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Re: Board And Card Games
Posted: December 6th, 2020, 7:11 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 7:05 am
You begin by choosing their starting city and after that on their turns they build infrastructure,buy army,attack enemies,drop bombs etc. After a player ends the turn,the next continues and so on.
Have a good day!
BokaBB
Please give an example. You don't need to give numbers for money. Also, I guess this is how two spies kill each other: One player says that they will kill an army with their spy, and another player says that they have a spy in that city, and then they kill each other. Is the second player required to kill the first spy?
Re: Board And Card Games
Posted: December 6th, 2020, 7:16 am
by BokaBB
Schiaparelliorbust wrote: ↑December 6th, 2020, 7:11 am
BokaBB wrote: ↑December 6th, 2020, 7:05 am
You begin by choosing their starting city and after that on their turns they build infrastructure,buy army,attack enemies,drop bombs etc. After a player ends the turn,the next continues and so on.
Have a good day!
BokaBB
Please give an example. You don't need to give numbers for money. Also, I guess this is how two spies kill each other: One player says that they will kill an army with their spy, and another player says that they have a spy in that city, and then they kill each other. Is the second player required to kill the first spy?
It requires ATOMS of brain power to understand that. You just say what and where and that's how you build.
There must exist a way to keep spy location secret but also to prevent cheating with spy.
I have extended my previous message,read it and answer.
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 7:20 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 7:16 am
It requires ATOMS of brain power to understand that. You just say what and where and that's how you build.
There must exist a way to keep spy location secret but also to prevent cheating with spy.
I have extended my previous message,read it and answer.
Have a good day!
BokaBB
Ok fine. You could write down where you are putting your spy and how you move it through cities, and when you use your spy, you have to show what you wrote down. Luck could be used for determining the outcome of battles like army vs. army, army vs. spy, spy vs. spy. Whoever has more people will have a higher chance of winning the battle.
Re: Board And Card Games
Posted: December 6th, 2020, 7:24 am
by BokaBB
Schiaparelliorbust wrote: ↑December 6th, 2020, 7:20 am
BokaBB wrote: ↑December 6th, 2020, 7:16 am
It requires ATOMS of brain power to understand that. You just say what and where and that's how you build.
There must exist a way to keep spy location secret but also to prevent cheating with spy.
I have extended my previous message,read it and answer.
Have a good day!
BokaBB
Ok fine. You could write down where you are putting your spy and how you move it through cities, and when you use your spy, you have to show what you wrote down. Luck could be used for determining the outcome of battles like army vs. army, army vs. spy, spy vs. spy. Whoever has more people will have a higher chance of winning the battle.
How you think the battles will look then(more precisely,how we will implement luck without complex equipment)?How is that done in Risk, that game uses luck to determine the battle?
Also, can you propose prices?
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 7:57 am
by BokaBB
BokaBB wrote: ↑December 6th, 2020, 7:24 am
Schiaparelliorbust wrote: ↑December 6th, 2020, 7:20 am
BokaBB wrote: ↑December 6th, 2020, 7:16 am
It requires ATOMS of brain power to understand that. You just say what and where and that's how you build.
There must exist a way to keep spy location secret but also to prevent cheating with spy.
I have extended my previous message,read it and answer.
Have a good day!
BokaBB
Ok fine. You could write down where you are putting your spy and how you move it through cities, and when you use your spy, you have to show what you wrote down. Luck could be used for determining the outcome of battles like army vs. army, army vs. spy, spy vs. spy. Whoever has more people will have a higher chance of winning the battle.
How you think the battles will look then(more precisely,how we will implement luck without complex equipment)?How is that done in Risk, that game uses luck to determine the battle?
Also, can you propose prices?
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 8:04 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 7:24 am
Schiaparelliorbust wrote: ↑December 6th, 2020, 7:20 am
Ok fine. You could write down where you are putting your spy and how you move it through cities, and when you use your spy, you have to show what you wrote down. Luck could be used for determining the outcome of battles like army vs. army, army vs. spy, spy vs. spy. Whoever has more people will have a higher chance of winning the battle.
How you think the battles will look then(more precisely,how we will implement luck without complex equipment)?How is that done in Risk, that game uses luck to determine the battle?
Also, can you propose prices?
Have a good day!
BokaBB
I have never played Risk before, so I don't know. We could put the army pieces in a bag and randomly pick one. The side that has more soldiers will have a higher chance of winning. Will there be 3-way battles?
Prices:
Spy - 350k
Weapon factory - 100k
Bombardment - 220k
You come up with others.
