A game idea inspired by Crew Battles format of Rocket League.
In other words,
- You play repeated matches between players/teams
- The first one is random / always the same.
- From then on, however, the loser may pick the new type of match. (That is, a new card that represents how to win the next match.)
- This continues until one team has won X matches.
This can be abstracted/gamified with cards or tiles.
- Players hold cards in their hands, but they cannot communicate that to their team.
- So a match might say “Play a starting card: the target color. The team who can show the most cards with the target color wins.”
- Or there’s a map of tiles on the board, which you can change or walk around on.
- So a match might say “The first team to all visit the blue tiles on the board, wins.”
As such, cards will be something like …
- A color/icon
- A number
- An action
Whichever is useful (or can be used), depends on the match being played.
Implementation:
- I can simulate how likely you are to win specific matches with random cards in your hand, to see the practical limits.
- I like the fonts Corleone, Ferro Rosso, Latin Modern, and LM Mono for this one.
A game idea inspired by **Crew Battles** format of Rocket League.
In other words,
* You play repeated matches between players/teams
* The first one is random / always the same.
* From then on, however, the _loser_ may pick the new _type of match_. (That is, a new card that represents how to win the next match.)
* This continues until one team has won X matches.
This can be abstracted/gamified with cards or tiles.
* Players hold cards in their hands, but they cannot communicate that to their team.
* So a match might say "Play a starting card: the target color. The team who can show the most cards with the target color wins."
* Or there's a map of tiles on the board, which you can change or walk around on.
* So a match might say "The first team to all visit the _blue_ tiles on the board, wins."
As such, cards will be something like ...
* A color/icon
* A number
* An action
Whichever is useful (or _can_ be used), depends on the match being played.
Implementation:
* I can _simulate_ how likely you are to win specific matches with random cards in your hand, to see the practical limits.
* I like the fonts _Corleone_, _Ferro Rosso_, _Latin Modern_, and _LM Mono_ for this one.