Thursday, January 03, 2019

Board game inspired by Craps - revisited

Some time ago (almost 9 years??!) I started thinking about a board game using the casino game Craps as a main mechanism. I have mentioned before that I like the idea of a game based on a core mechanism that is itself another, simpler game. So it makes sense that I could see using casino games to drive a bigger game.

When I posted about the game based on Craps, I posited a theme and some basic mechanics, but it wasn't a finished game. Over the years I've remembered this idea, and thought it would be fun to revisit that some day.

Well, recently I started thinking about the idea a little harder. One main problem with a game based on a gambling game is that if it's just a theme on top of craps, then you're just gambling. There's not much agency, and the result is all luck. Gambling can be fun, but not because you're engaging the other players in a battle of wits (or a contest of decision making) -- various forms of Poker excluded -- but because you stand to win or lose actual money. The higher the stakes, the more emotionally invested you are in the outcome.

But in a board game, there's no money on the line. People play board games for very different reasons than they play casino games. Therefore, I believe there has to be something more to the game than simply the gambling mechanics of Craps (or any other casino game). Thinking about it some more, the bigger the effect of the gambling mechanism in the game, the more luck-based the game will be. Any game will have a certain tolerance for luck, depending on the genre and audience, an all-luck game could be just fine. But the games I like to play, and therefore the games I like to make, are ones where luck plays a much smaller role in the outcome.

So, how do you at once utilize the mechanics of gambling games and minimize the role of luck? Well, that's the question I've been asking myself. I haven't got a definitive answer, but so far I've had the following thoughts on the topic:

* In an effort to keep the board game from just being the gambling game on which it's based, there needs to be more to what you do than simply place bets as you would in the casino. Perhaps a good way to proceed is to entangle the gambling choices with other in-game choices. For example, my game based on Craps sounds a lot like a worker placement game -- perhaps the worker spots could resolve to give you game actions, such as collecting, transforming, or cashing in resources, while also acting as bets on a craps table. Thus you may want to go to a space for it's in-game effect, or you may want to go there because at the moment, the gambling odds are in your favor.

* As I mentioned above, if the gambling mechanism is too consequential, then the game may be too much like just gambling. Therefore perhaps the effect of the gambling mechanism should be relegated to a secondary status, a bonus that's not as significant as the basic in-game effect. On the other hand, why base a game on a particular mechanism just to relegate that mechanism to the background?

* In my game based on Craps, about doing projects, I could use the Craps mechanism as I had described in my previous post, but as I said back then, I need something else for you to do with your managers (and laborers). Perhaps you could use them to collect resources with which to finish projects faster, or earn more points for projects. Like when the "complete project" card comes up, you get your payout, and additional benefits for the resources you've collected and spent on that project. Or when the "cancel project" card comes up, you get something for having partially completed the project with resources you have collected (insulating you from losses incurred by crapping out).

A friend of mine is working on a board game based on another casino game (Faro). I'm not too familiar with that one, but I think much of the same logic applies. I intend to get on a skype call with him one of these days so we can chat about ways to implement these gambling mechanisms in the types of euro-style games we like.

1 comment:

Michael Brown said...

This is an interesting idea - I also dislike randomness having a powerful effect on games that I play, but I can see the appeal that having a craps game would have on a lot of people.

Here is another possible take on it: Make a craps game where you roll the dice first, and then based on the result you get to make a decision.

You could have a guy with money and then based on how much money he has you have different options open to you, but you can still pursue your desired strategy regardless of weather he wins or loses. Something like the the zone cards in Temporum - zone 2 always has draw cards in it, so no matter the state of the game you can always draw, but sometimes you get draw A and sometimes you get draw B.

You could also use in game effects to modify dice rolls so that you can get to the point (eventually) where you can control the dice if you desire to (most of the time at least). This doesn't exactly relegate the craps to the sideline, however it does give the player more control over the result, which is the desire of many strategy gamers