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Game Movement: How Games Move Pieces
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In this GeekList I want to look at the different ways that a board game will move pieces on the board that do not belong to a player independently or dependently of what the players are doing. If a game has a piece that is moved according to a set of rules, that game belongs in this list. I am particularly interested in games that provide a decision making process for game piece's movement that does not belong to any specific player. Maybe I have explained the idea clearly now but probably not.

I know there must be a lot more games that fit this description. Please add!

Here are a few great GeekLists about movement in games if you are interested:

From point A to B >> A Look at Movement Mechanics
Miniature games: Activation, movement, attack mechanics
Clever mechanics for hidden movement
Move Over, Rover! (movement in games)
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1. Board Game: Fearsome Floors [Average Rating:6.71 Overall Rank:531]
Bear Gordon
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GAME TURN LAUNCH / PROGRAMED MOVEMENT



MONSTER
The monster moves according to what it sees. He looks around and according to what he finds he moves int that direction. He is scripted to chase the players around the room and sometimes squash them by pushing walls around. He is a bad guy to everyone and takes a turn like everyone else.

I've never played the game but it seems like a fantastic idea.
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Matt Davis
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It's pretty cool - makes for some interesting maneuvering as you exploit loopholes in the monster's movement to keep yourself alive and get other people eaten. It's a fairly light game, but fun.
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  • Posted Fri Feb 19, 2010 7:03 pm
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2. Board Game: The Settlers of Catan [Average Rating:7.50 Overall Rank:85]
Bear Gordon
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RANDOM LAUNCH / PLAYER DIRECTED

ROBBER
The robber moves whenever someone rolls a combination seven on the 2 D6 rolled every turn. Whoever rolled the seven moves him to a tile and directs which player the robber attacks.
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Bear Gordon
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Wow, that was almost verbatim.
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  • Posted Sat Feb 20, 2010 4:05 pm
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3. Board Game: Carolus Magnus [Average Rating:6.92 Overall Rank:420]
Matthew Marquand
United States
Columbus
Ohio
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RANDOM LAUNCH / PLAYER DIRECTED

KING (the taller golden pawn slightly above center and left)



The King is moved around the disconnected regions of the "board" at the end of every player's turn. He must move at least one territory but how far he's moved is limited by the turn order "betting" chip provided by the player.

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4. Board Game: Cambria [Average Rating:6.98 Overall Rank:2118]
Matthew Marquand
United States
Columbus
Ohio
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PLAYER DIRECTED

LEGION (the natural colored pawn)



Throughout the game, players are presented with opportunities, based on dice rolls, to place/move the Legion pawn to [un]block the potential for the completion of fortresses (the dice-numbered discs).

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5. Board Game: Kill Doctor Lucky [Average Rating:6.17 Overall Rank:1430]
Chris
United States
Austin
Texas
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PROGRAMED MOVEMENT / PLAYER DIRECTED

Doctor Lucky has his own programmed movement, however players can direct him by playing cards, after which (if he's not dead) he continues on his program.
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How could I forget about the good Doctor?
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  • Posted Fri Feb 19, 2010 6:45 pm
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6. Board Game: Wind River [Average Rating:6.51 Overall Rank:2452]
Scott Caputo
United States
Santa Clara
California
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INITIALLY SEEDED ON BOARD / DIRECTED BY PLAYERS

Buffalo are not owned by any particular player. Players may move as many Buffalos as they have teepees on the board. Players may move Buffalo at most one space and always in the forward direction.
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Bear Gordon
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Oh cool. That is really different.
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  • Posted Fri Feb 19, 2010 6:21 pm
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7. Board Game: Drakon (third edition) [Average Rating:6.62 Overall Rank:751]
Scott Caputo
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Santa Clara
California
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RANDOM LAUNCHED / PLAYER DIRECTED

All players draw random tiles from a supply. Then a player must play a Dragon control tile. When the player moves his figure onto a Dragon control tile, he may move the Dragon figure up to two spaces.
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8. Board Game: El Grande [Average Rating:7.89 Overall Rank:13]
Matthew Marquand
United States
Columbus
Ohio
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RANDOM LAUNCH / PLAYER DIRECTED

KING (The big black pawn)



Limits the areas where players can place cubes and/or affect change.
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9. Board Game: Hansa [Average Rating:6.98 Overall Rank:319]
Matthew Marquand
United States
Columbus
Ohio
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FIXED LAUNCH / PLAYER DIRECTED MOVEMENT

SHIP



Players take turns moving the single ship around the board following the fixed directional routes in an attempt to be efficient at affecting change in various ports while paying close attention to where they leave the ship at the end of their turn for subsequent players.
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Bear Gordon
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I understand that it is also possible to move the boat in the opposite direction for a price.
 
