ITT we discuss how to collaboratively design our games.
Name:
Anonymous2021-01-29 18:13
Basically 2-4 players, 9x9 board, three pieces per team (if 2 player, 5 pieces), captures are done by bombs, pieces can lay bombs and each piece has different movements and bomb placement abilities.
Here's how I would like to do it in person: a bomb is like a black checker piece, a small circular tile can be placed on top of it to indicate a power up if the player has captured any, and the checker has three holes which miniature pins can be placed inside. After the user who laid the bomb ends their turn, they pick one pin out of the bomb. Once they pick the last pin, the bomb explodes and captures any pieces or blocks in its way. If another bomb is nearby, it will blow up regardless of what its timer is. Tension can he had by placing a bomb right next to an active bomb and blowing up far more than what the original layer intended. Your typical bomberman traps also work: trapping people in corners, accidentally killing yourself, strategically killing your piece and a bunch of others (kamikaze attack), etc.
In chess there's the concept of tempo: the amount of turns it takes to complete a certain initiative, however here, the game emphasizes tempo as its main strategy. Having the advantage of tempo is how you capture pieces, and exploiting others' tempos by extending their bombs with your own is how you fuck people over.
Of course the computer version will all just be bombs and fancy explosions.