if you end up pulling a lot of your opponents cards, as you can then use one of your turns to discard them, permanently removing them from being used in the current game and possibly handicapping your opponent.