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I've got an English project over Frankenstein. There's two parts to it, but I only have to worry about one of said parts. Anyway, I've opted to make a board game of sorts, currently in mind with a pseudo-monopoly style which takes in regards the events and characters of the novel, while including rules, pieces, etc.
I've got a general idea for what I want to do but would like input on this and potential ideas.
The idea is that you have two or more players going along a set path. They roll for movement and are effected by the place they land on. Since this is Frankenstein, I am centering effects around a point system of sanity and/or humanity, as one of the points to the novel is that the monster is more moral a man than its creator.
Tiles will center around locations, with some giving effects that either directly or indirectly affect one's morality.
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Who are the two characters you play as?
(I'm not very familiar with the novel)
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The first game that pops to mind would be one where you have to accumulate body parts before the other player in order to build your Frankenstein first.
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What, I have worked out so far :
The game is set on a monopoly styled board. Up to four players roll for their respective turns and are affected by the tile they are on. Passing certain tiles will added point to a score, morality. Landing on others can be detrimental. Certain tiles make the player draw from a deck of cards for the outcome. Starting at 5, with a score ranging from 1 to 9, a player is knocked out when their score goes below 1. The last remaining player wins.
Characters are currently
Frankenstein, The Monster, Elizabeth, and Justine.
They are represented by the bolt, the flame, an art, and a locket.
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03-19-2015, 06:49 PM
(This post was last modified: 03-19-2015, 06:50 PM by Psychospacecow.)
Morality is the measure of score. Having a morality of 1 or below is instantaneous lose. Morality cannot exceed 9. Your objective as a player is to prove yourself morally superior to the monsters you’re up against and prove your humanity by being the last one standing.
Cards
It’s Alive! - You’ve completed your life’s ambition. Roll a die. If it rolls odd, you lose that many points. If it rolls even, you gain that many points.
Skeletons in your closet - lose 1 morality point.
The monster’s killed a member of the family - either lose 1 morality or everyone loses 2 morality.
The local neighborhood watch frowns upon your taste in foliage - lost 1 morality, roll again.
Ostracized - You are chased off by villagers. Lose 1 morality every turn until you draw another card.
Family in Geneva - You know yourself to be loved by the people who raised you. Gain 1 morality every turn until you draw another card. Morality cannot exceed 9.
“I’M THE MONSTER” - Lose 3 morality
Brrr! - You almost freeze to death. Skip your next roll.
Soothing mountain pass - gain 2 morality
Shot through the right shoulder, and you’re too late, you give the reanimation of the dead a good name - lose 3 morality
Wedding Bells - You’ve found your lovely spouse. Gain 3 morality.
Pursuit of the monster - select a player. They lose 2 morality.
Road Trip - Gain 3 morality.
Its poetry in motion - Gain 2 morality OR deduct 1 morality from another player.
Childhood ambition - Gain 1 morality
Pseudoscience - Gain 2 morality. Skip your next turn.
Parlez-vous français? - Look, you’ve found a friend! Gain 1 morality each turn for 3 turns.
Furthered your education - Gain 2 morality. Draw another card.
Study of oriental languages - Gain 2 morality.
Henry’s comin’ t’getcha! - Gain 1 morality.
Henry M.D. - Set your morality to 7. Skip your next 2 turns.
Adopt a child - Skip your next turn and gain 3 morality OR draw another card and lose 3 morality.
Reanimation of the dead - If a player has lost, they are brought back into the game with a morality of 5. If not, shuffle this card back into the deck and draw another card.
Open the Gate a little. - The player with the lowest moral score gains 4 morality.
Verboten - That’s forbidden in German. You’ve got some explaining to do for the local authorities. Skip your next turn and gain 2 morality or skip town by rolling again and lose 2 morality.
A constant fear that something’s always near - You have a phobia that something here draws near. All other players draw a card.
Holes - You have taken a habit of desecrating cadavers contained in tombs. Lose 1 morality for 3 turns.
Patron Saint of Death - Through your studies of biology and other natural sciences, you have pioneered the study of Forensic Science. Gain 1 morality for every player that has left the game. If no player has left the game, shuffle this card into the deck.
Patron Saint of Life - If you’re feeling dead, I’ll be your Reanimator. I’ve got a way to bring you to life. A superior existence with no one to control you so you can go and do what you like. Lose 1 morality for every player that has left the game. If no player has left the game, shuffle this card into the deck.
Palette confusion - People keep insisting you’re green. Lose 1 morality or draw another card.
For Glory, we shall reach for the cold of Antarctica - Move directly to Saint Petersburg. Roll again then gain 4 morality if you land on a spot that gives you a card.
Urgent family business - Move directly to Switzerland. Skip your next turn and lose 2 morality.
Liberté, égalité, fraternité - Move directly to France. Draw another card.
Abode away from home - Move directly to Italy. Skip your next turn and gain 2 morality.
Spark of Genius - You’ve found a new lease on life and will pursue it endless regardless of consequence until you’ve at last attained it. The next time you lose morality is negated.
Mistrial based around circumstantial evidence - Every player loses 2 morality.
The Beauty that reality won’t let set underfoot - Draw another card. Give it to another player.
Stuck in ice - Skip your next turn.
ICE ICE BABY! - Dun dun dun dun dun dun dun. Skip your next turn.
Oops, that family you stalked for a couple months doesn’t like you. - You gotta move. Roll again.
DON’T TOUCH THAT! - You’ve discovered the power of fire. Skip your next turn to tend to your burn marks.
Burninating the cabin-side - Lower your morality by 2.
“You belong then to my enemy” - Lose 3 morality. Frame another player for your actions and cause them to draw a card.
Thoughts, opinions, suggestions, and/or snide comments?