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Kaunisto Profile
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Registered: 01-2008
Location: Finland
Posts: 295
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Re: Design Concepts


I'm afraid not something I'd be interested

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11/19/14, 11:32 am Link to this post Email Kaunisto   PM Kaunisto
 
Catcherlady Profile
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Registered: 06-2006
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That's been tried in the past, as I recall...and it never really caught on.

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11/20/14, 12:24 pm Link to this post Email Catcherlady   PM Catcherlady
 
Justbec Profile
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Registered: 06-2006
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Catcher and I have tried it in the past but no one seemed interested. We also did a Titanic mystery and a murder mystery that we both put a lot of work into. Created the board and tons of clues and back story. Sadly we couldn't get anyone to join in and play. The murder mystery still saddens me because it was good...

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11/20/14, 7:59 pm Link to this post Email Justbec   PM Justbec Blog
 
Catcherlady Profile
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Yeah, it really was, but unfortunately it's nearly impossible to get any interest in these games.

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11/21/14, 10:51 am Link to this post Email Catcherlady   PM Catcherlady
 
Kaunisto Profile
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Re: Design Concepts


I'm wondering what can be done with a "game within game" idea. So far Space Arena is the only thing I've tried it on and we haven't yet seen it really work, but I think there's potential.

Take Chess to power of two: every time a piece tries to take another, instead a full game would be played to settle which wins. (In draw the player who made the move would still win/take the piece, to encourage offensive play.)

Chess is a too long game for this format, but I'm talking about the idea that units player moves in the larger "overgame" are a group/army of smaller units that meet in the second level game when they encounter.
This could be taken (in simple/small enough games) to third and fourth level.
You have ships moving between planets, carrying armies that move between continents, spread as companies on game board, encounters happening on the next level board where each soldier shoots at enemy...


Can't blame me for lack of ambition here.

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2/10/15, 11:38 am Link to this post Email Kaunisto   PM Kaunisto
 
Pastor Rick Profile
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Registered: 07-2005
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Re: Design Concepts


Thinking about the "Cosmic Conquest" game again. This time on ship types.

Colony ships are huge and probably should represent whole groups of ships built for transporting populations from one star system to another star system. They would be easy targets in combat individually but hard to destroy totally.

So (using Battle Ship as a base) I think they would need 10 hits to destroy with each hit reducing the colony ships population by .1 for safe arrival.

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6/19/16, 8:24 am Link to this post Email Pastor Rick   PM Pastor Rick Blog
 
Kaunisto Profile
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Re: Design Concepts


I started thinking about a MtG/general CCG style game with the normal playing cards.

You'd have 2-10 as land/energy cards, JQK as creatures (with 1/1, 2/2, 3/3 and cost 1-2-3) and aces being spell card that wipes out all opponent's creatures.
You get to play one energy card per turn (a la MtG lands), but besides putting creatures to play you'd have to also pay energy for them attacking (the same 1-2-3).
Things to consider:
- amount of cards in opening hand
- amount of player's hit points (10 sounds suitable)
- do you play with one regular deck split to 26 or each player having own deck, possibly choosing 30 or 40 cards
- 4 suits, 2 colors or those completely ignored (as in do energy cards need to match the creature/spell)

I've got to try this.

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3/16/17, 4:29 am Link to this post Email Kaunisto   PM Kaunisto
 


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