Showing posts with label Airlines. Show all posts
Showing posts with label Airlines. Show all posts

Friday, October 10, 2008

I'm such a slacker!

I have been seriously slacking where it comes to game design lately. The Hippodice (game design contest) deadline is approaching, and I'm not sure which game - if any - is in good enough shape to submit!

Of the games on the list, there are several which are (still) partially prototyped, and I'm spinning my gears trying to decide what version of rules to use. The list is only getting longer, here's an updated list:

Old Standbys - games which have been around, 1/2 done and untouched, some of them going on 3 years now:
- 8/7 Central
- Hot & Fresh
- Dynasty
- Odysseus: Winds of Fate
- Kilauea
- Reading Railroad
- Rodeo Drive

Old Ideas that Haven't gone Anywhere Yet, But Probably Should - some of these have been getting stale as well:
- Investigative/Tabloid Journalism
- Red Colony
- Clash of the Kingpins
- Time = Money
- Knights Templar

New Ideas that Haven't gone Anywhere Yet, But Probably Should:
- Dating Game

New Ideas that I've started actually prototyping or testing:
- Ticket Please
- Moctezuma's Revenge

I have lots of ideas for several of these games, so many that I think I'm overwhelmed and am not making any progress on any of them!

Monday, June 23, 2008

Ticket, please!

I spent about an hour last night drawing a schematic-type proto board for "Ticket, Please" - the airport game. I probably could have done that better on the computer, but oh well... I have a full board in mind, this draft is just to test out some mechanics.

This first draft of the board has 9 airports in a 3x3 array. The center is the "hub" - none of the tickets originate or terminate there. There are 2 "gates" (player cube queues) at the Hub (and perhaps a third for later in the game).

The corners are smaller airports... they have 1 Gate, and another which appears later in the game. All tickets originate from one of the corners. The last 4 'cities' are just destinations, and they have only 1 gate.

There are "1" routes between orthogonally adjacent cities, "2" routes between diagonally adjacent cities as well as from 1 corner to each 'adjacent' corner, and "3" routes from each corner to the 2 'destination' locations which aren't right next to them. Corner to corner is the longest trip, and there's no direct flight there... though there are tickets which go from one to the other.

EDIT: I drew a schematic that describes the board!

There are 2 of each ticket at the moment from each corner to each other location except the hub in the center. I think the game will have 3 phases, in the first phase only the "1" routes can be used, so there will be more stops and layovers. In the 2nd phase, technology has advanced, so "1" and "2" routes can be used. Finally in the 3rd phase technology has advanced again, so any route may be used.

Now I just have to decide which mechanics to test out... I think I'm going to try the following first:

Begin by giving each player the 10 cubes in their color - one goes on the income track (which will be modeled after Brass' income track for the time being). Deal 3(?) Ticket cards to each player, then turn up 3 Ticket cards to form a draw pool. Each player should start with a couple of bucks - probably 10 or so.

On your turn you first collect income according to the Income track, then you choose a Ticket from the face up pool or play one from your hand. Finally, you turn a new card up to refill the draw pool.

You have 3 options of how to play this Ticket:
1. Place/advance a cube in the gates in each of the cities listed on the Ticket card.
2. Place/advance a cube in any 1 gate on the board.
3. Complete the ticket.

In more detail...
A "Gate" is a column of boxes located at an airport in which players place their cubes. No player may have more than 1 cube in any given Gate, but some airports have multiple gates, so a player could have more than cube at an airport (1 in each Gate). Whenever a player places a cube in a gate, they pay $2 and place their cube in the first available space (from the top of the gate down). If a player already has a cube at that gate, they can pay $1/3/6/10 to advance 1/2/3/4 spaces at that gate. Their cube is moved up the appropriate number of spaces, bumping other players' cubes down 1 space as they go.

