The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica

Sum of its parts

This is my personal gaming blog. To give you an idea of my taste in games, I offer this quote: "Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." -- Antoine de Saint-Exuper The blog will probably be mostly gaming projects, mathematical analysis, and reviews of game designs (the blog title is taken from my very intermittant review series). While I do dabble in design, I admit I'm one of those people who gets distracted with real life or another game and never gets things out of the door.
Recommend
24 
 Thumb up
 tip
 Thumb up

Pseudopolis Yard

James Fung
United States
Berkeley
California
designer
Avatar
mbmbmbmbmb
With Discworld: Ankh-Morpork and Guards! Guards! A Discworld Boardgame coming out later this year, the other day I had an idea for another Discworld retheme: turn Scotland Yard into Pseudopolis Yard. The idea was staring us in the face all along, really.

The Watch series is my current favorite in the Discworld. The players play as Watch officers as they carry out a city-wide manhunt. A map already exists of the Ankh-Morpork:



The players could start at various watch houses or gates. To add a bit of color, each officer can have a different ability:

Vimes Vetinari's terrier: Vimes writes down his move and reveals it after Mr. X has moved. If Mr. X is in the space Vimes entered or left, he is captured. (Okay, this is a rather clumsy mechanic, but the idea is that Mr. X should be scared when Vimes is nearby.)
Carrot Charisma: Everyone likes Captain Carrot and will give him a lift, knowing full well they'll be compensated later. Carrot's movement isn't limited by tickets.
Colon & Nobby Maybe something about gaining information through contacts?
Angua On the trail: If Angua enters a space Mr. X has been through, she can tell the next space he moved into. As this is a very powerful ability, Mr. X will probably need to be given peppermint bombs to counter it.
Detritus If Mr. X has the ability to obstruct followers, Detritus can bash them out of the way?
Cheery Not really a field officer. Maybe something forensic, which would be an investigative ability similar to Colon/Nobby.
Visit
Dorfl See Detritus.
Reg Shoe
Sally Batty: Limited ability to jump around using her vampire bat form.

The turns where the Watch pinpoints Mr. X's location are, of course, when Buggy Swires spots him. To further distinguish the retheme from the original, Mr. X can try to disrupt the clacks system the Watch uses to coordinate.

One thing I haven't figured out is what would the 3 modes of transportation be in Ankh-Morpork. There's walking/rooftops and taxis/carriages, but what's the third? Details about the subway haven't been unveiled yet, and mail coaches are probably arranged for centralized pick-up and delivery rather than for general movement around the city.
Twitter Facebook
8 Comments
Subscribe sub options Sat Mar 26, 2011 1:11 am
Post Comment
Canada
Montreal
Quebec
Avatar
mbmbmbmbmb
I think the answer lies right under your nose.

Dwarven tunnels under the city.

We already know that the city is basically build on itself; we know that Dwarves have been digging down there, so it would make sense that you could use the tunnels to quickly get around the city.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Mar 26, 2011 1:15 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Canada
Montreal
Quebec
Avatar
mbmbmbmbmb
The black tickets could be the peppermint bombs.


I think you could also have a selection of Mr. Xs to give him/her a special ability as well, to offset the extra abilities for the watch.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Mar 26, 2011 1:17 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
James Fung
United States
Berkeley
California
designer
Avatar
mbmbmbmbmb
willythesnitch wrote:
I think you could also have a selection of Mr. Xs to give him/her a special ability as well, to offset the extra abilities for the watch.

I was thinking the same thing. When I mentioned disrupting the clacks, I was thinking of Reacher Gilt somehow getting the Grand Trunk to interfere with the Watch's network, but didn't know what else could be done. Lupine Wonse can summon a dragon that distracts the Watch? Dragon King of Arms can move like a vampire? Carcer or someone with the gonne would have to be captured carefully?
 
