After discussions with the group, we had come to an agreement on a game we coined as "Chicken Cross" in which two players were to cross a large section of road (With both players starting on opposite sides of the road).
The game's rules were as follows:
- Both players draw five cards from a shuffled deck, each card has an effect on the gameplay.
- Players then roll at the start to determine who goes first.
- Player movement depends on dice roll. They can move left, right and up as many units as possible determined by the dice roll. Moving backwards is only allowed if every alternative direction is impossible at the current point in play.
- Before a player moves they can place down a card which may have one of the effects listed in the table below.
- First player to reach the opposite side of the road wins.
- Dice will feature 3 faces coloured red whilst 3 are green to signify if a cards effect is positive or negative.
Card Effect
Cone Player places small obstacle taking up 1 grid on the board.
Barricade Dependent on barricade type, blocks player movement (1 - 3 tiles in width)
Traffic Jam Column of cars across the entire horizontal axis of the board for 2 turns blocking
movement above or below the line.
Oil Slick Areas of 2x2 grids are placed on the board where a player is granted either +2
moves if the player gets a green dice roll, or -2 moves if the dice roll is red.
Chicken Flight Grants a player the ability to fly over barricades and other obstacles.
Citizen Help Enemy player misses a go.
Vehicular Drag Back Roll dice, if even number appears the enemy player's next move will be
halved, if however it's odd the card effects the other player.
Truck Smash When used the truck will either knock the enemy player back on a red dice
roll, or push the player forward 6 spaces.
During play testing the game, what we had learnt through playing the game only a small number of times was the sheer scale of a single game. We would really need to make the level much more narrow to accommodate more tactical and interesting gameplay. The map currently was just too wide for the obstacles or special cards to have any real impact on the game.
We also found the oil slicks to be useful in directing players across the map, it might be worth considering having them randomly assigned to tiles at the beginning of each new game to keep the gameplay fresh and not predictable. Perhaps even introducing larger and more abstract shapes with increasing difficulty could add a new dimension to the game.