I'm designing a board game, and need both a review of what rules I have, and assistance with some elements I haven't been able to address.
Yes, I know about Boardgamegeek.com, I posted there, but have not received as much help as I would like - besides, ENWorld is my go-to place.
So, the game:
Horror Night at the Lake House
Horror Night at the Lake House is a cooperative board game where you play the evil forces attempting to kill a group of victims staying at the Lake House. It uses horror movie tropes to facilitate the feel of a killer stalking their next kill, as their victims try in vain to call help, escape, or find means to fight back.
Scenarios
Players determine the Scenario at the beginning of the game. Scenarios help determine the context of why the Victims are at the Lake House, and the nature of the Killer. Each has a modifying effect for the Victims and the Killer. Are the Victims at the Lake House for a Weekend Party, or are they there On A Dare? Is the Killer a ghost, or a pack of evil gremlins?
Roll a die and consult the Setting section of the manual.
Example: The Setting is a Sorority [I can't think of a good way this effects the rules in the Victims favor]
Roll a die and consult the Nature of the Killer section of the manual.
Example: The Nature of the Killer is a Deranged Psycho. When a roll on a kill die is a failure, it can be rerolled once.
Winning the Game
All Victims are killed.
Losing the Game
The Survivor Deck runs out.
If a victim is alive at Dawn (end of x rounds).
The last surviving victim kills the Killer
Rounds until Dawn
The game plays for x rounds. A round ends when all players have had a Turn. At the end of X rounds, the night is over, and if any Victims remain alive, the game is over and the Players have lost.
A Player's Turn
There are three phases of a player's turn:
First, draw a Survivor card and resolve its action.
Second, draw a Horror card.
Third, a player can do two of three actions
1) Play a Horror Card.
2) Move the Killer 1 room.
3) Make a kill roll.
(Should players be able to do the same action more than once?)
At the end of the turn, if the player has x cards in hand, discard one.
Pieces on the Board
Board: The game is played on a board with a grid. Each grid is a room of the Lake House, and movement is based on one move per room.
Survivor Deck: Survivor cards are cards that help Victims complete their goals, avoid death, or otherwise hamper the Players.
Example: Every Victim not undergoing a goal loses 1 Kill Point on them.
Horror Deck: Horror cards are cards that players use to delay a Victim's efforts at a Goal, add Kill points to a victim, or otherwise influence the game in the Player's favor. Each card has a symbol (such as a skull) in one corner.
Example: Twisted Ankle. Target Victim cannot advance on their Goal until next round.
Victims: Each victim has a Mini and a card that corresponds with them. A victim card has their stats: A Vulnerability rating, their Kill target roll, Starting Room, and unique trait.
Example Victim Card:
The Promiscuous Cheerleader
Vulnerability: 2
Kill target roll: A roll of 3 or 5
Starting Room: Any room with a male Victim.
Unique: The first time the Killer enters the room with her, she flees one room.
Killing a Victim
There are three steps to killing a victim.
1): Certain Horror cards, when played, put a Kill Point on a Victim. A victim cannot be killed until there are enough Kill Points on them equal to their Vulnerability rating.
2): The Killer and Victim must be in the same room. This means moving the Killer into the room with a victim.
3): Roll a kill die. The die must match the victim's Kill die roll.
(Uncertain about this death mechanic - how does it look?)
Goals
When a Goal is drawn from the Survivor deck, the card is placed under a Victim Card (how do you determine which Victim gets the goal)?
That victim is now trying to achieve that goal. Many Survivor cards move Victims forward 1 step to completing their Goals. Each Goal has 4 steps to completion.
Success at a Goal is a serious setback for the Players. Each time a Victim succeeds at their Goal, X Survival cards are drawn and played immediately. Remember that the game ends if the Survival deck runs out.
Players can either delay a Victim with Horror cards, kill a Victim before they complete their Goal, or Thwart a Goal.
Players Thwart a Goal by playing cards with symbols correspond with a symbol on the Goal Card. Playing a Horror card in this manner means the card's normal effect does not come into play. A goal needs 3 Horror cards matched in this manner to Thwart.
Example Goal Card: Get the Car Keys
Steps: [ ] [ ] [ ] [ ]
Thwart: 3 Skulls
Events
An event is a special circumstance that occurs once in the game. A single Survivor card, drawn, triggers an Event. Players roll a die, and check the Event that corresponds in the manual.
Example: The House is on Fire. The Killer is immediately distracted, and is unable to move or make a kill this turn.
