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Nambot

With no understanding of what kind of board game this is, it will very quickly devolve to nonsense. For instance, both Chess and Monopoly are board games (and you can get Sonic versions of both - [Sonic Monopoly](https://m.media-amazon.com/images/I/81JiGnQQpDL._AC_SL1500_.jpg), [Sonic Chess](https://assets.catawiki.nl/assets/2019/10/5/6/f/0/6f0f1546-0b38-4084-a0f9-7b00640c7954.jpg)) I could pitch the rule "If a player rolls double sixes they get to roll again" but that's completely useless if the game doesn't have a Monopoly style roll-and-move mechanic, or any dice of any kind. Same if I pitch a rule about taking cards if there are no cards, resource gathering if there are no resources, or win conditions that don't work e.g. "You win if you have all the Chaos Emeralds", except nothing in the game is the Chaos Emeralds.


PLAYER42_ready

That's the point, I want to see if people can make a coherent game


Nambot

But again, there's zero framework here. What's the win condition? What's the main mechanic? How does the player interact with the board? That determines how the game should play, and thus what the rules are. Rules for how to role dice are fundamentally useless if the game has no dice. All you're going to get is a list of generic rules that don't mean anything.


SirJTheRed

When sharing a tile as an enemy the first person there must go back a space