Brainstorming Three Games

Here are the three games I came up with in the Brainstorming step. I put my own thoughts as to what to move forward with at the end, but I could REALLY use some input from y'all. Let me know what you think!

Monarch of the Gods

  • Theme Overview: Players are Racial Gods in a Fantasy World, vying for Power and Dominance

The gods, putting aside their ancient enmities, came together to craft something wondrous: the planet Ærchvurd and all its inhabitants. In fact, each god chose to create a dominant species modeled after their own being. The adaptive Yæhwyl created the Humans, The solid Morædiv created the Dwarves, the subtle Elænii created the Elves, and the brutal Kuzæq created the Orcs. Their creation was peaceful until each of the gods came to the realization that they all had assumed that THEY would be the ruler over this creation, with the other gods subservient to them. The gods have now begun the competition for dominance to determine who will be the Monarch of the Gods.

  • Mechanics Overview: Cards as Military Units, Terrain, and Actions.

Landscape formatted cards with images of various terrain in the center and the name of the terrain on the side create a map. Portrait formatted cards with settlements would be placed on the terrain, with towns, cities, and metropolises upgraded from there. People of the player’s fantasy race would be placed on the urban cards (with a maximum population determined by the type of urban card) that provide the player with devotion, population, power to attack other players’ urban cards, among other things. Lastly, action cards would allow the player to take direct actions both on his people’s lands and in his own heaven.


The Resistance

  • Theme Overview: Players form a Resistance Cell opposed to the Corporate Rule of this sci fi setting

In the future, Corporations first begin to ignore governments, and then outright attack and destroy them, seizing power. Working within the system, a person can advance far, but it is a soulless and inhospitable world, and a Resistance has formed in opposition to the Corporations tyrannical rule and rape of the planet and its inhabitants. Years ago, the Resistance found a chink in their overlords’ armor, and have prepared for the day that they could exploit that weakness – a day that has now come.

  • Mechanics Overview: Cooperative (but with a Traitor mechanic). Deck Building. Dice?

This is a little stream of consciousness, so please forgive me in advance...

I wanted to create the opposite viewpoint from the card game “The Resistance.” Where that game focuses on the intrigue of internal struggle, I want to focus on the team going on the mission – what IS the mission? Why are they performing it? How do they prepare for it? Yet, I also plan to have much of the feel of the original game. Borrowing from Shadows over Camelot, there is the possibility of a traitor, but there’s also the possibility that there ISN’T a traitor, by having more cards than players, making it very possible that no one is the traitor. Borrowing from Battlestar Galactica, if the traitor is revealed, he joins Corporate Security, and opposes them by using his knowledge of their methods and resources learned while in their midst (as well as the physical resources of Corporate Security).

Players will start by choosing Roles and randomly drawing an Allegiance. They will start with a deck of 5 basic cards, based on the Role they chose (more on these later).

Toward that end, there will be a deck of mission cards. Players will vote whether they go on a mission (just like in the original game), but this is more a decision of whether the mission fits their goals and abilities. Vote against too many missions, and you lose the game (as inaction can lose a war faster than action), but it does give the players the option of skipping missions that just aren’t going to happen.

Once a mission is chosen, players will choose two cards to add to their deck – the Resistance Members’ preparation for the mission. These will be basic cards (stealth, combat, disguise, etc.) but will combine – either together or with the Role card’s special ability – to have crazy cool effects.

Lastly, successful missions will help toward winning the game (giving advantages to the players in future missions), while unsuccessful missions will move the players toward losing the game (giving penalties in future missions). 3 missions are required to win or lose the game (so a game will play to 5 missions at most).


Medieval Texas Hold ’Em

  • Theme Overview: Nobles vie for their King’s favor by offering rare resources or monopolies on important resources

Every year, the King gathers his Nobles to his castle for the Feast of Talents. The Nobility come to pay their taxes in the form of valuable resources they’ve acquired during the year. Some are more valuable than others, and some years provide more abundance than others. Of course, the King has spent the year acquiring resources on his own, and the Nobles all attempt to complement their selections to that of the King’s own. Only one Noble can win the King’s favor each year, though, so the competition is steep, and the cost of failing to get it can be high for those who invest a great deal of time, effort, and money into the attempt. In the end, though, the reward may be the greatest, as the King is without heir, and promised to announce his heir based on the competitions. Only one can win. Will it be you?

  • Mechanics Overview: Texas Hold ’Em

In the video, Grant asked how would the watcher (me) use Texas Hold ’Em in a game. I thought this worked: I would rework a deck of 52 cards to have a more medieval theme, but they would, in essence, retain their same values and suites. The four cards in the center are the resources the King already controls. The hand the players have are their leverage in gaining the King’s favor. The coins bid (I’d change poker chips to medieval looking coins) are how much the Noble invests in their bid for the King’s favor, and the winner of that year’s festival wins the King’s favor for the year, as shown by the money from the pot. Last man standing wins the kingdom.


Verdict: I think The Medieval Texas Hold ’Em was a fun concept, but not one I’m particularly inspired to continue (I just needed a third brainstorm, and my original concept – a game based on Wall Street dirty dealings, where the winner would yell, “I WIN! … Now I’m going to go take a shower. I feel dirty.” – just wasn’t panning out for me.) Of the other two, I think Monarch of the Gods is the stronger game, but would take a lot more work. My family tends to play Cooperative games pretty exclusively, so I’m leaning toward it for that reason, but away from it because its theme is based on an existing game. (It’s not THAT unique a concept, though, so I could still use a Resistance against a Corporation dominated future, but some of the mechanics – and ones I really like – are pretty dependent upon that SPECIFIC game... Voting on missions, for example.) it TOO close to The Resistance? Should I change things and keep it? Or keep it as is and proceed forward (heck, things’ll probably change in playtesting anyway!) Or should I focus on Monarch of the Gods (a game I personally like the concept of more, but wouldn’t be as able to get my own family to play/playtest)?

Any input would be greatly appreciated!


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