This week was nearly as intense as the previous
week, as we were told to create 2 more board games, with even more restrictions
this time. The catch was that both board games didn’t need to be fully
polished, which was a relief for most of us. The lecture was pretty much
re-designing the board game Battleship and more discussions about game design,
such as the aspect of spawning in a game and spawn-camping, which players take
advantage of.
For
the first board game of the week, we were told to create a board game involving
the collection dynamic. This was a bit different from last week’s board games,
and my group and I decided to go with a totally new game, instead of re-using
one of our old board games. To start off the game, players roll one dice each
turn, and move according to their roll, and if they land on one of the 12
specified tiles, they must draw a card from the draw pile.
The winner of this
game is declared when a player has 3 cards with the same symbol, regardless of
colour. Players can also trade in 3 cards of the same colour when they land on
the middle tile (also known as the trade tile), and receive a wildcard, which
counts as any symbol. This game seemed to perform very well and proved to be
fun, although it may be based on luck too much at times. I found the use of a
trade system to be very intriguing, as you can use it to get rid of any useless
cards in your hand.
Our
second board game of the week is very interesting, as we were told to create a
World War 2 themed game, which could not involve death, territorial control, or
capture/destroy objectives. This made our choices of objectives very thin, and
my group and I decided to go for a board game that involved resources, which
was required for each player to make their move. We ended up creating a very
fun game that involves a lot of strategy to play. To start off this game,
players roll one dice, and they are able to move that many spaces that turn, at
the cost of that many resources +1. If the player did not have enough resources
to move that many space that turn, they can re-roll the dice and gain that many
resources; however, they will not be able to move for that turn. The goal of
this game is for players to get to Berlin before their opponents can reach it.
There
are 3 different spaces for players to land on, strategy zones, trap zones, and
Nazi zones (if controversial, will be changed to German zones). When players
land on a strategy zone, they will be able to draw a card from the strategy
deck, which involves cards that allow you to advance further, or to set back
your opponents. When players land on a trap zone, they are able to draw a card
from the trap deck, which involves setting back the player who drew that card (this
can be seen as the Nazis impeding your progress to Berlin). The final zone that
players may land on are Nazi zones, which causes players to lose extra
resources when they land on that zone. This game proved to be very fun as well,
and can be very suspenseful at times, since you don’t know what cards you might
draw or what space you will land on. The use of resources was especially
interesting, as it forces players to think strategically before attempting do
anything without and thinking beforehand.
That’s all for this week, stay
tuned for more :)
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