tag:blogger.com,1999:blog-4678989644685757600.post6959054123752416639..comments2016-06-23T15:24:13.730-04:00Comments on Isamoor's Corner: Dice MusingsIsamoorhttp://www.blogger.com/profile/17246918125961752266noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-4678989644685757600.post-66288060711640533162010-02-18T19:34:28.076-05:002010-02-18T19:34:28.076-05:00I had some thoughts along those lines one time - b...I had some thoughts along those lines one time - based on something Jim Cote (from The metagamers) said. It was when I was thinking a lot about <a href="http://sedjtroll.blogspot.com/2007/10/building-game-based-on-core-mechanic.html" rel="nofollow">building a game based on a core mechanism that is itself an established game</a>. There are many games which could be described as a 'clever mechanism in search of an actual game' - Coloretto, Liar's Dice, Dominion, etc. Zooloretto does a good job of making a gem out of Coloretto. I have tried my hand at making a game using Liar's Dice as a central mechanism. I'm currently working on a civ game where your abilities and the potency of your actions are controlled by a deck which behaves like you might see in Dominion...<br /><br />And one time I considered a game based on the mechanism that is Reiner Knizia's <a href="http://www.boardgamegeek.com/boardgame/357/excape" rel="nofollow">eXXtra</a>. Your idea sounds similar to mine, which was that you would place dice on particular spaces which had actions or effects associated with them, and you could boot someone else off of that space if you placed a die with a larger number on it there. I will have to dig up those notes and see what that was all about, because I remember thinking that was a neat idea.Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.com