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  • Posted Fri Feb 19, 2010 6:24 pm
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beerbear wrote:
I understand that it is also possible to move the boat in the opposite direction for a price.


Nope.
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  • Posted Fri Feb 19, 2010 6:51 pm
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Matthew Marquand
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beerbear wrote:
I understand that it is also possible to move the boat in the opposite direction for a price.


Sounds like a house rule to me.
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  • Posted Fri Feb 19, 2010 6:54 pm
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Bear Gordon
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Ah! Thanks!
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  • Posted Fri Feb 19, 2010 7:06 pm
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Stephen Brackman
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Changing direction is in the Hansa: Changing Winds expansion. I beleive it's PnP.
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  • Posted Fri Feb 19, 2010 7:24 pm
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10. Board Game: Inkognito [Average Rating:6.58 Overall Rank:918]
Matthew Marquand
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Columbus
Ohio
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FIXED LAUNCH / PLAYER DIRECTED MOVEMENT

BISHOP (the black pawn)



Players, when "rolling" the appropriate marbles in "nun-zilla" move the single bishop onto neighboring nodes in the graph. When the bishop is moved into the same node as another player, the player moving the bishop gets the more powerful option of asking a question of the other player where only two answers are required (one must be the truth). When the bishop is not used, and a player moves one of his own pawns into the space of another player, the player is obligated to answer the question with three answers (one answer must be the truth).

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Robert Rossney
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He's the Ambassador, not the Bishop. Bishops don't wear top hats.
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  • Posted Sun Feb 21, 2010 10:19 pm
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UhhhClem wrote:
He's the Ambassador, not the Bishop. Bishops don't wear top hats.


Oh right. We always call him the Bishop for some weird reason. Probably 'cause we can't remember that he's the Ambassador!
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  • Posted Sun Feb 21, 2010 11:30 pm
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Randall Bart
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UhhhClem wrote:
He's the Ambassador, not the Bishop. Bishops don't wear top hats.

I am glad I am not the only one who thought that was a very odd looking bishop.
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  • Posted Sun Feb 21, 2010 11:52 pm
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11. Board Game: Caylus [Average Rating:7.97 Overall Rank:10]
Bear Gordon
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INITIAL SETUP LAUNCH / PARTIAL PLAYER DIRECTED MOVEMENT

This game has two interrelated game moved pieces.


Thanks Nodens77 for the picture

BAILIFF (The big guy pictured.)

The bailiff moves according to the Provost's placement. If the Provost is further down the road, two jumps forward. If the provost is lagging behind or is with the bailiff, the bailiff only takes one step forward.


PROVOST (The little guy pictured.)

The big P may be paid off in various ways to eliminate the effectiveness of the players' placed workers.


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12. Board Game: Manila [Average Rating:7.00 Overall Rank:345]
Matthew Marquand
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Columbus
Ohio
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FIXED LAUNCH / PLAYER DIRECTED

PUNTS



Nobody owns the punts directly. Instead, players place bets (by paying to place meeples on punts or on other locations of the board) on the success or failure of specific punts moving into specific ending locations. Players roll dice and move the punts up the river. Investing in (betting on) the pilot house allows players to move punts of their choice forwards or backwards. Bet on the right ending location of the punt and you'll see a good payout.



