Day 12 of the 30 days, 30 ideas challenge where I create 30 ideas for games over the next 30 days. See other days here.
Game type: board game, diplomacy/war
Length: 60 mins
6 countries place and use nuclear silos to “persuade” the other players not to go to war. Different situations arise over time, making players have to concede resources or declare war on other players. Resources can be used to build further buildings or silos. Game ends with a peaceful resolution of all the situations, or, more likely, a war between the different nations.
Bunker 13 was a card game idea where players have to survive for 30 rounds on limited food and resources in a nuclear bunker. After 30 rounds the fallout would have dissipated enough for players to successfully leave the vault and survive.
The problem was that players only begin with enough food to last ten turns (with 4 players) and less if there were more players.
Players had to contend not only with starvation, but also radiation and health problems, as well as a suspicious overabundance of weapons stored in the vault.
Players receive a random job at the beginning of the game and get their own deck, starting with 5 cards. Each of the decks are job specific but also with a set number of food and weapons cards shared equally, for example the chef may recieve 5 standard food cards as well as an extra 10 randomly shuffled into his deck as the chef.
Players then vote for who the bunker leader is, however as some players such as the security team have a better chance of drawing weapons, the vote is often either ‘persuaded’ to be a certain member, or fully taken over by the person with the largest weapons cache in hand. This then decides who sets the policies for the bunker.
Policies include limiting food and weapons to the crew or opening and closing the bunker doors.
The game was playtested a few times, and whilst it was quite fun in parts, it needs a lot of work to make it truly playable – it is too complicated and players who are killed at the beginning of the game then have to wait until the game ends, which could be 20-30 minutes. Removing players from games is usually a bad idea in lengthy card games, so an alternative is needed – such as making them an outside group of raiders or traders.
Overall: an interesting idea and one I would like to return to in a simpler format, but one that needs a lot of work to make fun.
The Regent is a game loosely inspired by the politics of medieval Europe, especially as shown in the ‘Guild’ series of games which I enjoyed growing up. The politics part has players voting their friends into different council offices, with largest cities having a Regent as the local ruler. The economic part of the game is more similar to ‘Splendour’, but with a much simpler chain of production.
The Regent takes this idea to create a board game with the same idea, supporting anything from 4 to 12 players in a bid to become – and stay, Regent. Players earn income and abilities not only for their own profession, but also from their council office – voted in by other players – or if lucky enough, automatic if no one is available to vote in or out (either because the position above them is unfilled, has been voted out, or even thrown in prison).
Play continues each round until one player has 50 coins.
The 8-12 player board allows for 12 different offices to be in play, leading to a wide variety of diplomatic engagements and medieval ‘office politics’. The dungeon can sometimes get quite full if the Magistrate gets heavy-handed.
Players pick from one of 4 professions, each with different bonuses and faults
Some professions are naturally suited to different jobs – the Rogue for example makes for a far better Dungeon Master – but not such a likely Bishop.
Voting is done to allow people to become certain jobs… Or not
A quicker and more concise version of the game involves using only the politics or economics parts of the game.
A slightly outdated version of the game can be found on TableTop Simulator at the following link.