- The taste is normal traditional Japanese board game played with dice.
- So even children can play and donāt need long explanations before playing.
- However, effects such as āback oneā and āback to square oneā can choose when to be activated in this game.
- In general Sugoroku, ādice are rolled and triggered immediately after reaching a square,ā but not this one.
- The physical implementation is like an āeffect 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 canāt 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 āN squares backā
- Would you prefer āthe last playerās placeā instead of āthe first playerās place?ā
There could be a āpositive 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.
- āAny one of you can pass the āback to square oneā you have to the first place player.ā
It might be better if all six squares before the goal were āback to square oneā. In other words, if you simply proceeded at high speed, you would surely step on the āback 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 ādefinitiveā and ask, āWhich option is better?ā and āwhich 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
- āLet any one of them move to the next card square, and get the card of the square he/she moved to.ā
- āAny 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 āroll two dice to advanceā as āforced activation, cannot be deactivatedā and āthe 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 youāre 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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