"Wheelerguy" (wheelerguy)
08/23/2018 at 10:45 • Filed to: Help, Gamelopnik, Games, Project | 1 | 6 |
A few days ago !!!error: Indecipherable SUB-paragraph formatting!!! . Now, I’m making it a bit realer.
Here’s my rickety draft:
2 to 10 players
Players have limited units of fuel to spend per turn and a fixed stock of fuel for the race
For each roll of die (pair of 6-side die), player spends x unit of fuel to move x places forward
Player can choose to either refuel after completing a lap, or stay out
If pitting for fuel, player is held for one turn, then released
Each lap represents one hour
If player runs out of fuel mid-race, game over
Winner is first past the finish line after x amount of laps
So far my biggest problem is how overtaking will work if two players share the same spot (it’d have sorta like a wire maze mechanic), as well as things like rain racing, and o ther extra “hazards”. I want the game to be as simple as possible (just two lanes) so it’s easy to pick up, which is why I simply used a fuel system instead of something more intricate, but depth and replayability should be maintained.
Note: we’re not actually making the game yet, only a sort of manual or readme explaining what it is and what the rules are. If this is successful, I attempt to make a twin game based on MotoGP.
Fire away with your suggestions! I’m looking forward to it.
AntiSpeed
> Wheelerguy
08/23/2018 at 10:59 | 0 |
Have you played the game from the picture you used? Formula De (later republished as Formula D) was the epitome of racing board game. The primary mechanic is ending your turn a specified number of times in the corner sections, and if you don’t you must spend tire points.
https://boardgamegeek.com/boardgame/173/formula-de
Future next gen S2000 owner
> Wheelerguy
08/23/2018 at 10:59 | 0 |
How do you ensure the house wins and Alonso crashes? So is it you roll a six and you move six spots and you use six fuel “points”?
Wheelerguy
> AntiSpeed
08/23/2018 at 11:06 | 0 |
Back when I was a kid, yes. Then I almost forgot about it until I googled “1:64 F 1" and a bunch of other related stuff (like slot cars) . I wanted to simplify the driving movement so it’s just kinda like Chutes and Ladders.
Wheelerguy
> Future next gen S2000 owner
08/23/2018 at 11:07 | 0 |
Yes, like chutes and ladders.
Sir Halffast
> Wheelerguy
08/23/2018 at 12:56 | 0 |
In your testing experience, how often do two players wind up on the same space? If it’s not too frequently, it seems like the natural solution is to call that a “crash,” which would be resolved by a randomized number of missed turns (roll a d-10 or something).
facw
> Wheelerguy
08/23/2018 at 15:47 | 0 |
So, I thought about this a little bit (not much), and here’s some feedback:
I’m not sure about the move the dice roll mechanic, given that realistically, cars don’t work like that. It sounds like that’s a pretty core part of what you are going for though.
I’m also not sure the fuel mechanic is understandable, or would do anything interesting? If your fuel usage is always the same as your movement, then doesn’t everyone use the same amount of fuel, so you just have to make sure you have enough for another lap, and pit when that’s no longer the case?
Here’s a couple things that make sense to me to try, though I don’t know how well they fit what you are aiming for. Since you seem to like the movement roll, we’ll keep that. Then , corners scrub speed so make each corner remove some from your roll unless you start or end your turn in a corner section (you can adjust how much the penalty is by the size and shape of the corner). This sort of simulates slowing down into corners and accelerating out of them. It’s still pretty random though, so to add some strategy, let people control their fuel usage by letting them pick a number and add or subtract it from their roll. The trick would be that fuel usage wouldn’t be linear so if you wanted to add a bunch of speed to go faster, you’d need to use more gas than normal to do that, while if you’re going into a corner anyway, you can lay off the gas and slow down for the corner, conserving your resource.
If you did want to scrap the dice for movement, I’d say that you track your movement speed each turn, but it is slowed by friction (say it decreases by one or two squares per turn) and by corners (they could cap your speed as you go through them based on the corner type). At the start of each turn you spend gas to increase your speed to keep it up (again I’d go with a non-linear relationship between fuel and speed).