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Synergies



Hi,

I'm expanding the SynergiesOfPiecepackComponents page:

http://www.ludism.org/ppwiki/SynergiesOfPiecepackComponents

so far I have identified the following synergies. Do you know others?


Synergies between Pawns and Dice

    Throw a die, the outcome represents how many spaces a pawn of the corresponding color should move. As in Adultery.
    Throw a die, the outcome represents what happens in the space where the pawn in currently located. As in SanAndreas.
    Throw a die, the outcome represents if the pawn stays in the current area or moves to other areas. As in Martian Miners.
    Set the face of a die in secret, then reveal, the face represents how the corresponding pawn should move. As in GlobalWarming.

Synergies between Pawns and Coins

    Use the coins to program the future movement of the pawn. As in Everest.
    Play a coin and use its color to determine one of the 4 cardinal directions on which the pawn should move.

Synergies between Dice and Coins

    Have coins in the hands of players as money and use them to buy thrown dice based on their value. The dice could have powers based on their value or color.
    Throw a die of a suit, select the corresponding coin, if they are face up use another hint to know what color the coin is.
    Throw a die of your suit, select the corresponding coin from your set of coins.

Synergies between Tiles and Coins

    Have a tile in your hand, use the suit and value of the tile to identify a coin on the table. As in Matches.
    Place a coin on one of the small squares of the back of tile.
    Mentally divide the front of the tile into 4 quadrants (one of the quadrants contains the suit of the tile), place a coin on one of them. As in ShoppingMall.
    Take a coin out of a bag, the coin represents what tile should be eliminated from the board. As in GlobalWarming.
    Take the top tile from a pile, the player holding the corresponding coin is affected.
    Place a coin on one of the small squares of the back of tile, the direction mark of the coin points to the small square affected by that coin.
    Place a coin on one of the small squares of the back of tile, the value or color of the coin affect the surrounding squares. As in Japan.
    Have coins in the hands of players as money and use them to buy tiles available based on their value. As in Palazzo.

Synergies between Dice and Tiles

    Throw a die, the outcome represents in what face-up tile something should be placed (maybe a coin, a pawn or the die itself). As in GoodsFromCapeToCairo.
    Throw a die, move the corresponding tile.
    Place a die on one of the small squares of the back of tile.
    Place a die on one of the small squares of the back of tile, the top value of the die represents its amount of influence on that square. As in Ship It.

Synergies between Tiles and Pawns

    Place a pawn on a tile to affect its value. As in Palazzo.
    Use the tiles as a board on which a pawn can move.
    Stack tiles to form towers on which a pawn can perch.
    If a pawn is placed on a tile that matches its color the value of the tile is affected.
    Use the ace (or null) tile of each color as pedestals on which each of the pawns should be placed, taken from or returned to, by players. As in KingArthursCourt.