pyramid games for every BGG game mechanic

At least partially inspired by another BGG user’s lofty goal of 1 new pyramid game a month, around January 1st I had the even-more-ridiculously insane idea to make a goal of designing a new pyramid game for each game mechanic on Board Game Geek. There are 51 unique game mechanics on BGG, so that’s LESS than one a week. Totally do-able, right?!

Of course, I promptly forgot all about that idea, until I stumbled onto the first couple in my design notes earlier today. I spent some time subsequently flushing them out and writing a couple more, and so without further ado, here is a link to the in-progress results: pyramid games for every BGG mechanic.

So far (as of this blog post) there are only 4 rule-sets in a “completed” state. I have notes for two others, but they haven’t been written up yet, which means they may not even be playable. At least one of those not yet present require a custom game board (the one for Roll-and-Move).

pyramid cards backThis idea came, originally, hot on the heels of a renewed interest in pyramid games because I’d helped conceive and design these pyramid cards, a set of playing cards for icehouse/looney pyramids. (The card artwork, — ie, bulk of the work — was done by my sometimes collaborator August Brown.) At the time, I’d thought up a few different game ideas, but it turned out that none of them were really all that fun to play. A statement that may of course also be true about the ones in the link above. YMMV. Two of the designs listed below (and flushed out in the link above) use the cards. I think the ideas in the doc are better than the original pyramid card ideas, but they are still as-yet untested. Anyway, here are some brief summaries:

Acting mechanic — In this game, players take turns choosing a board game, and without revealing that game’s name, set up and play that game with looney pyramids. They cannot talk, and the other players must try and guess which game they are playing. Subsequent players cannot choose the a game that has been previously selected.

Action / Movement Programming mechanic — This game is a combination of seeing patterns in pyramids and using your hand to manipulate pieces on the gameboard. Game play happens in rounds where a “goal pattern” is decided, and players then simultaneously try and choose actions that will manipulate the board to create the “goal pattern” there.

Action Point Allowance System mechanic — This abstract strategy game is played with 4 action points per turn. (With the first player only allowed 2 points.) Some suitable small grid is chosen for the playing field, and each player takes a “stash” of icehouse pyramids and takes turns playing pieces onto the gameboard. At the end of the game, the board is scored and players win based on number of pips that are visible in their color.

Area Control / Area Influence mechanic — This 2-player go-like game is played on a board created with pyramid cards. Cards make up the gameboard, and pieces are placed to “secure” the territory. This is the game I’m most excited about / interested in playtesting.

I’ll post again about this project after I make more progress.

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  1. Pingback: Chesstris » Blog Archive » Notes from pyramid games playtesting

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