Resource Design Club 13 01

Idea for September 30, 2011


Summary

A Simple card game where each player has to contribute cards to a shared board. The goal is to create a form that matches your objective card without letting other players complete their objectives. (think turn-based pixel art).

Theme:

includes topics that expand on the theme
Electrical Sockets, Crafting.

Other Brainstorming Constraints:

(We brainstormed card-game mechanics)
Must be a card game
Short Play sessions
Card-Set Multipliers
Exchanging Cards
Shared Decks
Building Forms/Positioning
Matching Cards
Card Order/Stacking

Genre: Puzzle

game genre with possible significant changes or important points

Mechanics/Systems

individual gameplay mechanics and mechanics categorized by system

  • The Cards:

- Players draw cards from a shared deck
- Each card has a color on it (red, green, blue, yellow)
- black colors are wildcards

  • Objective Cards:

- Each player has 1 objective card
- these contain unique patterns (shape and color) that must be created by placing cards next to eachother on the table
- patterns on the shared board can be broken if you attach a card of the same color next to another and the resulting shape isn't compatible with the objective shape.
- If a pattern is completed the player may choose to reveal his/her objective and the round ends. They win that round and gain some amount of points (perhaps in relation to the difficulty of the objective). All cards are returned to the deck. Players may choose to keep their objective or draw a new one. (the winner always must draw a new objective)

Turns/Phases:

  • Workbench Phase:

Each player has a workbench that they add shapes to during their turn. They can apply these shapes onto the main board during the play phase and clear their workbench. The workbench has a limited area. They may need to fill it multiple times to reach some of the more challenging objectives.
- Each player has 2 or so actions.
- Spend an action to:
- Play a card from their hand onto the workbench
- Move a card.
- They can also trade cards with other players on their turn
- And they can remove(discard) any cards from their workbench
- If they play cards that aren't beside each other, they can use cards from the deck face down to represent the grid-space between the two groups.
- Idea: Spend 2 actions to discard your objective and draw a new one.
- Play ability cards: Swap workbenches, destroy section, destroy part of main board, steal section.

  • Play Phase:

The game board is shared. Similar to scrabble, pieces must be added so that they are connected to the pieces that are already on the board. Any pieces that aren't connected are discarded.
- The player may take their entire workbench and place it in any orientation on the board. They may overlap earlier cards or play next to earlier cards. They can either place all or none of their workbench.
- Any cards overlapped old ones replace the old ones (old cards are discarded)
- Other abilities: Subtraction, Mirror, Dupplicate

  • The Engineer:

Every player also has an engineer. It is used to prevent old cards from being overwritten by newer cards within an area of effect(or maybe just that 1 tile, or perhaps it prevents the new pattern from being placed anywhere on top of an enemy engineer).
- Players may spend one action to move or initially play the engineer on a tile.
- Players may remove the engineer from the main board for free.
- If the engineer is somehow no longer standing on a tile, the engineer is returned to the player and must be played again.

Story

narrative elements concerning plot, characters, world
Could benefit from a theme of some sort. No story considerations at this point.


Contributors

includes GDC members who contributed to this idea and were present during the discussion

  • Mediator: Lanz Singbeil
  • Clinton Walsh
  • Garrett Varhanik
  • Alexander Ryan
  • Karol Krizka
  • Shane Morin
  • Kyle Sakai
  • Nathan Tsang
  • Eric Raue
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