Friday, March 12, 2004

Breakthrough Ideas - Wizard's Duel

I had two new ideas for the game this morning. Both of them are really exciting in that they are the reality equivalent of the fantasy action being played.

For the combat system I had been thinking of going with coin tosses, but coin tosses aren't that hard to control the outcome, and after reading an article about how they aren't as random as one might think I've been trying to come up with an alternative. Here it is.

When the attacker moves his piece onto the defender's spot the defender takes his playing piece off the board and behind his back. The piece is secretly hidden in one hand. Both hands are then presented as fists. The attacker picks a hand, and if it's the one with the piece the attack succeeds. The metaphor is perfect, the defender hides and if the attacker finds him he gets nabbed.

An alternative more skill based version would be to hide the piece under one of three cups. The defender mixes them up while the attacker tries to follow. The attacker then tries to pick the right cup. The odds become 1 in 3 if the defender is sufficiently skilled with the cups. It does add an element of physical dexterity to the game, but haven't you always wanted to learn this carnival trick?

The other idea has to do with cheating. I have been planning on having an advanced play option where you can pull from an animal set that is "against the rules", imaginary creatures like dragons and such. They wouldn't be available until later in the game and were going to be a separate stack of cards. My idea is that these cards will be obviously marked on the back, black dots in corners or black borders. The stack of "cheat cards" are placed on the bottom of the main deck. Then, when it comes time that you could cheat you deal to yourself off the bottom of the deck.

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