A Sequential Logic game
I'm working on a new prototype at the moment, and no matter how I try to find a better way to explain it I can't help but think of it as a programmers game.
The idea behind the game is simple. I wanted to make a cooperative game that facilitates consistent interactions where the goal is the process not the win state. Now obviously there is still a win state and yeah it'd be awesome if you could get it, but some games will be unwinnable by virtue of the randomness.
The game consists of nine (or twenty five) medium sized wooden cubes. "Medium sized" doesn't have a defined sense but big enough that you can see and pick up and rotate with ease. Every size has a different pattern or design and every block is the same.
The players get a play deck consisting of different actions i.e. if you flip a X cube up, then all adjacent cubes rotate. There is also a "master" pattern.
Players set up the game by randomly placing the cubes in a 3x3 grid (ideally I think the game combinations should have a 5x5 grid but we're practising the design on a smaller number of variants).
Each player has 5(?) cards. The lead player is whoever wants to go first (or the youngest... I'm sure we'll think of a "thing" eventually).
The lead player must get one card from each player at the table and assemble them in order to rotate and flip the cubes with the goal of getting them to look like the master pattern.
The players discuss what needs to be done, they can't read out all their cards but each player volunteers only one card to go into the sequence. The final order is decided by the lead player. Once the order is decided the lead player executes the moves in that order. The aim is to have the cards chain so changes happen faster.
Do the players redraw before the lead playership moves? I don't know, maybe. There has to be a move limit it'll either be total discarded cards, once around the table or a hand of cards around the table. I'm not sure.
So far the main problem is trying to get the players to chain their actions and actually interact. Previous versions didn't include the express chaining instead encouraging player to utilise other players special abilities. This didn't work.
On the plus side the non-functioning prototype was quite well received, so onward and upwards to more iterations. Right now I need to rewrite the cards to reflect our new chaining patterns. I've been meaning to do this since early December, but hey, it was December, that's a good enough excuse for not doing things.
I'll keep you posted on the progress, or I'll try to at least :)