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Subject: Fun/simple games with day/night cycles? rss

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Family Gill
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Any fun, fairly simple and quick games with day/night cycles that affect gameplay?

I'm thinking of designing a game where units/creatures transform during day/night cycles, and different players control them when they transform - let me know if you've ever heard of or have experience with anything remotely similar, cheers!
 
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Chris Dugas
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Fury of Dracula (second edition). Not a quick, light game, but it does have day/night cycles where the vampire has certain extra moves/combat abilities available during the night cycles so the vampire hunters do better to corner and combat him during the day.

Games like One Night Ultimate Werewolf have a day/night cycle, with certain actions taking place in the night and others during the day.

I believe Pingo Pingo also has some differences based on day/night.

And not day night (not terribly quick and light either), but an interesting example of a game with a weather/season cycle is Expedition: Northwest Passage, where a sun disk moves around the board in successive rounds, the disk divided into a blue upper half and a yellow lower half, with everything above the dividing line frozen and not navigable by ship (only by sled) and everything below the dividing line still having open water navigable. Depending on what you have in mind, this system might be helpful even though it's not day/night.
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Sarah
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Jamaica has day and night actions but nothing like you mention - sounds fun!
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James Arias
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Vampire Hunter does this.
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David Gibbs
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Buffy the Vampire Slayer: The Game has a day/night cycle that affects the powers/capabilities of the characters involved.
 
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Family Gill
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These are very helpful, thank you! Does anyone have any ideas on how they would implement a system where players shared control of assets, I.e. Control shifted each turn? Really interested to get some feedback on ways people see this being implemented
 
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David Gibbs
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Competitive or cooperative game? This would give a very different dynamic for day/night shifting of control.

In competitive, knowing exactly when the change-over happens would likely cause very careful maneuvering of the change-over character to a "safe" location for the change-over. If the change-over is semi-randomized, there might be some "push-your-luck" element of it. Depends on how long the transition is, though.

By randomized, I was thinking something like: if each turn represented an hour of the day, at the border point (dawn/dusk) you'd shuffle a deck with 6 cards in it -- 4 "stay controlled", 2 "change control" -- and draw one card. If control doesn't change, next hour draw another card from the deck without replacing the previous one. How long do you gamble?
 
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This is NOT a quick/light game I am referencing but it does have day/night cycles that affect play. In Mage Knight Board Game, the day/night cycle affects what dice results (which are used for activating certain card abilities) can be used. There are also some spell/ability cards that change how they operate and/or how powerful they are based on whether it is day or night.
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Barx M
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Ryalyn wrote:
This is NOT a quick/light game I am referencing but it does have day/night cycles that affect play. In Mage Knight Board Game, the day/night cycle affects what dice results (which are used for activating certain card abilities) can be used. There are also some spell/ability cards that change how they operate and/or how powerful they are based on whether it is day or night.


I completely agree with Ryalyn. If you are designing a game based off of day/night cycles this is a good one to look at and take inspiration from. It is extremely well executed.
 
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Bart Rachemoss
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Silver City
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Day Night Z. Perhaps also lacking in simple.
 
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