Games in My Head
Posted by Rob Herman at April 9th, 2006
So, I design games too. It’s not for the fame or fortune, and unfortunately, it’s not for the babes. It’s because they play themselves in my head, banging around, and eventually I have to create them. It’s like my art, the closest I can really come to artistic expression…
Consider this column the first in a series, although they won’t be sequential.
This is the skeleton of the game I want to create…
Think of El Grande, but without the strange and unpredictable action cards. Instead of a static board, the regions are hexagons that can be rearranged from one game to the next. When a given region is scored, whoever has the most “markers” in that region gets points. There are two kinds of points: the ones that count toward victory and ones that are used to bid on favorable “order cards.” More on that later.
Every turn, you get a certain number of “action points.” You have cards that allow you to add markers to the board and move your existing markers, or other players’, from region to region. Cards cost a varying number of points depending on how powerful they are—the more pieces you can move, the more they cost. Moving your opponent’s pieces or moving pieces more than one region also costs more.
At least some of the regions are scored at the end of every turn—I’m not sure how it will be determined which ones. Because the scoring is at the end, making your moves later in the round is better—you can optimize your moves to narrowly edge out your opponents. To even things out, players who go earlier in the round get a couple of extra action points, so they can deploy or maneuver more markers. Since the relative value of moving last vs. having action points may shift as the game goes on, players will bid on the right to choose first.
Each region is worth a certain number of points. Whenever that region is scored, whoever has the most markers in that region gets a certain number of “gold points,” which are used to win the game. Whoever is second gets the same number of “iron points,” which are used to bid as described in the previous paragraph; and the third place might get a small consolation prize. Then, to prevent the number of markers from inflating wildly as the game goes on, some number of the winning markers are removed from the board.
I intend for the game to take from 30-40 minutes, so I’ll make the game go for either a certain number of turns or until a certain number of points are scored (depending on the number of players), whatever works best.
…And I’ll let you know when I get it prototyped.