Completing a ticket is how points are scored and income is advanced. I explained it a bit in a previous post, each card has a Base Income and a Point value. The Point value is a number of points you get for having completed the ticket. To determine how much Income is earned, you take the Base Income on the card and subtract off the Cost of the trip. The Cost is the sum off all Route numbers used on the trip as well as the numbers in the Gates occupied by that player's cubes (Gates are numbered 1/2/3/4/5 from top to bottom). The minimum Cost for a trip occurs when the player's cubes are at the top of 2 airports and those are the only 2 airports used (i.e. they are both listed on the Ticket card). If the route is a "1" route, then the minimum Cost would be 3. I'd love to post a graphical example of this, because it's hard to explain properly.

When Completing a ticket, players also receive points for being "on top" at each Gate used. this may or may not be the player who's turn it is.

Also when completing a ticket, the active player must move his cube to the first available space at each Gate used, with other cubes in line sliding up. thus, when you complete a ticket, you move to the end of the line in each of the gates used.

There needs to be a score track as well, to count the points you get for being on top when a gate is used. I'm not sure if it would be better to add the points from Tickets to the score track and shuffle them back in for later rounds, or to simply keep the tickets out of the game and count their points later. The latter might be interesting as it would change the distribution of cities in the deck, and would also make later phases (which are more profitable) a bit shorter. I'll go with that for now.

Each phase will end when the deck is exhausted, and the game will end after the third phase. The cards dealt to players during setup are each 1-use cards which do not get replenished. they can be used at any time during the game, but only once each. The winner will be the player with the most points. If tied, the player who completed more tickets should probably win, with 2nd tiebreaker going to the Income track.

I think I've kept the game simple, yet interesting. I'm curious if it'll play out the way I expect - I guess I'll have to try it and see!

Wednesday, June 11, 2008

Board for Airport game

I was thinking about what the board would look like today, so I printed out something and started sketching it out.

Also, with regard to theme, perhaps this ought to really be a game about Travel Agents. Players are Travel Agents who can get access to seats on planes (doesn't matter what airline) - and they do so to satisfy the "tickets" representing trips passengers wish to take.

In this case it doesn't make sense for players to pay to upgrade their planes to fly farther, so maybe the game would be in 3 rounds... in the first, all planes can only use the "1 distance" routes, in the 2nd phase of the game, plans can use the 1 and 2 distance routes, and in the final phase players can move passengers across any route. Each round/phase might end once all tickets have been exhausted?

Tuesday, June 10, 2008

Airline game

I've given some more thought to the ideas I'd had about an airline game, and I think I've come up with a basic structure of a game themed on the airline industry - specifically routing passengers from Origin to Destination in an efficient manner. On the down side, it doesn't incorporate my favorite part of the initial thoughts: the Rush and Cheap passenger types... but on the up side I think it could be simple and elegant.

The game is something of an area control or area influence thing, where you gain influence in different airports in order to complete tickets. Tickets have an Origin airport and a Destination airport, and when you play one, you score some number of VPs and some amount of income. The VPs will probably be static and dependent on the ticket (i.e. printed on the card), while the income will be variable. There will be a maximum value, and the player will receive less for any extra stops or layovers the passenger would have to make.

The board would look like an airline Route Map, with a simple web of routes to and from a couple of 'hub' locations and several other airports. Each route would have a circled number along it relating to the 'distance' - 1/2/3 unit (roughly relating to hours of travel). There would also be an Income track like in Brass (or potentially a score track tied to it, as in Railroad Tycoon), and a Plane Level track indicating what size route your planes can use and how much it costs to improve them.

Turns would be pretty simple, along the lines of Ticket to Ride: Either you buy influence in an airport, you upgrade your planes, or you complete a ticket. Buying influence in an airport means placing a cube in a column of boxes by that airport on the game board, or if you already have a cube there, bumping it up a level relative to other cubes. This 'stack' of player cubes acts like a line where the player 'on top' of the stack has priority. It would probably cost a unit of money (or 2) to place a cube in an airport, and a unit of money to bump your cube up the line. Perhaps in one turn you are allowed to buy influence in 2 different airports, or three, or maybe you get 2 (3?) units of influence to spend wherever you like...

