Have you ever invented a board game? I have.
Posted: Tue Jan 17, 2023 5:27 pm
I enjoy board games and always think of ways to "tweak" them so that they'll be better. . . at least, better in my own mind. This has led me to invent a few board games over the years. The following aren't counting the endless simplified versions of Dungeons & Dragons that a friend and I would invent. From earliest to latest:
- Inspired by the lightcycles scene in the original Tron, my first game was a tile-laying game wherein the board consisted of a grid with rectangular spaces. Each player would alternate by laying down tiles that corresponded to moving straight up or down, moving straight left or right, or making a 90⁰ turn. Tiles would never "run out," so you could always make your desired move. You advanced your cycle in the appropriate direction and lay the tile behind you, thus creating a birds-eye view of a solid wall as you went. The idea was to box your opponent in so that he or she would crash into the edge of the board or into his or her own, or your, "wall" before you did.
- My next game was called "Global Crisis I" and was an updated rule book for the original 1984 version of Axis & Allies. 82 pages. As an amateur World War II historian, the intent was to make the game much more historically accurate. The folks at Historical Board Gaming sell it for me as a downloadable *.pdf for $5 a pop.
- The next game was played on a hexagonal grid with checkers. You could move your pieces into spaces containing your own pieces in order to create a stack of two or more. Instead of jumping the enemy's pieces, however, you would destroy them by occupying their spaces like you would with a chess piece. To win, however, you have to do so with a stack of checkers taller than the enemy's stack. Of course, you'd think that creating a single mega-stack would be the surefire way to win, but you could still attack a larger stack with a smaller stack of your own. Instead of winning, though, you would forcibly disperse that enemy stack into its individual checkers, making them (in theory) easy pickings for your own stack right afterward. Therefore, players would have to strike a balance between more but shorter stacks to achieve greater tactical reach or fewer but taller stacks to better exploit those dispersions when they did happen. . . or some combination of the two.
- My fourth game was "Global Crisis II" and, as you would expect, was an upgrade based on my original. It was 105 pages this time, not including all the charts and player aids. This time, though, it used Axis & Allies Pacific and Axis & Allies Europe as its base. A key difference was that I did a huge amount of research into the book World War II: A Statistical Survey along with a couple of others (and made use of a similar research project done by an acquaintance to incorporate information that that book lacked) in order to have historically accurate force pools (read: numbers of each type of unit) for each nation.
- My most recent game is based on my many years of experience working in the correctional system and is called "The Big House." In it, each player takes the role of an inmate trying to survive the prison system. There are three ways to win: A) to become the prison kingpin, B) to earn early parole, or C) to escape. Players roll dice at the beginning to determine their prison moniker, the name by which all other players must call them during the game or suffer a penalty. They also roll dice to determine the type of crime they're in on and the severity of said crime, all of which will influence their starting statistics, which consist of connections, respect, and behavior. As the game progresses, they try to cultivate contacts (or eliminate opponents' contacts) in the various work areas to bring back contraband to them, which function as the game's currency. They try to unduly influence other players or random NPC inmates through strong-arming, fighting, or snitching, each of which have tables to determine the winner or loser and the benefit--or penalties--of each. They also interact with the guards--run by the game system itself--in various ways. Players can join work crews, drug rings, or gangs, and they can obtain weapons, escape tools, or bribery points. Once each turn, a random event occurs, and players either reap the benefits, take the penalties, choose how to react, or perhaps the game rules change in some way.