Dick Move – Board and Confused

In a situation I never thought I would be in, I spent several hours looking at various Mario Party level designs for what makes a good board. That game, for me, was an embodiment of the “Dick Move”. You could steal stars, coins, trade places, and just generally be the worst human you could imagine to people. The only aspect I hated was the use of dice that could severally ruin players unfairly, whereas I wanted players to only be stopped by their opponents and/or temporary teammates.

This led to board design number 1, which was based on that of the Mario Party franchise, specifically 4, 5 and 6, and the winding choices, split offs, but overall looping shape. This seemed like a good approach, but didn’t fit into my idea of purchasing squares to move forward, as a loop shape would clear board on the first go and then free reign for all players. It also meant that I could only limit players to move in one direction around the board, that there would be no end goal to reach, and that I would need to change and add a win game condition and the items needed to fulfill that condition, such as stars in Mario Party. While this idea was good, it just seemed very difficult, and didn’t provide incentive to work together with other players.

Board Design number 2, which was actually the one I designed first, was the original plan of a linear track in which players can advance forward after buying the plot in front of them. The price of such squares would be higher than any individual player could afford alone, but combined with others, can be bought and shared. Moving up in simple ladder like tracks, the players could buy their way together to the end goal, with at some point betrayal occurring. For me, this is the best option, as it is simple enough, and has a definite end, definite direction the player wants to move, and a convenient and obvious win condition.

Ultimately, I will stick with my original board design, as this one works best to fit the project, and the idea of forcing people to work together whilst also waiting to destroy each other.

In terms of cards, which will be used to do the dick moves, I have thought of several that would be useful in helping players get an advantage.

  • Annex – Removes partners from shared squares, knocking them back
  • Steal – Take all of one players resources
  • Hands – Player shows his hand of cards
  • Backtrack – Like annex, but from up to 2 spots back rather than current position
  • Monopolise – Take all resources available

Obviously, the last 2 cards would be rarer, as the abilities on them are overwhelming, but that would be the point of whether it is better to use them early and go for a quick start or save it and secure the win if you can grab the lead.

Anywho, the game still needs a lot of work, but I am ironing out the kinks.

 

3 thoughts on “Dick Move – Board and Confused

  1. It would have been great to see some photographs/sketches of these board designs for comparison. It’s interesting that you vetoed board design #1 based on the one track loop style, while praising your design #2 for it’s linear style, and leads me to want to know more about the mechanics of the game in order to better understand how the board works. If one player unlocks a square, do the other players then have access to it? If that is the case, why would the mario party style track not work?

    I really like your idea of forcing people to work together, but ultimately looking to create destruction and betrayal so that one person walks out a clear winner. It would create some interesting game dynamics between friends, and result in heaps of psychoanalysis (my sort of game)!

    Like

  2. Nice work RJ853! I enjoy how you researched into board design and looked at the game mechanics for a game such as Mario Party, which I think encompasses the “dickening” you’re looking for. But I also agree that it doesn’t really incorporate the co-operation element you’re looking for. I’m interested in this linear progression of yours, with the removal of die-based movement. What I wonder, however, is how you plan to deal with game progression. I feel it’s too fast, or perhaps the movements/choices each player makes is too… Stagnant?

    Like

  3. I too find it hilarious that I get to play games in order to research about how to, and steal ideas from games. What even is university? Anyway, this sounds like really interesting game, really hope I get to see the final product in class, as being a DICK in a board game is something im passionate about!
    I really like that you’ve given each of your moves/cards a name! these are awesome ->

    Annex – Removes partners from shared squares, knocking them back
    Steal – Take all of one players resources
    Hands – Player shows his hand of cards
    Backtrack – Like annex, but from up to 2 spots back rather than current position
    Monopolise – Take all resources available

    Like

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s