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<blockquote data-quote="Lanefan" data-source="post: 5504236" data-attributes="member: 29398"><p>Disclaimer: I don't know thing one about in-depth board game design. You have been warned.</p><p></p><p>A few ideas leap to mind, though I've no clue how to put 'em into practice:</p><p></p><p>1. It's a two (or more) phase game. The first phase is the shorter, and involves somehow forming the band - maybe a card-based element here, where people draw and trade (or buy) cards that represent band members, each one with one or more strengths and-or weaknesses that may or may not have any relevant function in the main game. Some cards could be bonus cards - extra-good equipment, a better quality tour bus, an amp that goes to 11, something like that - that could become relevant later. You can't start the main game until you have a minimum number of card-based elements - say, at least 4 different band members and some form of transport.</p><p></p><p>2. The main game is turn-based, much like Risk 2210 or something, where each turn represents the release of an album. Each turn has phases - e.g. hype, release, tour, fallout - and after each full round of turns the game assesses who is winning. Players choose how many turns the game will go before starting play. Turn order somehow changes between rounds - I suggest randomly, possibly affected by bonus cards. The relative strength of your band (based on the cards you got in part 1) plays a role in how well you do. If you lose a band member you need to trade or buy another member card from someone else or else function at a severe penalty - this mimics nicely the constant recycling of the same guys between different metal bands. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That's all I got.</p><p></p><p>Lan-"Ozzy, Accept, and After Forever played while I typed this"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5504236, member: 29398"] Disclaimer: I don't know thing one about in-depth board game design. You have been warned. A few ideas leap to mind, though I've no clue how to put 'em into practice: 1. It's a two (or more) phase game. The first phase is the shorter, and involves somehow forming the band - maybe a card-based element here, where people draw and trade (or buy) cards that represent band members, each one with one or more strengths and-or weaknesses that may or may not have any relevant function in the main game. Some cards could be bonus cards - extra-good equipment, a better quality tour bus, an amp that goes to 11, something like that - that could become relevant later. You can't start the main game until you have a minimum number of card-based elements - say, at least 4 different band members and some form of transport. 2. The main game is turn-based, much like Risk 2210 or something, where each turn represents the release of an album. Each turn has phases - e.g. hype, release, tour, fallout - and after each full round of turns the game assesses who is winning. Players choose how many turns the game will go before starting play. Turn order somehow changes between rounds - I suggest randomly, possibly affected by bonus cards. The relative strength of your band (based on the cards you got in part 1) plays a role in how well you do. If you lose a band member you need to trade or buy another member card from someone else or else function at a severe penalty - this mimics nicely the constant recycling of the same guys between different metal bands. :) That's all I got. Lan-"Ozzy, Accept, and After Forever played while I typed this"-efan [/QUOTE]
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