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4R: Ridiculously Ruinous Ricocheting Rayguns

Page history last edited by tripclaw 14 years, 9 months ago

I spent 15 minutes on the game idea but spent a bunch more making up the mock images and quick and dirty presentation! 

 

4R: Ridiculously Ruinous Ricocheting Rayguns

 

 

 

 

 

 

See my simulated game at the end. I got a little carried away in seeing how a game plays out...

 

 

 

Goal

Be the first to escape alive! (Race to the finish).

This game is played by destroying the tiled spaces that you play on as you go. This will increase the pace of the game as the path gets shorter when destroyed.

Rules:

Each player takes a turn. For each turn the player can choose one action from the following:

  • Roll dice and move resulting number of spaces.
  • Fire raygun beam (if charged).
  • Stay in current spot to recharge raygun.

Raygun Beam

  • Can be fired in any of the four directions.
  • Will travel in a straight line, destroying any spaces or other players in its path.
    • When a space is destroyed cross it off on the board, it is now gone.
  • Will ricochet when hitting angled walls (light gray are the walls).
  • Ends when it hits a wall flat-on (adjacent to the beam)
  • Start and Exit spots can not be destroyed.

 

Movement

  • You freely skip over destroyed spaces or spaces occupied by other players.
  • From the spawning space your only choice is to roll the dice to move.
  • When eliminated you will respawn at the start for your next turn.
    • Your raygun will be recharged.

 

As the game progresses more and more of the spaces are destroyed, making it faster to get the to the exit, increasing the pace of the game and making it possible for behind players to catch up faster.

This could theoreticly be played by printing out the board and using a black marker you can mark the destroyed spaces as players destroy the level :) Also you need a placeholder object to put on the "charged" spot to indicate your charge status.

 


 

Simulated Game Mockup:

 

 

 

 

Extras notes from me

It's tempting to go a bit further with this, maybe add some special spots with free recharges or other rewards, multiple paths and put more thought into the layout (I more or less drew it randomly)

I'm also thinking it may be more strategic if you can chose to move less spaces than you roll (so if you roll a 4 you can move 1-4 spaces, that way picking a better spot) - but this might slow the pace of the game down too much as players weigh the different spots.

 

It requires a bit of imagination on the part of the player for the raygun beam, or you can draw it out on the printed board... I'd love to do it with real lasers and a smoke machine, with tiles that are LCD screens that show cracks when destroyed.. but uh, yeah maybe next lifetime..

 

Also I admit to calling my game 4R to get it at the top alphabettically :) I'm doing this so late I figured its the only way anyone might see this.

Comments (2)

Bryan Suchenski said

at 11:19 pm on Jul 5, 2009

This looks like fun, but asking the players to draw out mental lines where the ray gun fires sounds like it could become tiresome. It seems like this would work pretty well as a simple digital game, actually, if you could show a nifty raygun animation and automate the tile destruction, but I suppose that'd beyond the bounds of this course.

Steven Egan said

at 2:32 pm on Jul 6, 2009

I like the thinking aspect as it is a part of the strategy. For instance the red player's first shot, which made it easier for the other two to get farther. Seems like a not so great move in my opinion. The player should be thinking about possible shots constantly, and it's not hard. I don't think it would become tiresome to people who enjoy strategy games.

Also, I'd totally take a shot from the corner right above the player 4 circle straight up, just for the 25 squares it would destroy.

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