Something like Heat: Pedal to the Metal or Formula 1, but now as a One Paper Game! (You play by writing/marking stuff on the same paper with a randomly generated race track.)
The computer can just generate random race tracks, then subdivide them into squares.
Players race by:
- Following some rules about how far/to where they can race.
- Writing down their symbol.
How to make this work?
- It’s a short track, but you do multiple laps. So what players did the first lap, can help them (or bite them in the ass) when they go past that point again.
- It’s not a generic track, you’re street racing. There are multiple routes towards a point. There’s more interesting scenery/environment.
- Maybe players have their own little area on the board that keeps track of: damage, speed, momentum, race car stats, etcetera. Keep it simple and small, but enough to make the game varied and deep. Racing speed could depend on …
- Your own stats.
- Stats of other players.
- Cars nearby.
- Special things painted on the road (easiest to do, but reduces variation and agency)
- Maybe you can build up a certain “symbol” for your car, and that “symbol” also appears on the track in many locations. (When passing it, you use what you build-up, of course.)
Something like **Heat: Pedal to the Metal** or **Formula 1**, but now as a _One Paper Game_! (You play by writing/marking stuff on the same paper with a randomly generated race track.)
The computer can just generate random race tracks, then subdivide them into squares.
Players race by:
- Following some rules about how far/to where they can race.
- Writing down their symbol.
How to make this work?
- It's a short track, but you do *multiple laps*. So what players did the first lap, can help them (or bite them in the ass) when they go past that point again.
- It's not a generic track, you're **street racing**. There are multiple routes towards a point. There's more interesting scenery/environment.
- Maybe players have their own little area on the board that keeps track of: damage, speed, momentum, race car stats, etcetera. Keep it simple and small, but enough to make the game varied and deep. Racing speed could depend on ...
- Your own stats.
- Stats of other players.
- Cars nearby.
- Special things painted on the road (easiest to do, but reduces variation and agency)
- Maybe you can build up a certain "symbol" for your car, and that "symbol" also appears on the track in many locations. (When passing it, you use what you build-up, of course.)