štvrtok 28. decembra 2023

Spinoff games: Board game idea involving Melza's Permons


 


 

Thick as Thieves is a tabletop RPG in development, but I've never ruled out making simpler and more light-hearted board games set in the same setting. Just yesterday, after who knows how many years, I've played the classic board game Mensch, ärgere Dich nicht with my relatives. It's essentially the continental European cousin to the anglosphere's Ludo or Parchisi, the latter of which inspired both of the aforementioned modern games.

Having played the game yesterday evening - and having won, surprisingly, teehee - I began brainstorming ideas on how to make a more complex, but not much more difficult variation on the basic game. Add more depth and flavour to the basic gameplay, including theming and setting, but avoid making things complicated. Keep it a board game you can pick up, place on the table, follow a few rules and have fun with. Like MäDN, my game would have two to six players by default, each of them having four figures of their chosen colour, have a variation on the "knockout" mechanic, uses a six-sided die, and have a finish line consisting of a "stable" row for the four player figures.

In this case, though, you'd be playing for Permon miners from Melza, in an annual race / competition held by the miners for many centuries. The working title is Permon OrenMan. (A spoof of 'ironman' challenges, but with mined ore.)

The Permons, being the mining-savvy dwarf stand-ins of my setting, have an annual 'ironman' style challenge, with each competing team fielding four chosen Permons who work in the mining industry. You could play for the default teams and team members provided with the game (each would have a profile card, sort of a parody of collectible sportsman cards or MtG style cards), or you could make up your own home-brewn teams and their members.

In this race, the contestants have to use both their physical prowess and their wits to reach the finish line. Each of them is hauling ore in some means of transport, which they can gradually upgrade over the course of the race, if they earn a certain number of points. Along the way, there are also sections of the track with certain obstacles or threats. For example, unexpected rock slides, ambushes by highwaymen and bandits, ambushes by smaller fantasy monsters/critters. However, the players can counteract this with skill, or by finding "pickups" alongside the track, and/or by applying luck cards provided in the game. These would be the aces up your sleeve for more difficult situations and encounters. They might provide you with, for example, an extra boost, an extra throw of the die, the ability to call in reinforcements (here you get the opportunity to show non-Permon locals, including Rarach and Bigfolk humans, the Stonie martenmen, et al, in a heroic role, rather than just occassional adversaries). If one team's racer knocks out another team's racer, the knocked-out racer can continue, but has to wait a round or more. Depending on the size and capacity of his upgraded vehicle, he has to wait one, two or three rounds (this represents him putting the vehicle back in order and loading the ore again).

Unlike in MäDN, the goal of the game wouldn't be only making it to the finish line "stable" with all four of your figures. You'd have several ways to win by achieving a certain score. In addition to being the first team to get all four figures carrying ore to their contest destination, you could reward the first team that achieves the highest score in transporting ore aboard upgraded means of transport, or the team that uses the highest number of "aces" picked up along the way in the most effective manner, the team that manages to avoid the most threats along the way, and so on and so forth.

I imagine the game board would also come in four illustrated variations, each reflecting the four different seasons of the year. Depending on the season of the year, you'd also have somewhat different threats to the contestants of your team.

In terms of cultural esthetics, don't think "Tolkien" or "Scandinavian" or anything of the sort, but the more "late-medieval / Renaissance central European" esthetic of my setting, especially the cultural and historical inspirations behind the Melzan monarchy. Also plenty of colour, the art style colourful and lighthearted, kid-friendly, family-friendly, but still with a bit of believable grit to the esthetic. Neither saccharine fairytale nor tiresome grimdark, but with a very historically inspired esthetic.






This evening, I've had this idea about creating a smaller tabletop board game, which would have some added depth, but still be simple and with a humorous undertone. Specifically, I'm thinking of creating a slightly more complex version of Mensch ärgere Dich nicht / Človeče nezlob se, the continental European cousin to the anglosphere's better-known parchisi or Ludo. By more complex, I don't mean an outright strategy game or anything like that, but still a somewhat more complex game than the usual Mensch ärgere dich nicht.

