Wardrobes

From Looney Pyramid Games Wiki
Wardrobes
Designed by Jon Leistiko
:Players Players: 2
:Time Length: unknown
:Complexity Complexity: unknown
Trios per color: 5
Number of colors: 2
Pyramid trios:
Monochr. stashes:
Five-color sets:
- - - - - - Other equipment - - - - - -
7x7 board, [[Equipment/|]]
Setup time:
Playing time:
Strategy depth: unknown
Random chance: unknown
Game mechanics:
Theme: The wikipage input value is empty (e.g. <code>SomeProperty::, [[]]</code>) and therefore it cannot be used as a name or as part of a query condition.
BGG Link:
Status: Initial design (v1.0), Year released: 2012

Initial Concept by Jon Leistiko

The working title of the game is "Wardrobes" - a reference to The Chronicles of Narnia.

The idea is that each player has his or her own "home board". During the game, you can add rules to your home board. These rules target specific piece colors, granting abilities or causing impairments. I imagine you'd build actors (pieces) that are optimized for working on your home plane and other actors that are optimized for working on your opponents' home planes. (I'm just not sure what the object of the game is...)


Definite Ingredients:

  • One 7x7 board for each player
  • One Icehouse stash for each player. The only legal stashes for players to use are Red, Blue, Green, and Yellow.


Possible Ingredients:

  • A randomizer (poker deck, dice, etc.)
  • Other stashes. (Orange, Purple, Cyan, White, Black, Clear)
  • Tokens
  • Rule cards - either pre-made for the game or made up by the players at the start of the game, before setup


Setup:

  • Each player gets a 7x7 board and a stash. Put a 3-unit piece of your color in the center square, pointing up.


Definite Rules:

  • You may add a new piece to the board by putting it in an unoccupied corner of your home board.
  • You can build a tower of a color other than yours.
  • A piece that enters a space occupied by a tower immediately moves to an unoccupied space adjacent to another tower of the same color. (Or perhaps it moves to another tower of the same color.)
  • The 3-point tower in the middle of your board can never be altered or moved.


Possible Rules:

  • During setup, select a rule card and set it on the side of your board. All pieces on your board are affected by the rule. Add another rule to your board every time a tower of your color is built. Remove a rule when a tower of your color is destroyed.
  • All players have equal (but controlled in some way - randomized?) access to the extra stashes (Orange, Purple, Cyan, White, Black, Clear). You can put these pieces on your actors (pieces in play). The rules in effect on the boards target these extra stash colors - not the basic player colors.

Ex: I have a rule on my board that says that all purple move +1 per pip. I have a 3-unit ship with a 2-pip purple and a one-pip white piece on it. When it's on my board, it can move 2 extra spaces.

  • One unit pieces are Builders - they can build things, like other ships, towers, etc. They can also add or remove pieces from other pieces. One-unit pieces move three spaces. Builders can only carry one pip of other pieces.
  • Three-unit pieces are Dreadnaughts - they blow stuff up. Dreadnaughts move one space. Dreadnaughts can carry three pips of pieces.
  • Two-unit pieces are Diplomats. They move two spaces. They carry two pips of pieces.


Possible Turn Sequence:

  • Activate each actor you have in play.

- Move (duh) - Attack (duh) - Build (only builders) - Grow / Change (all actors can target themselves - builders can target adjacent actors)

  • Add one actor to the board from one of your home corners.


Things I Like:

  • Each player has a board. Players build portals to the other boards, creating wierd linkages between the boards.
  • Each board has different "rules"


Problems / Ideas:

  • An Icehouse stash has 15 pieces. A 7x7 board has 49 spaces on it. If the game is to be a territory-claiming game, then it'll need tokens for each player to use to mark space claimed.
  • Spyderella wants the game to have less focus on destruction and more focus on building. I'm having trouble figuring out a way to avoid making it a "blow up the other player's pieces" kind of game. I don't know what the goal of the game is.
  • Should we just use the traditional PPGnostica]] actions (Push/move, create, grow, destroy)? If so, should we use a Tarot deck and the entire Gnostica action list?

! The last step on a turn could be "Gain one token for (some criteria like - every piece you have in a corner that's not yours)." The victory condition could be related to the # of tokens a player has.


Thoughts?