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Subject: Pitch for a 4X/Adventure game rss

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Tanner Yea
United States
Florida
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I had this idea for a game that combined some ideas from both 4X games and adventure games.

The year is 1930, and you are a rich and influential entrepreneur. A few months ago, you received a mysterious letter with no return address. The letter describes a small island off the cost of Borneo known as The Gilded Isle. Apparently, the Gilded Isle is home to a few tribes, along with many unexplored ruins containing mountains of treasure and gold. The letter also warned of many dangers, both in and outside the ruins. However, since you are headstrong and brave, you payed the warnings no mind and immediately booked a trip to the Gilded Isle.
Open arriving, you find out you were not the only one who obtained a letter. Other entrepreneurs have come in search of riches, but you are out to make sure that doesn't happen. The jungles of the island also hold evil cabals, who work in mysterious ways to stop your efforts to plunder the various tombs.
It's up to you to raid the old temples, destroy the cabals, and make sure no one gets in your way.

So, in the game (which has no name yet), you would control a Hero and his Expedition. The point of the game is to accumulate a certain amount of Wealth (basically gold) before anyone else does. The way you earn Wealth is by entering ruins, thwarting (or allying) with other players, thwarting the plans of the evil Cabal, and selling treasure to the local Towns.
The adventure part comes along when you enter a ruin, as only the Hero can enter a ruin. There, you have to past a series of challenges with no breaks in between in order to get Wealth. It's a press-your-luck mechanic: do you go further into the ruin so you can get that Wealth, and hopefully run across a Treasure, or do you run away before your Hero faints? Ruins can 'level up', meaning you can earn more Wealth from them, but you have to do more challenges.

The 4X part comes with into play with the Expedition, but it's more focused on the exterminate aspect of 4X. You can build units that can wander the map and cause trouble. You can attack other players in hopes of destroying their Camps, thus stealing their Wealth and Treasure. You can also attempt to thwart the various machinations of the Cabal, and you will get rewards for preventing their expansion and destruction.

Treasures are special items that give an interesting effect for either the Hero or his Expedition, but the Treasures can also be sold to towns, which will give you Wealth.

This gives characters a lot of options on ways to win. You could be a warmonger and just attack other players, you could be adventurous and plunge the ruins, you could be valorous and destroy the Cabals, or you could be thrifty and wheel-and-deal with the locals.

Does anyone have any thoughts?
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Isaac Shalev
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Stamford
Connecticut
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Sounds similar to Fortune and Glory: The Cliffhanger Game but with more direct player conflict. Have you played that yet?
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James Hutchings
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I get the impression that 4X fans like big game worlds: whole galaxies or huge fantasy continents rather than a single island.

Maybe a new planet or hollow earth would be a genre-appropriate way to tweak the theme.
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James Hutchings
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smarttman wrote:
do you go further into the ruin so you can get that Wealth, and hopefully run across a Treasure, or do you run away before your Hero faints?


I'd consider retheming 'fainting' to something like 'being knocked out but miraculously surviving'.
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Tanner Yea
United States
Florida
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Yeah, I know of it and the general idea of 'hazards' and adventures. But like you said, my idea is a bit more direct.

If you want to use the 4X model again, you can think of the Ruins as resources you eXploit. This is also true when you consider the game rule of having one of your Camps within a certain distance of a ruin in order to be able to access the Ruin.

You can also eXpand, by building more Camps that have access to better ruins.

The eXploration aspect is kind of downplayed, but there is a system that dictates events that happen in the game world (a new Ruin springs up, a new Torn is built, etc.), so it's not like everything will be predictable.
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