Re: Board And Card Games
Posted: December 6th, 2020, 8:27 am
by BokaBB
Schiaparelliorbust wrote: ↑December 6th, 2020, 8:04 am
BokaBB wrote: ↑December 6th, 2020, 7:24 am
Schiaparelliorbust wrote: ↑December 6th, 2020, 7:20 am
Ok fine. You could write down where you are putting your spy and how you move it through cities, and when you use your spy, you have to show what you wrote down. Luck could be used for determining the outcome of battles like army vs. army, army vs. spy, spy vs. spy. Whoever has more people will have a higher chance of winning the battle.
How you think the battles will look then(more precisely,how we will implement luck without complex equipment)?How is that done in Risk, that game uses luck to determine the battle?
Also, can you propose prices?
Have a good day!
BokaBB
I have never played Risk before, so I don't know. We could put the army pieces in a bag and randomly pick one. The side that has more soldiers will have a higher chance of winning. Will there be 3-way battles?
Prices:
Spy - 350k
Weapon factory - 100k
Bombardment - 220k
You come up with others.
It would be interesting to see how Risk is played to know that. I play one very similar game at warzone.com,it is very interesting and has very many options. I am Boka B there,feel free to go there and join me!Note:I once was attacked by some bad people with the same name as me,check if the account you found is level 35,it's me then.
Are you against the concept of the negative income?
I think the Bombardment shall be expensive,not under 500000.
I think that city colonisation shall be 200000 or so. In my original armies can be built in amount that is multiple of 25,where 25 armies cost 50000.
I also think that the Bombardment shall have a range in which it can bomb. Is 2 or 3 better?
The cost of one bomb shall be 100000 or 200000. How we should decide what bomb destroys?Everything?Everything except spy?Infrastructure only?Luck?
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 8:34 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 8:27 am
It would be interesting to see how Risk is played to know that. I play one very similar game at warzone.com,it is very interesting and has very many options. I am Boka B there,feel free to go there and join me!Note:I once was attacked by some bad people with the same name as me,check if the account you found is level 35,it's me then.
Are you against the concept of the negative income?
I think the Bombardment shall be expensive,not under 500000.
I think that city colonisation shall be 200000 or so. In my original armies can be built in amount that is multiple of 25,where 25 armies cost 50000.
I also think that the Bombardment shall have a range in which it can bomb. Is 2 or 3 better?
The cost of one bomb shall be 100000 or 200000. How we should decide what bomb destroys?Everything?Everything except spy?Infrastructure only?Luck?
Have a good day!
BokaBB
By range I guess you mean how many connections you need to go through to attack a city. Bomb should destroy almost everything: all infrastructure will be destroyed, and only a few soldiers will survive. Negative income is good.
Re: Board And Card Games
Posted: December 6th, 2020, 9:06 am
by BokaBB
Yes,the range is the maximum distance the Bombardment can drop a Bomb from it. The dropping of a Bomb can be done in one turn since planes are fast.
I have an additional idea. Give thoughts,please.
In order to store money you need a Bank. You have a free one one at start. The Bank has a limited amount of money it can store,altrough it can be upgraded. You can't build Machine Factory if you don't have space to store money in the moment of building. When a player conquers a city with a Bank,it gets all money that was stored in it,as well as the Bank itself.
The Thief is another secret weapon everyone can buy. You only can have one in a moment. Its location is unknown to everyone but its owner. It can be used to steal from Banks of other players. The more army is the city with the Bank the lesser is the chance for theft to occur. If the theft indeed occurs,less will be stolen if there is more army in the city.
Should infrastructure be able to use the same turn you build it or you should wait a turn?
Also,how much income Machine Factories should give and how much will be the negative income at the start?
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 9:16 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 9:06 am
Yes,the range is the maximum distance the Bombardment can drop a Bomb from it. The dropping of a Bomb can be done in one turn since planes are fast.
I have an additional idea. Give thoughts,please.
In order to store money you need a Bank. You have a free one one at start. The Bank has a limited amount of money it can store,altrough it can be upgraded. You can't build Machine Factory if you don't have space to store money in the moment of building. When a player conquers a city with a Bank,it gets all money that was stored in it,as well as the Bank itself.
The Thief is another secret weapon everyone can buy. You only can have one in a moment. Its location is unknown to everyone but its owner. It can be used to steal from Banks of other players. The more army is the city with the Bank the lesser is the chance for theft to occur. If the theft indeed occurs,less will be stolen if there is more army in the city.
