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Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Wed Oct 22, 2008 4:43 pm
by dolomite13
Forgive me if someone has already proposed this ...

I was playing Clue with some friends the other day and got to thinking that the basic idea behind the board game could be interesting. I created a sample map but haven't worked it out much. Anyway feel free to discuss as I am currently working on my Monsters map in the Drafting Room and was looking for a second project for when I finish that one.

Mystery Manor

Whodunit? Where? With What? Was it General Greenberg in the Conservatory with the Wrench? Solve a the mystery of the manor. Use your sleuthing ability to deduce the culprit, the scene of the crime, and the murder weapon eliminating suspects one at a time.

Image

10 Continents
58 Locations

Rooms - Continents
- Hall
- Lounge
- Dining Room
- Kitchen
- Ballroom
- Conservatory
- Billiard Room
- Library
- Study
- Hallways
- Stairs

People - Continents
- Mrs. Reddington
- Genenal Greenberg
- Doctor Blue
- Mr. Yellow
- Professor Purple
- Cy Anderson
- Miss Orange
- Senator Silverstein

Weapons - (Location Features)
- Rope
- Lead Pipe
- Knife
- Wrench
- Candlestick
- Pistol

Holding a person is +1 (+5 at the person every turn)
Holding a weapon is +1
Holding all of a location is +1 to +3 depending.
Holding a person, all of a location, and weapon is +10 bonus armies.

Secret Passages
- The locations with [A] connect.
- The locations with [B] connect.

The Stairs
- All people connect one way to the stairs and the stairs exit one way out to hallways.

The People
- All people connect to each other.

Re: Mystery Manor - v1: Concept - 10/22/2008

PostPosted: Thu Oct 23, 2008 12:18 pm
by dolomite13
Well the lack of responses tells me that I need a poll to ascertain what people think.

Clue - The Board Game

PostPosted: Thu Oct 23, 2008 3:58 pm
by lzrman
I wish we would be able to see a map like this come out of the Foundry. I think it would be awesome! with Secret passages out the kitchen to the study and stuff

Re: Clue - The Board Game

PostPosted: Thu Oct 23, 2008 4:21 pm
by dolomite13
Oddly enough I put up a draft in the drafing room yesterday... check out what I have so far and feel free to comment...

viewtopic.php?f=241&t=67622

=)

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Thu Oct 23, 2008 4:33 pm
by hwhrhett
i think that 5 is too much to be autodeployed on the persons, maybe 3 would be better?

and i assume that certain people go with certain weapons and certain rooms for the +10 right?

this would be nice. mystery manor huh? :-)

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Thu Oct 23, 2008 4:43 pm
by Juan_Bottom
I don't think that I'm digging the "all people connect to each other" rule. I think you should take a cue from maps like Fuedal War and New World. Just spread the people out and let players battle for them... of course, everyone should start with one, and if it's not an 8 player game then the empty people should start with a high Neutral value.

Also, something has to be done with that guy who has a vagina for a face.

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Thu Oct 23, 2008 5:23 pm
by dolomite13
Thanks Juan that makes sense, I wasn't sure how to model that yet. I really like the New World map. Maybe each person could be considered to be adjacent to a specific room from which they can be attacked.

hwhrhett the +3 may be too much I was basing it on the +5 from the New World map. And I am thinking the +1 would be based on a specific combination but I am not sure what yet. As for the +10 I was thinking that all weapons would start with a large amount of neutral armies. maybe 15 or 20 and to get that combo it would require conquering an entire room, and a weapon as well as holding your person. And to get the next 10 you would have to conquer another person. To make the combo specific to each person I would need to add a few weapons but that would also be a good thing I believe.

Thanx for the great feedback so far. I will play around with the map and those changes tomorrow during lunch.

Dolomite


Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Tue Oct 28, 2008 11:07 pm
by mibi
the clue board would make a great map. this would be a good idea if you could integrate some aspects of clue or mystery or something. not too sure how you would do that though. just having it be a standard bonus battle would be a bit of a wasted map.

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Wed Oct 29, 2008 8:37 pm
by Mr. Squirrel
The clue board is a great idea. But you need to integrate the mystery solving part somehow. I have a suggestion, but I don't know if it is possible. In the XML of the map, you would add a objective victory condition of holding one room, one weapon, and someone's starting space on the map. You would then create 5 or 6 different XML's with other victory conditions (different rooms, weapons, and murderers). The actual characters would be non-conquerable, meaning that the only way to win would be to figure out the mystery. When a game creator picked this map off the list, one of the 6 different XML's would be chosen randomly for the game. This way, everyone knows that they have to solve the murder, but they don't know which scenario it is. Again, I don't know if this is possible or not though.

