Thus you could start to recognize which presents to grab and which to leave be. But once you knew what was in a present with a particular color wrapping, the other presents with that wrapping would always hold the same thing. The contents of presents were randomized each time a new game was started, so there were only two ways to find out what was in a present: open it and accept the consequences, or use money you found to ask the Wise Man what was in them. Some contained useful powerups, while others contained downgrades ranging from the annoying to the deadly. does anybody remember the old Sega Genesis game ToeJam and Earl? In that game, you could stock christmas presents you found lying around, and open them to see what was inside. oooh nasty.Īs a matter of fact, if you''ll allow me to get one step further away. And if the color patterns can be shuffled about mid game. Thus until you recognize the color patterns on each "larva", you never know what to expect from one. create a bunch of vehicles which seem to be all the same, but "unfold" into some specialized unit on command. I can see an RTS army using a trick like this. My question is, is there some sort of integral insight created by the process of combining which could be applied to other games? I could play it as you''ve concieved it with loose change, paper, and a checkerboard. I love both games, so perhaps I''ll love a marriage between the two. I don''t really have an idea where this idea is going, and have no idea how to combine the very different attack modes of chess and stratego, but hey, it''s worth a try. Stratego: highest ranking piece always wins (except the very lowest ranked unit, which can only defeat the very highest ranked unit) Now I have to find a way to combine the two very different methods of attack that Chess and Stratego have. After a special move is made, the piece will be revealed, like in chess.Įach piece basically has the same movement method, like in stratego, but a player can assign a special move, making it more like in chess. At this point, the opponent will note the special move and request to see the evidence that it is a legitimate move (he''ll request to look at the place where the extraordinary stat of movement two for blue units is written down).īasically, until you use a special move, each piece will be secret like in stratego. During the game, once a unit does anything out of the ordinary, the extraordinary stat that allows the unit to do so must be revealed to the opponent (player has to show the stat where he''s written it down).įor example, the normal statistics of a unit could be:īut a player might assign an extraordinary stat to his blue units, which will allow them to:ĭuring the game, the opponent will not know that blue units can move two spaces, until the other player actually makes use of this extraordinary stat. Players assign stats to each color type before game starts and have to note it down somewhere. Units of same color must all follow same rules. Give each player a number of units (haven''t decided on number yet) But both create a lot of tactic/strategy. It''s interesting to see just how different both games are. Higher ranked pieces always defeat lower ranked pieces (spy is exception)Īll pieces are kept hidden from opponent (until combat is done at which point the pieces are momentarily revealed to players) For a while now, I''ve been trying to think of a design that let''s me combine two of my favorite board games: Chess and Stratego.Īll pieces have a different movement methodĪll pieces (except one) have same movement method
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