Should infrastructure be able to use the same turn you build it or you should wait a turn?
Also,how much income Machine Factories should give and how much will be the negative income at the start?
Have a good day!
BokaBB
Banks sound good. How much capacity should the first one you get at the start have? The probability of theft would again be determined with putting the army and thief in a bag and randomly picking. Is my definition of range correct? Like Roi de Janeiro -> Cape Town -> Mumbai would be range-2? You should wait a turn to use infrastructure. Also, I know you said you didn't have any ideas for my game but please think again. If anything is unclear, please tell me.
Re: Board And Card Games
Posted: December 6th, 2020, 9:27 am
by BokaBB
Schiaparelliorbust wrote: ↑December 6th, 2020, 9:16 am
BokaBB wrote: ↑December 6th, 2020, 9:06 am
Yes,the range is the maximum distance the Bombardment can drop a Bomb from it. The dropping of a Bomb can be done in one turn since planes are fast.
I have an additional idea. Give thoughts,please.
In order to store money you need a Bank. You have a free one one at start. The Bank has a limited amount of money it can store,altrough it can be upgraded. You can't build Machine Factory if you don't have space to store money in the moment of building. When a player conquers a city with a Bank,it gets all money that was stored in it,as well as the Bank itself.
The Thief is another secret weapon everyone can buy. You only can have one in a moment. Its location is unknown to everyone but its owner. It can be used to steal from Banks of other players. The more army is the city with the Bank the lesser is the chance for theft to occur. If the theft indeed occurs,less will be stolen if there is more army in the city.
Should infrastructure be able to use the same turn you build it or you should wait a turn?
Also,how much income Machine Factories should give and how much will be the negative income at the start?
Have a good day!
BokaBB
Banks sound good. How much capacity should the first one you get at the start have? The probability of theft would again be determined with putting the army and thief in a bag and randomly picking. Is my definition of range correct? Like Roi de Janeiro -> Cape Town -> Mumbai would be range-2? You should wait a turn to use infrastructure. Also, I know you said you didn't have any ideas for my game but please think again. If anything is unclear, please tell me.
Million and a half or two millions I think.
Yes,that is range 2.
How much negative income we should have at start and how much will one Weapon Factory give?
About your game,it is indeed good. You probably would need many adaptation cards, possibly as much as 500 or even 1000, altrough I think that will be far smaller number.
The board should probably be customizable like one in Settlers of Catan. What if your species start as aquatic and you have the right at start to decide will it escape from water and start breathing air or if it will stay in the water?
Also, I suggest that you don't control each individual since that could be a lot of work and writing. Instead you should control bands of the members of your species.
Please suggest me how to play Intelligence Agency with minimal writing in the notebook. I have some chess pieces and standard ones for things like Ludo,some jetons and some old Monopoly money (altrough nowhere near one million).
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 9:42 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 9:27 am
Million and a half or two millions I think.
Yes,that is range 2.
How much negative income we should have at start and how much will one Weapon Factory give?
About your game,it is indeed good. You probably would need many adaptation cards, possibly as much as 500 or even 1000, altrough I think that will be far smaller number.
The board should probably be customizable like one in Settlers of Catan. What if your species start as aquatic and you have the right at start to decide will it escape from water and start breathing air or if it will stay in the water?
Also, I suggest that you don't control each individual since that could be a lot of work and writing. Instead you should control bands of the members of your species.
Please suggest me how to play Intelligence Agency with minimal writing in the notebook. I have some chess pieces,some jetons and some old Monopoly money (altrough nowhere near one million).
Have a good day!
BokaBB
The notebook would only be used for showing where a spy or thief is when you decide to use it. It would just be a way of proving that you have your spy in a certain city and you didn't cheat your way there. You would probably need to cut out and color small pieces of paper to use as soldiers. The spy and thief wouldn't have a piece, they would just exist in the notebook.
As for my game, that is waaaaaay too many adaptations. It would be realistic, but not
that realistic. We could make general rules for species to make it easier to handle them like "Every non-pregnant female must mate with a male.". I was thinking that the number one factor in determining who would win in a chase of predator and prey would be speed. Other adaptations would help, but without them speed would be the only thing. I also think that I once saw that we had Settlers of Catan, but I never played it.
Re: Board And Card Games
Posted: December 6th, 2020, 10:12 am
by BokaBB
Schiaparelliorbust wrote: ↑December 6th, 2020, 9:42 am
BokaBB wrote: ↑December 6th, 2020, 9:27 am
Million and a half or two millions I think.
