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Subject: Ideas for additional cities? rss

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Scott
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The publisher includes 3 blank cards for homemade variants. We haven't come up with any yet but I'd love to hear ideas that people have tried and enjoyed. I think that an additional city deck is an obvious expansion opportunity, even as a print and play expansion.
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Kenny Johnson
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I haven't tried any yet, but I'd love to hear some ideas...

I'll have to try to think of some. Adding some kind of bidding mechanic could be interesting.

You could do something like a No Thanks mechanic, where you build an initial structure (5 pieces from a random draw) then you flip over the next card and a person can take the piece or decline it and pay a fan. Fans have no real point value, but if you don't have any, you can't pass. Each player starts with x number of fans to use for passing...

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Michael
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kennyj wrote:
I haven't tried any yet, but I'd love to hear some ideas...

I'll have to try to think of some. Adding some kind of bidding mechanic could be interesting.

You could do something like a No Thanks mechanic, where you build an initial structure (5 pieces from a random draw) then you flip over the next card and a person can take the piece or decline it and pay a fan. Fans have no real point value, but if you don't have any, you can't pass. Each player starts with x number of fans to use for passing...



Genius! Will give that a try for sure, I love no thanks.
 
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Will Beckley
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No Thanks mechanic has always been one of my favorite ways to play Bausack, so I like the idea, and fans are the obvious way to implement that, but do you use the fans you've won in other cities or do you "seed" everyone, say, three fans and play the city independently?

In which case, maybe you have a fan penalty for your structure falling that removes fans from the city (rather than paying to other players). So in a four player game, there are 12 fans to go around, but it is unlikely they will all be available in final scoring.

Just bouncing ideas around.
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Kenny Johnson
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Wiyum wrote:
No Thanks mechanic has always been one of my favorite ways to play Bausack, so I like the idea, and fans are the obvious way to implement that, but do you use the fans you've won in other cities or do you "seed" everyone, say, three fans and play the city independently?

In which case, maybe you have a fan penalty for your structure falling that removes fans from the city (rather than paying to other players). So in a four player game, there are 12 fans to go around, but it is unlikely they will all be available in final scoring.

Just bouncing ideas around.


I didn't put a lot of thought into it. It was just a quick thought. I was thinking of seeding everyone extra fans. I haven't tried it yet.. Haven't had a chance to play again since this came up. I'll be bringing this to a work retreat this weekend... I'll give it a go. . .
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Michael Young
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I've been fleshing out cities since proofing this back in February. With hands finally on a final copy, I've been playtesting some. I'll update sometime soon if there's interest. However, in the box there is plenty of fun!
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Michael Mench
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EchoOperative wrote:
I've been fleshing out cities since proofing this back in February. With hands finally on a final copy, I've been playtesting some. I'll update sometime soon if there's interest. However, in the box there is plenty of fun!


Plenty of fun, yes... But also plenty of interest.

There's also the traitor mechanic. Hmmm... Maybe Alantic City? Use or build a tallest tower theme. Randomly pick players-1 block cards and shuffle into that a cactus card. Deal one to each player. Cactus player must have lowest (maybe second from lowest?) tower to win. Calling out the traitor gives X fans to caller and traitor gets Y fans for winning. False calls results in expulsion from round or immediate victory for traitor. Eh, needs work.

-M
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Scott deVries
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Definitely looking for ideas to add new cities to the game! Those 3 blank cards are so inviting, but I don't want to spoil them with a half-baked idea I came up with...
 
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Eric Leath
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EchoOperative wrote:
I've been fleshing out cities since proofing this back in February. With hands finally on a final copy, I've been playtesting some. I'll update sometime soon if there's interest. However, in the box there is plenty of fun!


Would love to hear your ideas, the ones that came to me right off the top of my head:

1.) Vegas - just like the No Thanks variant mentioned above (except in reverse). Start with 10 fans, decline with a fan if you don't want the card flipped off the top

2.) Cinque Terre - place any piece with a "hole" in it on your base. Points awarded for how many colors can be seen through your window on a given turn.

3.) San Francisco - place bases adjacent to each other; then, place the short/fat towers on each base. pieces places by players need to "bridge" the gap(s) between one or more of the towers or on or more of the bases.

4.) Manshiyat Naser - dump all pieces of a player's color onto a base. Turn by turn (using another prop: pencil, chopstick) players have to dig out of the "trash" of their cities (think pick up sticks, Junk Art style)

These are hastily thought up ideas and probably have a few flaws in them somewhere but everyone/anyone is free to take a city idea and run with it.
 
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Matthew Ozelius
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We did a race structure. Daytona Beach.
Everyone gets 10 Cards.
First one to build a complete structure gets 5 Fans, 2nd gets 3 fans, 3rd gets 1 fan. Bonus 1 Fan for the tallest structure.
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Burger Jones
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tvazteca wrote:
We did a race structure. Daytona Beach.
Everyone gets 10 Cards.
First one to build a complete structure gets 5 Fans, 2nd gets 3 fans, 3rd gets 1 fan. Bonus 1 Fan for the tallest structure.


Ooh that one sounds really good.

I think the structure of the World Tour limits some ideas, so I'm trying to think of some that work as an independent game. I was thinking a pure coop city.

Beijing: Put 4 bases together in the middle. Everyone takes turns drawing a card from the deck and placing a piece on structure. Score = number of pieces in structure. Game ends when 5 or more pieces fall.

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JJ Breese
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Here's a new one that we played because I misinterpreted how to play Tokyo. It's basically a 10 card draft like Sushi Go!.

Deal 10 cards to each player.
Each player chooses 1 card to keep, then passes the rest of the cards clockwise (or CCW, your choice. Keep using the same direction for the remainder of this city.)
Each player takes the card they kept and starts a face down pile/stack in front of them. Each new card selected is placed face down on top of all the previously selected cards.
Continue selecting cards and passing remainders until all cards are drafted.
All players simultaneously flip over their top card and place the piece on their structure (the final card selected in the selection phase will be the first piece placed). Continue until all cards have been flipped and all pieces placed.

Any fallen pieces are removed but no further penalty.

Highest Structure = 5 pts, 2nd Highest = 3 pts, 3rd = 1 pt.

Tons of variants you could do for this city as well. Have most pieces or widest structure instead of highest structure. Introduce elimination if more than X fallen pieces, or -1 per fallen piece. Remove the stack mechanic and allow pieces to be placed in any order. Change stack to queue and place pieces in the order they were drafted (1st card drafted = 1st piece placed).

Edit: Can also have everyone simultaneously reveal each drafted card before selecting their next card (everyone selects a card, everyone reveals their chosen card, everyone passes remaining cards CW or CCW).
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Will Beckley
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JJ, this is great!

I will say that my knee-jerk reaction is that it would be best if cards were played in the order they were taken. Then it becomes not only a drafting game, but also a game of mentally pre-building your structure as you draft. Given the nature of building, there's not really a lot of opportunity for this kind of thought in reverse order.

Looking forward to trying it out.
 
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