Jul 112012
I made a video describing my Board (smirk) Game, “Gentleman’s Hockey”!
OK, so the written rules are as so:
Board Setup:
- Board must be an 11 x 5 grid.
- The two rows at the extreme edges of the board are hashed to signify a goal or a net.
- The central square is marked for easy reference.
- Grab a single six-sided dice.
Game Setup:
- The game is played with two humans; each human controls a team of 3 players (represented by coins). These coins should be larger (like dollar coins or quarters) and different for each team.
- The puck is signified by a smaller coin (such as a penny) which is placed in the center tile of the board.
- Each team places one coin in their goal (a goalie), and the other two coins next to the center row, diagonal from the puck.
- Both players should agree before-hand how many goals to play to; I recommend three for new players.
Starting the game:
- Each player should roll the dice.
- The higher roller moves a player of their choice to the center tile, and places the puck on top of their player.
- The player with the puck is first to move.
GamePlay:
- On your turn, roll the dice. This is how many movement points you have for your turn.
Movement:
- You may move any player to any adjacent space (not diagonal) for the cost of 1 movement point.
- You must use all of your movement points per-turn.
- You may not end your turn with any of your players occupying the space of another player.
- You may not move your player through a space that contains another player without a puck.
Passing:
- Passing the puck costs 2 movement points.
- You may stop the puck at any point (eg: pass it to an empty space), but mostly you will pass it to one of your friendly players.
- The puck must travel along the grid and may not move diagonally.
- The puck must have a clear line-of-sight to it’s destination; any players standing in an intervening tile will stop the puck, friendly or not.
Shooting:
- Shooting the puck into the opposing goal costs 2 movement points.
- The puck must travel along the grid and may not move diagonally.
- As in passing, the puck must have a clear line-of-sight to the goal; any intervening players will stop the puck, friendly or not.
- You must be on the center row or closer to the opposing net before you may shoot (no shooting across the center-line is allowed)
Scoring:
- If the puck is in your net, you must spend your movement points on your goalie to attempt to grab the puck.
- The goalie moves as per normal (1 movement point per square), but must spend an additional 1 point to “save” the puck.
- If you save the puck, you made expend your remaining points as per normal, and your turn ends normally.
- If you do not have enough movement points to save the puck, the opposing team scores 1 point. Your goalie then magically teleports to the puck’s location, and you get to roll again and take another turn as per usual.
Stealing the puck:
- Players may not occupy other’s spaces, but they may pass through the space of the player that is currently controlling the puck.
- If you have passed a player holding the puck in this fashion, then at the end of your turn you may roll the dice to attempt to steal the puck. On a roll of a 5 or a 6, the steal was successful.
- Note that you do not know if the stealing was successful or not until after you have spent all of your movement points!
- If you currently control the puck and you pass over an opponent’s space, your opponent may likewise roll to steal at the end of their turn. I recommend not behaving in this risky fashion. :)
ADVANCED RULES:
[Not mentioned in the video!]
Once you have got to know the game and it makes sense, I strongly recommend adding these additional rules. It really adds a lot more thought to the game:
- Passing the puck is now allowed diagonally. You can “bounce” the puck off the boards; it will reflect if it reaches the edge of the board.
- Likewise, you can shoot the puck diagonally too; bounce it off the boards or shoot it straight to the other corner of the net.
- (Players are still restricted to the no-diagonal-movement rule though)
- If you’re feeling really adventurous, allow the goalies to leave the net. :)
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Feel free to replicate, just not commercially. :) Let me know if you play! I’d love feedback!
8 Responses to “DevVlog EP82: Gentleman’s Hockey (Board Game)”
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Interesting! While watching I had a few ideas that you might be able to riff off of if you keep iterating:
Cards: This idea is to reduce the possibly brutal effects of randomness (rolling two 1′s in a row, etc). If you roll a 1 or 2 you get a +1 card, and then next turn you get +1 to your roll (and discard the card). Likewise, if you roll a 6 you get a -1 card which subtracts 1 from your next turn’s roll. Cards must be used on your next turn.
Checking: Whenever passing through an enemy player piece that is not holding the puck, you could do a dice roll. On 5 or 6, that player piece is disabled for your opponent’s next turn.
I had similar thoughts! “Checking” was in an earlier edition (flip the coin over to indicate he’s disabled) or even just “sitting” on an opponent to prevent them from moving (and your own guy as well).
I really wanted to have power-ups, special abilities, and random events (you trip!) trigger at certain times. Digitally, I think there can be secret “spots” on the board; in the board-game edition, cards would work as well.
Missing paper, though, I couldn’t incorporate them into this design :)
Awesome – sounds fun. Reminds me of a few boardgames, one is street soccer: http://boardgamegeek.com/boardgame/3421/streetsoccer
Looks good!
I’m curious why you say you prefer the rock-paper-scissors start but don’t recommend it?
One thing I thought is that it might be more interesting to handle stealing the puck by making the players play rock-paper-scissors and the puck is only stolen if the tackling player beats the possessing player, not if he loses or draws. Then it’s actually like hockey players feinting, and might feel like there’s more personal investment in success, as opposed to being at the mercy of the dice.
Yeah, I’m thinking rock-paper-scissors is a good mechanic for both saving the puck AND for stealing the puck. However, this changes the odds (stealing the puck goes from 33->50% chance, saving odds go down). I’d have to playtest and rebalance, maybe change a few other rules at the same time. :)
I do like it though.
I prefer the rock-paper-scissors simultaenous-input version of the game personally, but it didn’t get as much dev time; it’s unpolished, unbalanced, and worst of all: very hard to play. There’s some significant hurdles too, like, how do you control the goalie (if there is one)?
If you only steal the puck if you beat your opponent and don’t re-play in the event of a draw, it’s still 33%.
Not sure how rock-paper-scissors for saving the puck would work? Would it make the goalie’s position irrelevant?
Maybe if you draw upon failed steal, some other effect would happen.. puck fumbles or something, moves to a blank tile.
For goalie, I meant the goalie still has to make it to the space, then rock-paper-scissors to see if he grabs it out of the air.