Game Mechanic For Hire

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Press Your Luck, 9.18.08

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The Mechanic for today is Press Your Luck. Taking risk is a part of life; as is giving it as a gift to your 10 year old nephew. Pressing said risk too far can often lead to abysmal failure, which, so long as it happens in a board game, is hilarious. In our rational minds, we know that statistically, we will NOT roll those three 6s with four dice in one shot; but we do it anyway. Here’s a few ways it can be done…

-Dice Rolls. Players have ‘X’ die rolls of a set number of dice to create the most optimal combination. This is the standard for Press your Luck. Roll those bones and hope they go your way. There are still choices, though. Do you keep that set of 2s or re-roll the whole lot? In a steampunk machinery game, the dice could indicate how well the machine may function. Do you take the time and tinker your creation for more re-rolls, or do you slap something together and hope for the best in one or two rolls?

-Diminishing Return Draw. Players draw a starting hand of cards. If they do not like the hand, they may discard it and draw one fewer card. This may be done as many times as a player wishes. Another sub-mechanic made popular by Magic, Diminishing Return Draw allows players to weigh the strength of their hand for the current round and
redraw in an attempt to get something better. Of course, you could get something worse… In a factory game, your hand could be your output, worker movement and special actions. Should you keep that hand of ‘blah’ output and good worker movement? Or do you want to try to get that one action from your deck that will save your butt
guaranteed this round?

-Action Point Limit. Players must complete their actions within a set action point limit. Players may go over the limit, but risk increasing penalty if they do. Good for a game where just o-o-one more action will get you through the round. Granted, you may get the tar kicked out of you by the board if you go overboard with too many actions, but what are the chances of your one little action causing that? In a robbery game, the action allowance could be how much activity won’t attract a security guard. Do you press for more swag and risk getting caught? If it’s a cooperative robbery game, it may be necessary to go over for the good of the team to get a bigger cut… if you don’t get caught yourself.

There ya go. I’ve pressed my luck as much as I’m willing to for now. I pass.

Keep on designing, yo!

Phil

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Written by krinklechip

August 18, 2009 at 2:18 am

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