Tuesday, 2 October 2012

Call collect.

This week, we were tasked with creating a board game about collecting objects. The first thing that came up was the discretion between what defined a race to the end game - one member believed that collecting all the objects defined the game as a race to the end, while others believed that a race to the end was only about getting all of a certain element and arriving at a set end point first. We eventually settled on an animal collecting game where players have to rescue five pairs of animals before the rest of their opponents. The board design concept first started as a peace sign, but then changed into a squarish thing. We scraped the peace sign idea and divvied up the board into 5 different zones with each zone housing different specific animals. In this way, we get players to traverse the map and add an element of luck - an equally fun and annoying add-in to the game.

It started as this... thing.

And turned into these!

Another problem we ran in to when deciding on how to play the game is whether or not there would be multiple pairs of a single kind of animal or just one card that counted as a "pair." We settled with having two of each kind of animal only and giving players the option to trade with other players - creating room for strategy to play out. Giving players the option to debate trading or holding a card as incentive for a trade allows the game to allow more player interaction while adding excitement to the game.

The animal cards.
After randomly listing off cool animals and and putting them in their specific zones, we finally created Sons of Noah.
With the mechanics in place, we came up with the concept story for the game. Toying with the idea of using Noah's Ark as the base story and throwing in all sorts of "lulsy" concepts, we finally decided on one that walked the fine line between cool and hilarious:

Pretty much just like this.
Above image taken from http://girlfromthehills.files.wordpress.com/2010/01/dinosaurark.jpg.
"As the end of the world approaches, scientists decide to attempt to preserve life and move it elsewhere. They then begin Project Noah - teams of space ship crews that must collect life forms and transport them to the other planet. Each crew leader is given the title "Son of Noah." As the clock ticks down, there's only enough time for one team to get the animals and go! Will you escape with your crew and save animal life?"

RULES:
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Players: 2-4

Set-up: Players shuffle the animal cards and put each pile into its respective zone. Players then roll for highest to see who goes first. 

Play: Players take turns going around the board to the different zones while trying to collect matching pairs of animals. Movement is made my rolling the die. Players must collect 5 pairs of animals before they can take off in their ship and escape the end of the world. Players must land on an animal space in order to pick up a card from that zone’s pile. If a player lands on a space with words, players must follow whatever is written on the space.

Before a player takes a turn, they have the option to attempt to trade animals with another player. There is no ratio on trading animals, i.e. a player can attempt to trade 3 animals for only 1 from another player. A player can deny any trade without question. If a player’s trade is successful, that players turn ends. However, if the trade is denied, then the player may roll and continue their turn as normal.
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One thing I might've changed is adding more than 1 pair of animal of a certain kind, e.g. five complete pairs of beavers. Although this would've detracted attention from the trading aspect, it would've allowed for a more "realistic" feel, I believe. I would've also liked to have had shortcuts so players had an option to quickly traverse from one end of the map to the other. Since they are in spaceships, there could've been little black holes/portals that allowed for quick travel.

One huge change I would've also liked to see is fuel for the ships. This would allow for the possibility of a player becoming incapacitated and unable to continue his mission - giving him an instant loss. The players would be able to collect more fuel either through designated spaces on the board or (potentially) by using the trade system... although I can't see a time when you would want to give fuel to another player.

OH! OH! IDEA! That last point I made opened up a possibility for the concept of 2-on-2 play. That would allow for a player to give his teammate some fuel, if they were running low. It'd also be neat to have good enough art to put on the cards.

All in all, I feel as though this game came together decently, although there still seems to be some obscure discrepancy on what the background story is through teammates. I suppose that's just what happens when some of your teammates go to Nuit Blanche and are running on low sleep.

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