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Wed Nov 05, 2008 4:58 pm
by dolomite13
Sorry I was away on vacation ... I will work on the map again this week and have some revisions =)

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Sat Nov 08, 2008 2:55 am
by Juan_Bottom
Mr. Squirrel wrote:The clue board is a great idea. But you need to integrate the mystery solving part somehow. I have a suggestion, but I don't know if it is possible. In the XML of the map, you would add a objective victory condition of holding one room, one weapon, and someone's starting space on the map. You would then create 5 or 6 different XML's with other victory conditions (different rooms, weapons, and murderers). The actual characters would be non-conquerable, meaning that the only way to win would be to figure out the mystery. When a game creator picked this map off the list, one of the 6 different XML's would be chosen randomly for the game. This way, everyone knows that they have to solve the murder, but they don't know which scenario it is. Again, I don't know if this is possible or not though.


Maybe there could be a way to trap someone, somehow? If the map is a conditional one I mean?

Like what if everyone starts with a person.... and you can't lose your person.... and if each person also had a picture on the map to represent them, each in their own room... in addition, there could be a weapon for eacth person placed in some opposite corner of the map.
Now if you capture their picture/room, and their weapon.... and they have no other territories on the map, then you've "captured them?"

I dunno, this all sounds a bit complex.

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Wed Nov 19, 2008 12:49 am
by Evilpmpkinhedman
cool map idea : )

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Thu Nov 20, 2008 12:01 am
by TaCktiX
Mr. Squirrel wrote:The clue board is a great idea. But you need to integrate the mystery solving part somehow. I have a suggestion, but I don't know if it is possible. In the XML of the map, you would add a objective victory condition of holding one room, one weapon, and someone's starting space on the map. You would then create 5 or 6 different XML's with other victory conditions (different rooms, weapons, and murderers). The actual characters would be non-conquerable, meaning that the only way to win would be to figure out the mystery. When a game creator picked this map off the list, one of the 6 different XML's would be chosen randomly for the game. This way, everyone knows that they have to solve the murder, but they don't know which scenario it is. Again, I don't know if this is possible or not though.


That is not possible under the current scheme of XML, though it's something I would suggest proposing in the XML Suggestions Thread. Instead of mystery XML's (which a BOB player would instantly figure out), perhaps an XML objective attached to each character, giving each person their own personal solution to the mystery, and allowing you to not bias it in favor of any one person by unfortunate randomness. Instead, you can have people's objectives collide on room or weapon, and require fighting for them.

On the copyright side, we all remember the drastic changes to Classic and "Centerscape". Change the names for the rooms and the actual weapons (the ones that coincide with Clue's, that is, the assault rifle is a nice touch) employed so we don't end up with Hasbro showing up AGAIN at Lack's door. Changing the layout around a bit helps too, just act like the board got flipped on its side and went mirror-image.

Getting off of that, gameplay.
- Change the +5 auto-deploy down to +3, as someone else suggested.
- Make the Stairs killer neutral so a person can't camp the Army of God there and screw over a guy who's gotten kicked off the rest of the map
- Make the players unattackable except at specific points at the edges of the manor map. That way we don't have early-early eliminations on a conquest map. Not sure if you should make that edge point a one-way to the person or a two-way (two exits for the player).
- The connections into the rooms is drastically too low. With exception to secret passages, there is only one exit from each of them. That's not Clue's way of doing things, so I'd advocate making the smaller ones (3-4 territs) have 2 doors, and the big ones (5-6) 3.
- The weapons aren't distributed evenly across the map. There are 2 up top, 4 on bottom. Moving the "middle" two a little higher up would work well. Also note that the bottom ones are the only ones that are in a room, while the others are in the hall. Putting them all in rooms would work better IMO.

Graphically, it's a really good start. With a few edits to add in the other-player territories (if you decide to use them) and a few fixes of border line crossing and such it'll be a right-nice draft.

In conclusion, Your map got
Image

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Wed Nov 26, 2008 12:58 pm
by dolomite13
thanx I plan to do a revision soon =)

Re: Mystery Manor - v1: Concept - 10/22/2008 - poll

PostPosted: Sat Dec 13, 2008 3:42 pm
by MrBenn
[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the CAs will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

Mr B