 Thumb up
 tip
 Thumb up
  • Posted Sat Mar 26, 2011 2:37 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Donald Dennis
United States
Pawleys Island
South Carolina
designer
publisher
Avatar
mbmbmbmbmb
I don't think I've ever played Scotland Yard, however I'd sure play a Discworld Adaptation.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Mar 26, 2011 3:13 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Andrew H
Australia
Brisbane
Queensland
Avatar
mbmbmbmbmb
Stage coaches = trains - fast long distance travel
Sedan Chair = bus - medium distance travel
Pedestrian travel = taxi - would these be unlimited as a point of difference to Scotland Yard

Bat ability could be used to fly to any location within a certain radius.as measured using an instrument similar to what is used in many GW miniature based games.

BTW I LOVE the concept and it is a great game to give a reworking and retheming.

The Ankh surely must have some way to be used for the equivalent of black ticket travel.

Mr X could have multiple possible characters with special abilities also.

Perhaps-
Wizard
Assassin's guild
Death


I did have some general ideas about designing a game based in Ankh-Morpork myself but my idea was for a game with each character having different goals and winning conditions based on who they are. I didn't make much progress. This looks much more doable.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sat Mar 26, 2011 5:55 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Lizbeth
United Kingdom
banbury
oxfordshire
Avatar
mbmbmbmbmb
This sounds very, very interesting.

I'd love to have Mr. X (whom is presumably the name given by scotland yard, which I haven't played) be various characters with different starting locations and abilities to be revealed (IE, so three characters share the first ability, 2 the second and the third most powerful one is unique to the character and reveals who he is) and maybe have different win conditions for the villian?

As for Colon and Nobby, they're the 'old guard' in terms of coppers, with roots in all the seedy locations of Ankh-Morpork, so maybe they're certain 'back alleys' that only they can use, or in the case that there's varying villans with different abilities/goals they can zero in/disallow these traits of the villian via patrolling around to 'rumor' locations, highlighting how often in the books they don't really 'chase' villans so much as stumble upon them.

Transport wise, I'd put the ankh as being a faster route because it'd add something strategy wise as the villan can use it to move faster BUT at the same time it's the most obvious method of getting about.

Hope that helps from someone who knows zilch about scotland yard.

1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Mar 28, 2011 12:03 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Andrew Brown
United Kingdom
York
North Yorkshire
flag msg tools
Oh bother, I haven't decided on anything interesting to put in here yet.
Avatar
mbmbmbmbmb
You may wish to take some insipration from Garibaldi: La Trafila, Fury of Dracula or even Letters from Whitechapel. One idea that might work is to have the detectives played by new recruits to the watch and have Vimes, Carrot, Angua &c. as special one off cards.
2 
 Thumb up
 tip
 Thumb up
  • Posted Fri Apr 22, 2011 1:09 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Philip Thomas
United Kingdom
London
London
Avatar
mbmbmbmbmb
Elizabeth Robson wrote:
This sounds very, very interesting.

I'd love to have Mr. X (whom is presumably the name given by scotland yard, which I haven't played) be various characters with different starting locations and abilities to be revealed (IE, so three characters share the first ability, 2 the second and the third most powerful one is unique to the character and reveals who he is) and maybe have different win conditions for the villian?

As for Colon and Nobby, they're the 'old guard' in terms of coppers, with roots in all the seedy locations of Ankh-Morpork, so maybe they're certain 'back alleys' that only they can use, or in the case that there's varying villans with different abilities/goals they can zero in/disallow these traits of the villian via patrolling around to 'rumor' locations, highlighting how often in the books they don't really 'chase' villans so much as stumble upon them.

Transport wise, I'd put the ankh as being a faster route because it'd add something strategy wise as the villan can use it to move faster BUT at the same time it's the most obvious method of getting about.

Hope that helps from someone who knows zilch about scotland yard.



Is the Ankh really a faster route? During the more recent books its been pretty much solid ****. The only difference between it and the streets is that you might start to sink into the Ankh- but only slowly.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Jun 21, 2011 8:22 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Subscribe

Categories

Contributors

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.