Yes,that is range 2.
How much negative income we should have at start and how much will one Weapon Factory give?
About your game,it is indeed good. You probably would need many adaptation cards, possibly as much as 500 or even 1000, altrough I think that will be far smaller number.
The board should probably be customizable like one in Settlers of Catan. What if your species start as aquatic and you have the right at start to decide will it escape from water and start breathing air or if it will stay in the water?
Also, I suggest that you don't control each individual since that could be a lot of work and writing. Instead you should control bands of the members of your species.
Please suggest me how to play Intelligence Agency with minimal writing in the notebook. I have some chess pieces,some jetons and some old Monopoly money (altrough nowhere near one million).
Have a good day!
BokaBB
The notebook would only be used for showing where a spy or thief is when you decide to use it. It would just be a way of proving that you have your spy in a certain city and you didn't cheat your way there. You would probably need to cut out and color small pieces of paper to use as soldiers. The spy and thief wouldn't have a piece, they would just exist in the notebook.
As for my game, that is waaaaaay too many adaptations. It would be realistic, but not
that realistic. We could make general rules for species to make it easier to handle them like "Every non-pregnant female must mate with a male.". I was thinking that the number one factor in determining who would win in a chase of predator and prey would be speed. Other adaptations would help, but without them speed would be the only thing. I also think that I once saw that we had Settlers of Catan, but I never played it.
Interesting ideas. How to easily mark that there are buildings in a city without writing?
I also never played Settlers of Catan,except online.
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 6th, 2020, 10:24 am
by Schiaparelliorbust
BokaBB wrote: ↑December 6th, 2020, 10:12 am
Interesting ideas. How to easily mark that there are buildings in a city without writing?
I also never played Settlers of Catan,except online.
Have a good day!
BokaBB
I forgot about those, you could make different shaped or marked paper tokens (jetons). Like a soldier cold be, say, a cross, and a building could be completely colored. Same logic for other things. How does the map change in Settlers of Catan? Also, an animal could be aquatic but then gain adaptations which let it live on land. Some adaptations would be dependent on others or some would be illegal with others, say, an animal being able to both lay eggs and give live birth, or having gills and being able to hold your breath (they are redundant).
Re: Board And Card Games
Posted: December 7th, 2020, 6:01 am
by BokaBB
Let's discuss a bit here.
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 7th, 2020, 6:03 am
by Schiaparelliorbust
BokaBB wrote: ↑December 7th, 2020, 6:01 am
Let's discuss a bit here.
Have a good day!
BokaBB
I'm always here, please respond to my previous post.
Re: Board And Card Games
Posted: December 7th, 2020, 6:20 am
by BokaBB
Schiaparelliorbust wrote: ↑December 7th, 2020, 6:03 am
BokaBB wrote: ↑December 7th, 2020, 6:01 am
Let's discuss a bit here.
Have a good day!
BokaBB
I'm always here, please respond to my previous post.
In events where you need to choose beetwen you must pick one of two cards yourself, without luck.
How aquatic biomes should look? Maybe we would need shallow,medium and deep water?Rivers and lakes too
Please comment about Intelligence Agency if you want to say something.
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 7th, 2020, 6:31 am
by Schiaparelliorbust
BokaBB wrote: ↑December 7th, 2020, 6:20 am
In events where you need to choose beetwen you must pick one of two cards yourself, without luck.
How aquatic biomes should look? Maybe we would need shallow,medium and deep water?Rivers and lakes too
Please comment about Intelligence Agency if you want to say something.
Have a good day!
BokaBB
What do you mean by "events you need to choose"? If events like that are battles, then you would always choose yourself to win. Is this for my game or yours? Is it for adding adaptations? Sorry. I was also thinking that aquatic biomes could have different layers. Rivers and lakes could be interesting too. We should also formally define the rules.
For your game, I think that the side who already has the city should have a slight advantage in a battle.
Re: Board And Card Games
Posted: December 7th, 2020, 6:33 am
by BokaBB
Schiaparelliorbust wrote: ↑December 7th, 2020, 6:31 am
BokaBB wrote: ↑December 7th, 2020, 6:20 am
In events where you need to choose beetwen you must pick one of two cards yourself, without luck.
How aquatic biomes should look? Maybe we would need shallow,medium and deep water?Rivers and lakes too
Please comment about Intelligence Agency if you want to say something.
Have a good day!