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13. Board Game: Yspahan [Average Rating:7.24 Overall Rank:176]
Jack van Riel
Netherlands
Nijmegen
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FIXED LAUNCH / PLAYER DIRECTED

SUPERVISOR (White pawn)


Yspahan comes with a city board and a caravan board. Players place cubes on the city board, and can choose as their action for the turn to move the supervisor pawn. If it ends besides a cube, that cube is sent to the caravan board. This is used to get your own cubes on the caravan, but it can also send away your opponents cubes.
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Bear Gordon
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Great add!
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  • Posted Fri Feb 19, 2010 8:30 pm
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14. Board Game: Battlestar Galactica [Average Rating:7.86 Overall Rank:20]
Kyle W.
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Up Nort' Der
Wisconsin
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RANDOM LAUNCHED / PREPROGRAMMED / (Limited) PLAYER INFLUENCE




The Cylon ships are almost entirely controlled by the game. A few are placed during initial setup, but once those are destroyed or the fleet jumps away they only reappear when directed by a crisis card. Once in play, the crisis cards determine when and which Cylon ships activate. The individual ships then have hierarchies that determine how they behave: Raiders will attack Vipers first and then go after civilian ships, while Heavy Raiders will take the shortest path to the landing bay (which places Centurians on the board - also with pre-programmed movement).

Human (and "Human") players have some limited influence over the Cylon ships, generally by sending Vipers to slow them down. Civilian ships can also be moved to potentially cause Raiders to change direction and go the opposite way around Galactica. Revealed Cylons gain a little more control, and can activate ships as their action for the turn.


Movement of the Jump Track is also controlled by crisis cards and is largely independent of the players, with the exception of Launch Scout cards and the handful of character abilities that can move cards to the bottom of the deck. The Pegasus Expansion adds a twist with the Engine Room, which will guarantee that the Jump Track advances whether it has the appropriate icon or not, but at the cost of an action.
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Bear Gordon
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Great! Man, I love a game where you can plan around the programming.
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  • Posted Fri Feb 19, 2010 8:43 pm
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15. Board Game: Stephensons Rocket [Average Rating:6.93 Overall Rank:451]
Jack van Riel
Netherlands
Nijmegen
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FIXED LAUNCH / PLAYER DIRECTED

LOCOMOTIVES

I'm not sure if this fits the list, as in Stephenson's Rocket all moving pieces (the trains) don't belong to any player.

Movement rules are very interesting, though, so I thought I'd add it.

On your turn, you can extend a railway line by moving its Locomotive (to the left, right, or straight ahead). This gets you one share in that line. But, any player who also owns at least one share in that line, can call a veto round to change where the locomotive moves. Everyone can then bid shares and propose a direction. The highest bid determines the final movement of the locomotive, but that player loses all shares bid.

Sometimes you move a locomotive that greatly matters to you, but at other times you simply move one to force another player to throw away their shares.
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16. Board Game: Talisman (fourth edition): The Reaper Expansion [Average Rating:7.50 Unranked] [Average Rating:7.50 Unranked]
Christopher Onstad
United States
Donald
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INITIALLY SEEDED/PLAYER DIRECTED

The grim reaper starts on the portal of power. Whenever a player rolls a 1 for movement they get to take a turn with the Grim reaper after their turn is finished. They roll & move the reaper (following special reaper movement rules (which mostly make it easier to maneuver the reaper)) If the reaper settles on a space with one or more characters the player controlling it selects who interacts with the reaper. then a die is rolled and a fate is sealed.
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17. Board Game: San Marco [Average Rating:7.25 Overall Rank:217]
D a v i d B u r k e y
United States
Fort Smith
Arkansas
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RANDOM LAUNCH/PLAYER DIRECTED

The Doge:



The Doge in San Marco appears on the game board when the first Doge action card is played, and is placed in a region of the players choice. Subsequent plays of Doge cards gives the option of moving the Doge to other regions over bridges, paying a toll to another player if they are in control of the bridge.
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18. Board Game: Lord of the Rings [Average Rating:6.91 Overall Rank:339]
Ted McManus
United States
Madison
Wisconsin
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Usually the player-controlled hobbits move on the corruption track towards game-controlled Sauron.

But sometimes -- and dark times they are, when an Eye is rolled or drawn -- Sauron moves towards the hobbits.

sauron
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Richard Olcott
United States
Fairborn
Ohio
Wow. For my games, it seems to be often rather than sometimes! cry
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  • Posted Wed Mar 16, 2011 1:54 pm
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19. Board Game: RoboRally: Armed and Dangerous [Average Rating:7.81 Unranked] [Average Rating:7.81 Unranked]
Ted McManus
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Madison
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Buzz Bomb:
Turn Programmed, Flying Device, Launcher

When activated (and each turn until the Buzz Bomb explodes), take five program cards and use them to program the Buzz Bomb.

