Saturday, March 22, 2008

Ghost Hunters

Ghost Hunters is a board game where one part of the players controls some haunting ghosts while the rest of the players control the ghost hunters. The goal for the ghosts is to scare all the residents out of their homes - the ghost hunters' goal is to banish the ghosts before this happens.

Each turn the ghosts draws new haunts which are cards they can play on the rooms in the houses to scare the people residing inside. Some people are easier to scare with some haunts, than others. If, for example, one person is afraid of darkness, then he/she will flee several rooms towards the exit if the lights go out.

The ghost hunters, in turn, can draw and play cards to dispell the haunts. They can also try to figure out which types of ghosts are haunting the houses, as not all ghosts can use all types of haunts. If the ghost hunters figure out which ghosts are present, they can try to banish them with the right cards. Lastly, the ghost hunters can also spend cards to try to calm down the residents so they won't flee from their homes.



The game is loosely inspired by the computer game GHOST MASTER for PC.

Friday, March 21, 2008

Space Stations

Space Stations is a fairly simple sci-fi themed board game I designed gameplay and graphics and tested on my trusty gaming friends this month. I borrowed pieces from RISK and STAR WARS RISK to fill out the blanks (= robots and power tokens). It plays best with 4-5 player, I believe.


Each player controls a circular space station manned by three types of robots: AllroundBots, GunBots and PowerBots. The players take turn producing power and shooting at each other's space station, hoping to blast the other stations to pieces and win the game.

One unique feature is the rotating element: In order to maintain artificial gravity, the space stations continously turn. Therefore, each player turn starts with the player rotating his/her space station 90 degrees clockwise, hiding half of the station in safety "at the back" (facing himself/herself) and exposing the front half of the space station.

Only one of the two front sections of a space station can shoot. When shooting, a small amount of energy is drained from the section with the firing gun, but even more energy is drained from the space station hit. You can easily shoot at your neighbours, but it will take more energy to hit opponents farther away (= not sitting next to you around the table).

Your robots can produce power, fire guns, move around the station, repair segments or build more robots.

Sometimes you earn bonus cards which can be played to e.g. boost your attack. This is the only luck factor in the game (no dice throwing, hidden tokens or anything like that).

The game has almost no luck - to win you must keep a cool head, figure out what your opponents are up to and then plan ahead at least a few turns. For example: What part of your space station will face your neighbour to your left in the next turn? Will he/she be able to retaliate if you spend all your power to attack his/her space station? Is it worth it? E.g. can you earn some points, a card or take out some robots during the attack? Will you be vulnerable to attack from your neighbour to your right if you attack now? Should you move a robot away from your guns to produce an additional robot, or is it too expensive? And so forth...