BokaBB
What do you mean by "events you need to choose"? If events like that are battles, then you would always choose yourself to win. Is this for my game or yours? Is it for adding adaptations? Sorry. I was also thinking that aquatic biomes could have different layers. Rivers and lakes could be interesting too. We should also formally define the rules.
For your game, I think that the side who already has the city should have a slight advantage in a battle.
Yes,I mean you need to choose beetwen 2 cards that do opposite things.
Yes, probably.
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 7th, 2020, 6:42 am
by Schiaparelliorbust
BokaBB wrote: ↑December 7th, 2020, 6:33 am
Yes,I mean you need to choose beetwen 2 cards that do opposite things.
Yes, probably.
Have a good day!
BokaBB
We should find ways to define the features of species. Maybe they could be speed, size, and intelligence? Having high or low of any of these parameters would offer their own advantages and disadvantages. We should come up with a list of biomes and more adaptations.
Should there be navies in your game?
Re: Board And Card Games
Posted: December 7th, 2020, 6:44 am
by BokaBB
Schiaparelliorbust wrote: ↑December 7th, 2020, 6:42 am
BokaBB wrote: ↑December 7th, 2020, 6:33 am
Yes,I mean you need to choose beetwen 2 cards that do opposite things.
Yes, probably.
Have a good day!
BokaBB
We should find ways to define the features of species. Maybe they could be speed, size, and intelligence? Having high or low of any of these parameters would offer their own advantages and disadvantages. We should come up with a list of biomes and more adaptations.
Should there be navies in your game?
I was also thinking about navy and airforce,but navy isn't much important in today's warfare I think.
What if the goal in your game is to achieve sapience?
Have a good day!
BokaBB
Re: Board And Card Games
Posted: December 7th, 2020, 6:49 am
by Schiaparelliorbust
BokaBB wrote: ↑December 7th, 2020, 6:44 am
I was also thinking about navy and airforce,but navy isn't much important in today's warfare I think.
What if the goal in your game is to achieve sapience?
Have a good day!
BokaBB
Well, your game doesn't necessarily need to take place today. Airforce size could be limited.
As for achieving sapience, I don't like that idea because evolution doesn't have a goal, so to speak. Whoever can pass on their genes better wins. Just to give an example, there are orders of magnitudes more insects on Earth than humans, but we are almost objectively more intelligent.
Re: Board And Card Games
Posted: December 7th, 2020, 6:54 am
by BokaBB
Schiaparelliorbust wrote: ↑December 7th, 2020, 6:49 am
BokaBB wrote: ↑December 7th, 2020, 6:44 am
I was also thinking about navy and airforce,but navy isn't much important in today's warfare I think.
What if the goal in your game is to achieve sapience?
Have a good day!
BokaBB
Well, your game doesn't necessarily need to take place today. Airforce size could be limited.
As for achieving sapience, I don't like that idea because evolution doesn't have a goal, so to speak. Whoever can pass on their genes better wins. Just to give an example, there are orders of magnitudes more insects on Earth than humans, but we are almost objectively more intelligent.
I would like to see it be today.
The game already has limited amount of aviation since there are Bombardment and Bombs.
If you don't want that, you can make player loses if its species goes extinct.
Have a good day!
BokaBV
Re: Board And Card Games
Posted: December 7th, 2020, 6:57 am
by Schiaparelliorbust
BokaBB wrote: ↑December 7th, 2020, 6:54 am
I would like to see it be today.
The game already has limited amount of aviation since there are Bombardment and Bombs.
If you don't want that, you can make player loses if its species goes extinct.
Have a good day!
BokaBV
I said in my first post about this game that you would get a new species when your species goes extinct, and the last person to have an alive species in a "cycle" would get a point (If you don't understand this part, please tell me.).
Do planes move faster than other things?
Re: Board And Card Games
Posted: December 7th, 2020, 7:08 am
by BokaBB
Schiaparelliorbust wrote: ↑December 7th, 2020, 6:57 am
BokaBB wrote: ↑December 7th, 2020, 6:54 am
I would like to see it be today.
The game already has limited amount of aviation since there are Bombardment and Bombs.
If you don't want that, you can make player loses if its species goes extinct.
Have a good day!
BokaBV
I said in my first post about this game that you would get a new species when your species goes extinct, and the last person to have an alive species in a "cycle" would get a point (If you don't understand this part, please tell me.).
Do planes move faster than other things?
Planes that drop bombs can arrive anywhere in the range of the Bombardment instantly.
I understand your thing,but I am not sure if your choice is good.
Have a good day!
BokaBB