If the bomb hits a robot or wall, the bomb explodes.
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This one doesn't quite qualify, as the Buzz Bomb is still owned by one player, and only that player gets to program it (and decide when to launch it).
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  • Posted Mon Feb 22, 2010 2:13 am
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Ted McManus
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Good point!

User manyslayer points out over in entry #35 that in the base game flags can move around on the factory-controlled conveyor belts.

In Armed and Dangerous, that's true of a a number of dangerous objects as well: regular Mines from the Mine Layer, Goo from the Goo Dropper, Proximity Mines, the Scrambler Bomb and The Big One.

One friend's favorite tactic was to drop the Big One on a blue conveyor belt and snicker as it swiftly moved away from him and into a populated area to detonate.

I haven't played the game in 10 years; hence my bad call on the Buzz Bomb. I knew I'd been chased by game-controlled apparatus in this game, though!
 
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  • Posted Mon Feb 22, 2010 7:18 pm
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20. Board Game: Pandemic [Average Rating:7.62 Overall Rank:43]
Ted McManus
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Madison
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Pandemic is all about the rules-based spread of game-controlled disease cubes from city to city. Or at least that's how it seems.

Thematically, the disease cubes represent the movement of disease from city to city, particularly when a city experiences an outbreak and its disease spreads to all neighboring cities. But strictly speaking, disease cubes are stationary, merely added to a city on the board (via game rules) or removed from the board (via player actions). The disease they signify moves, but the signifying cubes themselves do not.

So it feels very much like the game is moving pieces around the board, even though the game is only moving pieces onto the board.

As such, I don't know whether Pandemic fully qualifies for this list.
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Bear Gordon
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Yeah, I did not add Pandemic for that reason.
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  • Posted Mon Feb 22, 2010 2:43 pm
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21. Board Game: Fireball Island [Average Rating:6.41 Overall Rank:1618]
Kyle W.
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Up Nort' Der
Wisconsin
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PLAYER LAUNCHED / BOARD CONTROLLED



This might be a bit of a stretch, but the paths taken by the namesake fireballs in this game are completely controlled by the board. When a launch is triggered (either by rolling a 1 or playing a fireball card), the player gets to choose which fireball moves and a few have multiple paths available, but once launched the fireball goes where gravity and the board takes it - arguably a form of pre-programmed routes.
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Bear Gordon
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Yeah, I can see why you added that. Maybe this game needs another look.
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  • Posted Mon Feb 22, 2010 2:46 pm
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22. Board Game: Duel in the Dark [Average Rating:6.80 Overall Rank:730]
Kyle W.
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FIXED LAUNCH / PLAYER PROGRAMMED



The entire flight path for the British bomber is programmed by a player at the beginning of the game. It can start at one of four airfields in England, and each round it advances one space. The rest of the game is based around the German fighters trying to figure out the route so they can intercept the bomber, while the British Mosquito leads the way both to intercept the German fighters and as a bluff to try throwing them off the bomber's actual route.


One of the optional/advanced rules introduces changing weather, which will periodically cause the cloud cover to shift with the wind - potentially obscuring (or clearing) the target city.
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Bear Gordon
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Then isn't the bomber one of the British pieces?
 
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  • Posted Mon Feb 22, 2010 2:48 pm
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Kyle W.
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beerbear wrote:
Then isn't the bomber one of the British pieces?
It is, but all of that programming happens at the very beginning of the game. You can't change it at all during the game, not matter how bad things look once you find out where the German ground defenses are placed (which happens after programming).


Since it is entirely player controlled it technically may not count for this list, but if you switch over to the official solo play rules it will because then the game does takes over full control of the bomber.

The weather cards have extra solo play markings for where the bomber should start and whether it will attack the first or second city it crosses, and then its movement cards are drawn completely at random. The Mosquito moves along with it automatically by always going to the space directly East of the bomber during the outbound flight and on the West side for the return flight. The player controls the Germans just like they would in the standard 2-player game.
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  • Posted Mon Feb 22, 2010 3:15 pm
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23. Board Game: Munchkin Quest [Average Rating:6.24 Overall Rank:1651]
Matthew Pettitt
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I think this one qualifies, with regards to the monsters. They move based on arrows on the board, which itself is built as the players explore the dungeon.