The upgrade action is simple - pay the indicated amount of money and move your marker to the next space in the Plane Level track.

Playing tickets is where the points are made. I imagine tickets with a printed value X on them. Income for playing the ticket would be equal to that value X, less the "cost" of the trip, where "cost" is the sum total of all Distances on routes used, as well as any Layovers (1 unit for your cube at the airport, and 1 unit for each cube ahead of yours in line). After a ticket is played, the player's cube at each airport used is either moved to the bottom of the queue, or removed from the board entirely.

I feel like the cost description wasn't clear, so here's an example or two:
I have a ticket which has origin LAX and Destination PHX. There is a route between L.A. and Phoenix which is distance 1 (has a 1 in the Distance circle). My cube is 2nd from the top at LAX and at the top in PHX. The "cost" is 2 (at LAX) + 1 (Dist) + 1 (at PHX) = 4. Perhaps the printed value (which I was calling X) on the ticket was 6... I'd earn income of 6-4=2, so I would move my marker 2 spaces on the income track. The minimum possible cost for that trip would be 3, if my cube were on top at both airports. In that case I'd increase my income by 3.

I'm not sure this is a complete game as is, but as a main mechanic I think it might be solid. I'd like to think about it some more and see what else could go into the game. I feel like there ought to be more to it, but then when I look at what games are popular coming out right now - Stone Age, Ming Dynasty, Aquaretto... I see simplistic games, not complicated ones. So I'm trying not to get too complicated with the design of this one. To me, Stone Age is a "light filler" type of game. To a lot of people it's a "meaty strategy" game. I have to remember to keep that in mind when considering a design...

Friday, February 08, 2008

Airlines as a theme (instead of trains)

Someone on BGG started a thread asking why there aren’t games about the airline industry like there are about the train industry.

In the thread several plane games were mentioned, maybe the most relevant is the upcoming Aviation Tycoon from Z-Man games, but as someone in the thread said, based on the description, that could be a game about any kind of transportation system. That poster was pretty adamant that any airline game would have to be a detailed simulation of the airline industry, including things like the difference between a 727-100, 727-200, and 727-200A. Not surprisingly, he said his numerous attempts at such a game have thus far led to nothing.

I maintain that there are several different ways to go about an airplane game, and I think they could all produce an interesting game. Off the top of my head I could list a few basic structures for an airline game. Sure, maybe some of them would also work with other forms of transport, so someone interested in a plane game that couldn't be re-themed to something else wouldn't be too interested. I got news for those people though - almost every game can be re-themed.

  • When I think of airlines, I think of a map with lots of lines connecting cities. I think a connection-type game could be made where you need to get your airline established in cities... it's not physically the same as laying train track on the ground, but I think it's analogous. In order to have a scheduled flight between 2 cities, you have to have some semblance of control in each of them. This version of the game would concentrate less on the specifics of that control, and it would deal with getting control of the right cities to 'build' the right routes, similar to a train connection game, but in a different way. There could even be technology, as planes could have limited range until you upgrade them.
  • Another version of a plane game could eschew the connections, and deal more with the passengers in the airport itself. You need to get passengers through ticketing and security, to their gates and onto their flights.
  • It was mentioned to me that the real business in running an airline is securing time slots and gates. So a game could be made which concentrates on earning/buying/bidding for certain gates and/or time slots at airports in order to put together flights that go from point A to point B. This last idea I thought about just a little bit, and here's something that might be an OK start:
I imagine a board with a number of airports, each with a list of time slots. Perhaps there are multiple spaces at each time slot (1 for each gate). During the "scheduling" round players attempt to control these slots via some method. Then, during a resolution round, passengers would take the scheduled flights to their destinations.

There could be passengers that are in a big hurry, willing to change airlines at every stop if it'll get them there faster. There could also be passengers who would rather stay on the same airline the whole way, no matter how long it takes or how many stops on the way.

I didn't intend this to be a new project to think about, so I probably won't do anything with it - at least not for a while. I just wanted to mention it and get some thoughts down where I can find them later :)