Example: Late Arrival. Add a new victim mini to the board, and shuffle a new Goal card into the Survivor deck.
The Game Begins
At the beginning of the game, randomly pick x Victim cards. Look at what Starting Room the Victim's card says, and place that mini in that room.
Randomly take a Goal card for each Victim. Cut the Survivor deck x times, place a Goal card on top of each cut, then re-assemble the deck and shuffle.
(Should 1 Goal card be out at the beginning of play?)
Unresolved Issues
A) Making movement and locations relevant: I think movement should be important, to have the feel of hunting down the Victims for the kill, or allowing them to flee. Just having abstract movement (cards that just say "They run away", or instantly having the Killer in the room with them). The board also is nice because it reinforces the House that they are all being stalked inside, instead of just a floating concept.
The thing is, I'm not sure how to make movement and locations relevant. For instance, what controls the Victim's movement, besides their Starting location? I was thinking that Goals relate to this, for instance the "Start The Generator" Goal needs to be done in the Basement. This still doesn't address what's the sequence of Victim movement? For instance, do they move 1 room per turn? Do they just appear in the room corresponding with the Goal? What about random movement (like moving clockwise at the beginning of each Round for Victims not completing a goal)? When they flee a monster, what direction do they go?
One thought relating to locations is that Survivor are keyed to certain locations. For instance "Victims in the Basement move 1 Step towards their Goal; Victims in the Attic lose 1 Vulnerability point". But I'm not sure if this will work, as it may not provide enough successes overall for Victims to complete their goals, and thus making the game easier.
B) Endgame scenario with the Last Victim: I want the game to change a little when there is one remaining Victim.
1) The game is supposed to emulate horror movies, and the final character has a good chance of survival. For this reason, I think the Final Victim should be able to kill the Killer. But how to accomplish this? Should the Final Victim immediately gain a new Goal, with few Steps? Some sort of Roll when the Final Victim is in the room with the Killer?
2) Because many horror movies end with the last survivor escaping alive, I was wondering about a way to possibly alter the win/lose conditions. For some reason I was thinking that if Dawn arrives (at the end of X rounds) and there is only 1 Victim alive, the game either ends with a Win, or the game does not END - players must still kill the Final victim before the Survival deck runs out. I'm not sure. This almost feels like it would mess up the game, but I would LIKE some sort of circumstance that acknowledges this trope.
Yes, I know about Boardgamegeek.com, I posted there, but have not received as much help as I would like - besides, ENWorld is my go-to place.
So, the game:
Horror Night at the Lake House
Horror Night at the Lake House is a cooperative board game where you play the evil forces attempting to kill a group of victims staying at the Lake House. It uses horror movie tropes to facilitate the feel of a killer stalking their next kill, as their victims try in vain to call help, escape, or find means to fight back.
Scenarios
Players determine the Scenario at the beginning of the game. Scenarios help determine the context of why the Victims are at the Lake House, and the nature of the Killer. Each has a modifying effect for the Victims and the Killer. Are the Victims at the Lake House for a Weekend Party, or are they there On A Dare? Is the Killer a ghost, or a pack of evil gremlins?
Roll a die and consult the Setting section of the manual.
Example: The Setting is a Sorority [I can't think of a good way this effects the rules in the Victims favor]
Roll a die and consult the Nature of the Killer section of the manual.
Example: The Nature of the Killer is a Deranged Psycho. When a roll on a kill die is a failure, it can be rerolled once.
Winning the Game
All Victims are killed.
Losing the Game
The Survivor Deck runs out.
If a victim is alive at Dawn (end of x rounds).
The last surviving victim kills the Killer
Rounds until Dawn
The game plays for x rounds. A round ends when all players have had a Turn. At the end of X rounds, the night is over, and if any Victims remain alive, the game is over and the Players have lost.
A Player's Turn
There are three phases of a player's turn:
First, draw a Survivor card and resolve its action.
Second, draw a Horror card.
Third, a player can do two of three actions
1) Play a Horror Card.
2) Move the Killer 1 room.
3) Make a kill roll.
(Should players be able to do the same action more than once?)
At the end of the turn, if the player has x cards in hand, discard one.
Pieces on the Board
Board: The game is played on a board with a grid. Each grid is a room of the Lake House, and movement is based on one move per room.
Survivor Deck: Survivor cards are cards that help Victims complete their goals, avoid death, or otherwise hamper the Players.
Example: Every Victim not undergoing a goal loses 1 Kill Point on them.
