• The taste is normal traditional Japanese board game played with dice.
  • So even children can play and donā€™t need long explanations before playing.
  • However, effects such as ā€œback oneā€ and ā€œback to square oneā€ can choose when to be activated in this game.
    • In general Sugoroku, ā€œdice are rolled and triggered immediately after reaching a square,ā€ but not this one.
    • The physical implementation is like an ā€œeffect cardā€ placed in a square and the first person to reach it gets the card.
  • All effect cards must be used up before they go up.
    • If you reach your goal without running out, turn back.
    • [Value of choice : A game that lets you experience how choices create value.

Proposed Effects

  • I think all the effect cards could be negative effects.
    • By choosing the timing of activation, you can turn a disaster into a blessing.
  • Return to N Mass
    • They can be triggered after the dice are rolled.
    • After rolling the dice and receiving the effect of the square you arrived at, go back N squares and receive the effect of the square you returned to as well.
    • You canā€™t avoid the outcome of the dice, you can accept it and then move on.
  • payout control
    • Activate it before rolling the dice to control the dice roll afterwards.
    • If the dice rolls 4, 5, or 6, read 1, 2, or 3, respectively.
    • The dice rolls on an odd number, it reads 1, and on an even number, it reads 2.ā€
  • go back to the start
    • Effect after the same dice roll as ā€œN squares backā€
    • Would you prefer ā€œthe last playerā€™s placeā€ instead of ā€œthe first playerā€™s place?ā€

There could be a ā€œpositive effectā€ that is fixed on the masses and not consumed.

  • If the user who is ahead takes all the effect cards, the user who is behind will proceed through a blank square.
  • Effects fixed on the masses may be available to lagging users and not to leading users, thus increasing the likelihood of reversal for lagging users
  • Advance six squares to the position of the next effect card and get that effect card.ā€
  • Might be nice if this had multiple effects to choose from.
  • ā€œAny one of you can pass the ā€˜back to square oneā€™ you have to the first place player.ā€

It might be better if all six squares before the goal were ā€œback to square oneā€. In other words, if you simply proceeded at high speed, you would surely step on the ā€œback to where you startedā€ at least once and be sent back. Or is it still better to leave open the possibility of a lucky win rather than ā€œdefinitiveā€ and ask, ā€œWhich option is better?ā€ and ā€œwhich option is betterā€?

tokoroten proposal

  • Place a negative card and a positive card on top of each other in a square. The first player gets the negative card, the one who comes later gets the positive card, and the square with no card is skipped.

Other ideas

  • You can discard all the cards, but you can also discard the card without activating it.ā€
  • ā€œLet any one of them move to the next card square, and get the card of the square he/she moved to.ā€
  • ā€œAny one card held by any other person is moved to any person.ā€
  • The card is discarded after it is used. You may choose to discard this card after use.ā€

rejected plan

  • I thought it would be interesting to make the positive effect ā€œroll two dice to advanceā€ as ā€œforced activation, cannot be deactivatedā€ and ā€œthe goal cannot be reached unless the player stops exactly at the goalā€ to make it look like an advantageous card but the player moves too fast in front of the goal to go up easily. However, I thought it would be uninteresting because the game would not converge well.
    • If youā€™re lucky enough to have a strong outbreak, just get it over with and go on to the next play.

Management Game Proposal


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