Could someone with a copy of the game possibly correct me if I'm wrong on this, but I think the movement of each monster is dependent on which player placed it on the board, or, possibly, on which player it first attacked? There are certainly different base colours which have some effect on movement...
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24. Board Game: Killer Bunnies and the Quest for the Magic Carrot [Average Rating:5.69 Overall Rank:5512]
Kyle W.
United States
Up Nort' Der
Wisconsin
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...and furthermore, tipping answers in GeekQuestions should be fixed.
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Me Grimlock teach Hulk everything he knows about smashing.
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PLAYER LAUNCHED / PREPROGRAMMED

Killer Bunnies and the various expansion decks include a number of "Run" cards (red text) with ongoing effects that can last several rounds after they are initially played. They will move around the bunny circle by jumping from bunny-to-bunny or player-to-player each turn, and will continue until the effect reaches a pre-determined end (X number of turns, all players have been affected once, etc.), it runs out of items in play to target (all bunnies are dead, for example), or a player does something specific to stop it (like successfully attacking it). The specifics of how each moves is detailed on its card.
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25. Board Game: Arkham Horror [Average Rating:7.56 Overall Rank:71]
A Freitag
United States

Wyoming
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RANDOM LAUNCH/ CARD DECK DIRECTED

First game I thought of:
The monsters appear predictably (when gates open) or randomly (from a card), but are moved around the board via a card draw from the Mythos deck coupled with a system of symbols and monster border colors. This determines which monsters move, which direction and how fast, slow, towards a player, fly, not at all, or trigger a special power.

Some base set monsters (note symbols and border color):


Sample of Mythos cards - the movement symbols bottom right:


Other rules for how many monsters can be in play based on the number of players and more are one of the things that make this game one of my top faves and a good solo play game.
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Bear Gordon
United States
Great Falls
Montana
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Ok, cool. So the monsters are either randomly generated or called to the board by the player opening a gate. Or do players accidentally open gates?
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  • Posted Mon Feb 22, 2010 2:55 pm
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Rauli Kettunen
Finland
Oulu
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beerbear wrote:
Ok, cool. So the monsters are either randomly generated or called to the board by the player opening a gate. Or do players accidentally open gates?


There are the dreaded "a gate and a monsters appears" encounters cry . Normally it's the Mythos card that will open a gate, but Mythos cards can also place additional monsters in the board.
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  • Posted Mon Feb 22, 2010 6:02 pm
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Joshua Adelson
United States

South Carolina
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You'll want somebody who remembers the game better to add Ulysses, and probably Alexandros though I don't recall for sure.
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  • Edited Fri Feb 19, 2010 9:24 pm
  • Posted Fri Feb 19, 2010 9:22 pm
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Matthew Marquand
United States
Columbus
Ohio
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I think Maharaja: The Game of Palace Building in India has some of the aspects you describe but it doesn't feel as direct so I didn't add it.



Players move pieces up and down relative to one another on the governor track. Nobody owns the track per se but not everyone can manipulate it each turn. The track is a shared resource that determines in what order cities will score in subsequent rounds. The order of scoring affects player movement. Some may wish to drive for the city quickly to establish palaces and/or houses before others, others may cut their losses and skip over to what they hope is the next city to score to establish dominance in advance of that city scoring, etc.

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  • Posted Fri Feb 19, 2010 9:33 pm
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Christopher Onstad
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Donald
Oregon
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This is a fantastically cool geeklist Beerbear, thank you. I am learning a bunch about a topic i've encountered, but never actually thought about.
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  • Posted Sat Feb 20, 2010 7:17 am
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Bear Gordon
United States
Great Falls
Montana
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xofour wrote:
This is a fantastically cool geeklist Beerbear, thank you. I am learning a bunch about a topic i've encountered, but never actually thought about.


Thanks. I'm glad that people ran in and filled it in otherwise it would have been a pretty crappy list.
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  • Posted Sat Feb 20, 2010 4:14 pm
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