The Animal Farm

February 27th, 2013

Clashing Cards

Here’s a game idea that primarily uses a standard deck of cards & a board. Loosely described, because I’m not out to write the rule book in a blog post, but I think you’ll get the idea.

Divide a deck into two halves - each half as a complete red & black suit. These halves form each player’s personal decks.

On the board, each player has a certain number of ‘card stacks’ - a combination of red & black cards that are face up such that only the top card is visible. Red cards are attack cards, black cards are defense cards. At no point can a player rummage through his opponent’s card stacks to see what cards are there.

Every round, players draw some number of cards from their deck. They then place those cards face up on any stack that they choose. If they have less than 5 stacks, they can place a card on an empty space to form a new stack.

Once players have placed all their cards, they start taking turns activating stacks. A stack can only be activated once per round. When a stack is activated, it can perform 2 actions out of the following list:
* Move - move a single space
* Attack - attack an adjacent opponent card stack
* Combine - place the stack on top of an adjacent stack, forming a larger new stack
* Divide - take any number of cards from the stack and form a new stack in an adjacent space

Those are mostly self-explanatory except for attacking: when a player chooses to attack another stack, both players reveal the cards in their stacks. The person with the most attack (red) cards is the winner. For each attack card in excess, the loser must give the winner a defense card. If the loser has no defense cards to give, he must give the winner all the attack cards. In the event of a tie, nothing happens.

The cards provide victory points equal to the face value of the card. The winner is the person with the most victory points at the end of the game. ‘End of the game’ conditions have yet to be determined - either once a player hits a certain number of victory points or a fixed number of rounds I think.

That’s basically it. Exact numbers for things (board size, max # of stacks, victory points to win, # of actions per turn) are subject to iteration and actual playtesting. There’s also room for special rules like making face cards do something special when in a deck. I see this as a potential mobile asynchronous multiplayer game as well, but it’s worth roughing out a prototype to try it out.

February 20th, 2013

Third Game Idea of 2013

This blog may just turn into assorted game ideas/executions for the foreseeable future. That wouldn’t be its worst use.

Slots SLAM!

It’s a cross between a slot machine game & a match three game. You spin the machine, and symbols come up. When they do, you can then move them Bejeweled style to form matches. You can’t make a move unless it forms a match. New pieces do not fall in from the top.

When you’re satisfied that you’ve made all the matches you can, you spin again to get new symbols.

You’re awarded based on the number of matches and any combos. If you manage to match all the symbols without hitting the spin button, you’re awarded a ‘Jackpot.’

You’re penalized based on how many symbols are left on the screen when you hit the spin button. If you hit a certain threshold, the game ends. Alternatively, there’s a timer that your’e racing against to get the highest score. Alternatively alternatively, you have a set number of ‘coins’ you can use to spin & you gain coins with certain matches & the game ends when you run out. I’m sure there are other game modes that can be mined here, but those are just the two blatantly obvious ones.

It’s a more casual game than what I generally focus my time on, but I think there’s an idea here. Maybe something for a Game Jam?

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