Comment from: Hinermad [Visitor]
Hinermad

Diana,

When I was in high school my friends and I used to play Risk quite a bit. It scaled well from 2 to 6 players, and who doesn’t enjoy global conquest? But it took for-EVER to set up. It could also drag on quite a bit, but we usually had time to spare. Boy, those were the days.

The real money these days is in collectible card games. Magic: the Gathering, Pokemon, Yu-Gi-Oh, all of those charge $3 or more for a pack of eight or ten bubble gum cards - and you don’t even get any gum! Also, since you control how common or rare each card is, you can create ultra-rare cards that sell for ridiculous prices. (Yu-Gi-Oh, my son’s game of choice back then, had “god cards” that sold for $60 each. For cards that cost a few bucks a thousand to print.) I wouldn’t say these games are simple to learn, but the cards themselves have instructions on them to help the player figure out what to do. As far as I know, they’re all two-player games so a tournament structure is usually built into the rules.

I’ve heard that making your second million dollars is easier than the first. You might consider skipping ahead.

11/27/10 @ 18:34
Comment from: Aunt Bann [Visitor]
Aunt Bann

Diana, now you’re not being consistent. First, the title tells us that you “want to create (your) own game", and then you turn around and ask US for ideas!!! Make up your mind, Woman!!! LOL

Love the idea. I’ll run it by Uncle Charles and see what he comes up with.

11/28/10 @ 13:03
Comment from: Farren [Visitor]
Farren

I’ll give you a game! Spent a good part of my childhood inventing them.

This one can be played with ordinary playing cards and is enormously fun for 2 or 4 people, but I intended at some point to make special cards for it and add a bunch of special rules for them.

Although it is a card game, it is territorial in nature and has some of the appeal of games like risk.

The Basic Game:
===============

The “board":

The board is simply a 3 x 3 grid, with piles of cards accumulating at each position. Whoever’s card is on top of a particular pile owns that pile.

Setting up:

At least two decks are recommended. For 2 players each player gets all the cards of one color (red or black). For 4, each player gets all the cards of one suit.

Players then shuffle their cards and place their pile face down in front of them

Turns:

Play moves in a clockwise direction, with each player getting to draw and place one card from their pile on their turn

Initial turns:

In the first 9 turns the base grid itself is constructed. Each successive player must draw a card from the top of their deck and place it face up in an empty space adjacent to another card (or anywhere for the first card), such that all of the laid down piles fit inside a 3x3 grid:

[][][]
[][][]
[][][]

Subsequent turns:

On subsequent turns players first draw a card, then place it face up on either

(1) one of their own piles

(2) an opponents pile that is next to one of their own (not diagonally), to capture that pile. In order to do this their card must be higher than the top card on the pile they are capturing. Aces are high and the sole exception is the 2, which is the only card that can beat an ace, although can be beaten by everything else, including an ace.

Jokers can be placed outside of the 3x3 grid, adjacent to any pile - thus allowing you to build up secure tunnels with only one way of getting in. On some occasions we gave other cards special meanings, including allowing you to play 2 further cards from your deck and allowing you to pick up cards already played.

Winning:

When everyone has exhausted their cards the person with the most piles wins. If someone captures every pile on the board, they win.

11/29/10 @ 08:58
Comment from: farren [Visitor]
farren

Anyway, just wanted to add that the above idea lends itself to specialised cards, and perhaps various printed “Maps” of different shapes (different layouts of piles) on which it can be played.

eg.

[][][]
[][]
[][][]
[][]

11/29/10 @ 09:00
Comment from: Jenn [Visitor]
Jenn

Next time Dan and I come over we’ll bring SmallWorld. It fits a lot of those good-game criteria. It’s kind of like, Risk and Munchkin had a baby. It can’t last as long as Risk because you are limited to a certain number of rounds, and it can’t get quite as murderously competitive as Risk because the board and pieces are so humorous. It takes about one game to learn how, but it’s a strategy game so you can play it over and over with different tactics.

11/29/10 @ 13:08


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