At its heart, Mensch ärgere Dich nicht is a racing game, where you're trying to get your four playing figures/pieces around the track and then into a "finish line row" of sorts. You win the game by parking all four of your figures in the row, after each one crosses the track once. You need to throw a six on a six-sided die to get your figure onto the track. If another player steps on your position and ejects your figure, you need to return it back into the game.

The game will actually be set in my own fantasy setting and deal mainly with its local equivalent of dwarves, the Permons. You'll play as several teams of Permon (dwarf) miners in the vicinity of an old and respect precious ore mining city. Though it's a fantasy world, it's going to follow the typical esthetics of my fictional setting and be fairly historically inspired, including by the old mining cities of my homeland and their cultural and historical aspects.

The basic plot is that the Permons are taking part in some annual contest, a certain "tournament of the most skillful miner". (Think of it as an ironman style challenge attended by average Joe dwarven/Permon miners.) Several teams are competing (at least two, i.e. two players), each with their own team colours, and the object of the contest is to transport as much freshly mined ore through the various winding corridors of the mines, and the winding quarries and mountain paths outside, until they reach their destination (e.g. an ore grinder or such or hammer-mill or such) and then they return to pick up more ore and race the track again.

One of the scores in the game is not just making it as the first team (as in Mensch ärgere dich nicht), but also earning the most points, awarded for transporting the largest amount of ore, or transporting it with the least amount of mishaps, or investing the most skill points into upgrades. Yes, you'll be able to do a few subtle upgrades to improve your odds. The contestants start out with basket backpacks for carrying the ore, then once they have enough prerequisites and gain enough skill points as a result, they can upgrade the backpack to a wheelbarrow or a little handcart. Finally, they can upgrade the vehicle to a two-wheeled cart pulled by a donkey or a pony.

Like in the ordinary Mensch ärgere dich nicht, it's possible for the players to inconvenience the opponent's figure when they land in its exact spot. However, unlike in that classic game, my Permons wouldn't get thrown back to the start, but simply get driven off the road, all of their ore falling out, forcing them to gather it and right the vehicle before continuing in the race. Concerning penalties, once this happens, the specific player figure has to wait out a round. To make things more balanced, realistic and trickier, though each of the upgrades to your means of transport will make it easier for you to transport more ore and accumulate more overall points to your score, if your means of transport is out of luck, the more advanced it is, the longer you'll have to wait out a round. Basket backpack, one round. Wheelbarrow or handcart, two rounds. The donkey or pony cart, three rounds.

I'm also thinking there'll be sections on the track that offer some element of random peril. Your team's contestant is going through a mountain pass infamous for occassional falling rocks... you pull a luck card, and you might get hit with a tumbling boulder... or dodge it. Or he's passing through a forested part of the road, where highwaymen and other bandits have a habit of lurking... maybe if you're lucky enough, you can summon fellow Permon reinforcements (local guards or knights, as you're just an ordinary miner who doesn't know that much about fighting). And so on and so forth... Various occassional complications.

From time to time, you might find a precious item or some clockpunk-ish technical gadget that'll represent an ace up your sleeve or a saving throw of sorts. There's plenty of things that could be added for extra thrills and unpredictability, while still keeping the game focused and simple. You could add various other, explicitly fantastical elements (though ones still grounded in feel). Said clockpunk stuff, humorous elements, etc. Something to complement its esthetics of late-medieval-and-Renaissance era Kremnica or Banská Štiavnica style environments, with an extra layer of an earlier industrial revolution. There's plenty of gameplay-and-esthetics balancing possibilities. I still need to think over a lot of the details.

Obviously, as is frequent in my fantasy setting, the tone would be rather tongue-in-cheek, on the funnier side, but not completely madcap or campy.





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