Horror Deck: Horror cards are cards that players use to delay a Victim's efforts at a Goal, add Kill points to a victim, or otherwise influence the game in the Player's favor. Each card has a symbol (such as a skull) in one corner.
Example: Twisted Ankle. Target Victim cannot advance on their Goal until next round.
Victims: Each victim has a Mini and a card that corresponds with them. A victim card has their stats: A Vulnerability rating, their Kill target roll, Starting Room, and unique trait.
Example Victim Card:
The Promiscuous Cheerleader
Vulnerability: 2
Kill target roll: A roll of 3 or 5
Starting Room: Any room with a male Victim.
Unique: The first time the Killer enters the room with her, she flees one room.
Killing a Victim
There are three steps to killing a victim.
1): Certain Horror cards, when played, put a Kill Point on a Victim. A victim cannot be killed until there are enough Kill Points on them equal to their Vulnerability rating.
2): The Killer and Victim must be in the same room. This means moving the Killer into the room with a victim.
3): Roll a kill die. The die must match the victim's Kill die roll.
(Uncertain about this death mechanic - how does it look?)
Goals
When a Goal is drawn from the Survivor deck, the card is placed under a Victim Card (how do you determine which Victim gets the goal)?
That victim is now trying to achieve that goal. Many Survivor cards move Victims forward 1 step to completing their Goals. Each Goal has 4 steps to completion.
Success at a Goal is a serious setback for the Players. Each time a Victim succeeds at their Goal, X Survival cards are drawn and played immediately. Remember that the game ends if the Survival deck runs out.
Players can either delay a Victim with Horror cards, kill a Victim before they complete their Goal, or Thwart a Goal.
Players Thwart a Goal by playing cards with symbols correspond with a symbol on the Goal Card. Playing a Horror card in this manner means the card's normal effect does not come into play. A goal needs 3 Horror cards matched in this manner to Thwart.
Example Goal Card: Get the Car Keys
Steps: [ ] [ ] [ ] [ ]
Thwart: 3 Skulls
Events
An event is a special circumstance that occurs once in the game. A single Survivor card, drawn, triggers an Event. Players roll a die, and check the Event that corresponds in the manual.
Example: The House is on Fire. The Killer is immediately distracted, and is unable to move or make a kill this turn.
Example: Late Arrival. Add a new victim mini to the board, and shuffle a new Goal card into the Survivor deck.
The Game Begins
At the beginning of the game, randomly pick x Victim cards. Look at what Starting Room the Victim's card says, and place that mini in that room.
Randomly take a Goal card for each Victim. Cut the Survivor deck x times, place a Goal card on top of each cut, then re-assemble the deck and shuffle.
(Should 1 Goal card be out at the beginning of play?)
Unresolved Issues
A) Making movement and locations relevant: I think movement should be important, to have the feel of hunting down the Victims for the kill, or allowing them to flee. Just having abstract movement (cards that just say "They run away", or instantly having the Killer in the room with them). The board also is nice because it reinforces the House that they are all being stalked inside, instead of just a floating concept.
The thing is, I'm not sure how to make movement and locations relevant. For instance, what controls the Victim's movement, besides their Starting location? I was thinking that Goals relate to this, for instance the "Start The Generator" Goal needs to be done in the Basement. This still doesn't address what's the sequence of Victim movement? For instance, do they move 1 room per turn? Do they just appear in the room corresponding with the Goal? What about random movement (like moving clockwise at the beginning of each Round for Victims not completing a goal)? When they flee a monster, what direction do they go?
One thought relating to locations is that Survivor are keyed to certain locations. For instance "Victims in the Basement move 1 Step towards their Goal; Victims in the Attic lose 1 Vulnerability point". But I'm not sure if this will work, as it may not provide enough successes overall for Victims to complete their goals, and thus making the game easier.
B) Endgame scenario with the Last Victim: I want the game to change a little when there is one remaining Victim.
1) The game is supposed to emulate horror movies, and the final character has a good chance of survival. For this reason, I think the Final Victim should be able to kill the Killer. But how to accomplish this? Should the Final Victim immediately gain a new Goal, with few Steps? Some sort of Roll when the Final Victim is in the room with the Killer?
2) Because many horror movies end with the last survivor escaping alive, I was wondering about a way to possibly alter the win/lose conditions. For some reason I was thinking that if Dawn arrives (at the end of X rounds) and there is only 1 Victim alive, the game either ends with a Win, or the game does not END - players must still kill the Final victim before the Survival deck runs out. I'm not sure. This almost feels like it would mess up the game, but I would LIKE some sort of circumstance that acknowledges this trope.
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