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A Game of Herding Lifts



I've had this image in my head for ages now.  A bell-hop with a shepherd's staff, whistling.  "Lay down; shaft 2.  Come by Shaft 3".  It's sat in my quotes page, I think.  And I finally decided that the right venue to use this is a game.  Influenced by some time on a ship with a really terribly behaved bank of lifts.

So yeah.  In this world, lifts are, basically, sheep.  You can see it; right?  They're big, slow, dumb, never where you want them to be, and tend to arrive all at once.  Thus, obviously, they need lift-dogs to split them up and get them where you want them to be.

This is... maybe quarter-baked right now?

The layout



the building is 6 (?) floors high, and 3 (?) lift-shafts wide.  In these shafts are the lift cars, and the lift-dogs.  To the side are the floors, with a queue of waiting passengers.  Passengers may also be in the cars; there's limited space for 4 each (?)

Each turn you:

Lift Motion







Things that need to change:

It's too controlled.  I want more gravwell-style chaotic interactions.  Current thought is that you get to roll some dice for the movement available to you.  The dice would be 4x'thing you want' 1x'something else' and 1x'sit and bark' and you have to use everything you roll.
I also want more long term variation.  I'm currently thinking Yahtzee-style combo scoring.  Cash in your 2 points for delivering 2 passengers now?  Or wait to score this card for its "delivered one to every floor" potential?

That was too fiddly.  But I think I've got it now.

There is only one lift dog.  Passengers belong to players.  There are cards; each having a direction you want the dog to go; a passenger route to fulfill; and a time (which is the means of communicating with the dog.  Time 1 is whistling, the fastest; time 5 is the dog reading a neatly calligraphied letter...) - and a points value, which is inverse to the time.  These cards start some in players hands; but mainly in a 5-slot river.

There is a 5-slot clock, with the dog existing on the lines between the times.  So time 1 is the time directly in front of the dogs pointer.  When you play a card, you count that many slots (so if clock is entirely empty, 1 goes in slot 1, 2 in 2 etc.  But if partly filled, it could wrap around) and put the card there.  Place the marked passenger (if they aren't on the board already) and score the points for the card immediately.

On your turn, play a card either from the river, or from your hand.  The river does not refill at this point.

Then, if slot 1 is filled - the dog does the actions that are filled until it hits an empty slot (where it stops) and then a lift reacts.  So playing in slot 1 moves the dog once then the lifts.  But playing 2 then 1 would move the dog twice; then the lift.  The river refills now, when the lift moves.

Each player scores their passengers for disembarking.  I think that the extra score for the playing cards in advance will be sufficient motivation to try fiddly things.




Not really examined this for feasibility - but I think we can get the right amount of random out of:

Ok; it feels good; and the physrep I have in mind works lovely.  but UGH so many flaws.  The biggest most obvious one is "What does counterclockwise even mean when lit and dog are far apart".  Though the actual first show-stopped players hit is "Huh, lifts all start on the ground floor I guess?  Uh, how do dogs get past that then?"  Which will crop up any time lifts are all on the same floor.  Maybe dog position and "which lift moves" need divorcing?

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Last edited August 26, 2018 7:53 pm (viewing revision 7, which is the newest) (diff)
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