Tuesday, July 24, 2012

Another game idea

Here's an idea that's pretty different from my normal kind of game.. which is to say, simple!  :)

 It's a game for 4 players: 2 teams of two actually.  The partners sit next to each other.  The board is pretty simple, there are 5 regions and each region has 3 parts to it: a part close to one team, a part close to the other team and a part in no-mans land.  Perhaps it's simple enough for some ASCII art:

Team A
+--+--+--+--+--+
|  |  |  |  |  |
|  |  |  |  |  |
+--+--+--+--+--+  
|  |  |  |  |  |
+--+--+--+--+--+ 
|  |  |  |  |  |
|  |  |  |  |  |
+--+--+--+--+--+  
Team B

Like that, except probably at a 45 degree angle.  There are 5 markers that start in the middle row of the board... except they aren't ordinary markers, they're sand timers.  The game starts with them exhausted.  Each team has a deck of cards and each player gets some number (we'll say 7)   cards from their deck.  The game is played simultaneously... no turns.  So when it starts (perhaps one of the sand timers could signify the start) everyone just starts playing.  You want to make sets of 3 cards.  You can draw new cards from the team deck and discard them to the team discard pile... or pull them from the team discard pile (which is how cards can be traded between teammates).  When you get a set, you discard them to a special discard pile and move one of the sand timers.  When you move a sand timer you move it into your opponents space and flip it upside down (so it starts ticking so to speak).  Once a sand timer is moved out of the center, it never goes back, it just alternates sides.  If the sand timer ever runs out, it's locked where it is...  you want that to happen on you opponents side.  Think of the sand timer as a time bomb...  you want it to explode near your opponent.  As soon as 3 bombs have exploded on a particular team's side the game (or perhaps round) is over.  Talking between partners is completely fine.  I haven't decided yet, but maybe the sets are typed and correspond to the particular sand timers and if that's the case, then maybe the cards are not equally distributed so that some kinds of sets are easier to make than others (or maybe not).  I would probably put a thin theme on it...  the time bomb metaphor is nice so I may run with that.  That's it!







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