Been working on an idea for a bit now - running things back and forward and I’ll add to this as I work out all the details.
Title / Overview: Conspiracy - What’s really going on?
Victory Conditions: Either - Solve the Conspiracy before the Black Helicopters get you, or Don’t Solve It and run.
While looking at the 5x5 board, I started to wonder what else could be on the board - so I assigned crazy names to the tiles - and found the board was starting to come alive more than the pieces - so I went with that. The pieces are just place-holders for what’s really going on.
Theme: Conspiracy Theorists - What is the Government hiding?
Experience: While I enjoy board games, I find the competitive nature often leads to upsets; and co-operative games often are too tough to finish. So I wanted a game that can be played multiple times, but didn’t rely on backstabbing or cheating.
This is obtained by having multiple goals, and a time limit to finish. Not just a cognitive frantic experience, but a player choice in how to win.
The board looks like this now:
By the finished product it should look like Post-its stuck haphazardly to a wall, with the strings between them showing lines of movement. This can be a number of different boards to tie up a number of topics - giving re-playability.
N.B. All of the categories / cards are simply based on things the general public might not know about. They’re placemarkers and can be anything - although I’ve tried to avoid actual conspiracy theories.
Mechanics and Rules:
Each Player - Red or Blue - chooses one of 4 cards - These detail the starting positions and the four possible finishing positions.
One of the finishing positions is highlighted as The Truth.
The Aim of the game is to either:
Using your pieces, connect up the Truth before the Helicopters Arrive
OR Only have one piece of the Truth when the Helicopters Arrive, so you don’t get taken away.
Fail Conditions are Having Two Pieces of the Truth when the Helicopters Arrive: Shot
OR Having No Pieces of the Truth : You become part of the Conspiracy.
Each Card the player receives will look like this:
You are aware that THE SCOUTS have seen THE GHOSTS in NUCLEAR POWER terminals. Your rival knows THE NUMBER 13 allows you to TIME TRAVEL to THE HOLLOW EARTH - what is the connection?
Then there will be 4 conditions - let’s say
Silicon Valley is using Bacon to control World Leaders by The Tooth Fairy. (Middle Line)
Big Tobacco is making Silicon Valley into Vegans (Top to Bottom)
Big Tobacco has found Ghosts in South African Diamonds. (‘A’ shape)
The Tooth Fairy uses Satellites to smuggle Bacon (‘V’ shape)
One of these conditions will be marked on the cards as “The Truth”
Therefore each player will know their Victory Condition and one of three possible Victory Conditions of the Rival.
(This is one of the challenges: Keeping the rules simple while making them seem complex)
[ You could equally have squares 5, 15 and 25; 7, 14 and 21 but this makes it more fun to write]
The Player sets their Pins on their three starting points.
In our game; Red sets up on Scouts, Ghosts and Nuclear Power. Blue sets up on Time Travel, Number 13 and Hollow Earth.
The Helicopter Track is set to 16 clicks away. This means each player has 8 moves to decide whether they need victory or not.
Each turn, a player may move one pin along any of the string lines (In version 1, this will just be left, right, up, down or diagonal) They then move the Helicopters one click closer.
If they land on another players pin, they’ve given a clue away - and the Helicopters move another click closer.
In 15 turns (Click 13 is missing because of the board), they must decide whether to pursue their own Truth, Block their opponents Truth, or simply to flee with the one Truth they have.
If, at any time, any player has three pins on the Truth on his card, he may claim victory.
This may sound very confusing - so I will brush up on the rules later - but I will try a prototype first.
[F.C.O.J. is Frozen Concentrated Orange Juice]