Grand Illusion Core Mechanics
Today is the second in a series about designing a new game called The Grand Illusion. Via Twitter I asked for examples of different types of Victorian-era magic and illusions. Here are a list of some of them:
- Cutting off heads / Cutting someone in half
- Disappearing persons
- Sword swallowing
- “Anything with doves”
Of course there are others like sleight of hand, card tricks, collapsing cages, awesome tricks with electricity, etc. What I am looking for are core genres of tricks that can be used as the currency (symbols) in the game. So with that in mind I think there are several such genres that could be used. For now I’ll go with these:
- Sleight of Hand
- Cutting (of people)
- Grand Illusions
That gives 6 “currencies” in the game that can be used for set collection.
The real question we need to be asking is, “How exactly do you play this game?”
As I mentioned last week the idea is that you are a street performing magician looking to gain a reputation, earn some dough, and eventually find yourself on a stage performing a grand illusion for the masses.
This will be mostly a card based game unless the direction of the game changes. For now I have created preliminary icons for the 5 main magic genres listed above (excluding the Grand Illusions).
Players will begin the game with a hand of cards. They will also have their “Grand Illusion” card, which is private. There will also be a few magic tricks to perform that are laid out on the table. In each round the magicians will perform a random draft.
Here’s how that will work. Each player will decide which card they want in the pool of available cards. So each player will take one of their cards and put it face down in the middle. Once all players have chosen a card, then one random card from the deck will be added. Then the player with the smallest reputation will pick up the pile, look at the cards, and play one face up in front of them. All other players will follow in order of smallest reputation.
Once all players have placed one of the cards face up, each will have the opportunity to perform a magic trick. To perform a trick you must have a set of cards that appropriately matches one of the face up magic trick cards. So a trick might require 2 “Escape” skills and 1 “Levitate” skill. If you have played these cards in front of you then you can complete the trick. Turn in the three cards you used and take the completed magic trick card and place it in front of you.
These completed magic trick cards will have an icon or icons on them that allow you to perform better magic. Some will have icons that are not available in the standard pool of cards that are dealt to players. So players must complete magic tricks to gain the skills they need to complete their Grand Illusion.
Once a player completes their Grand Illusion, the end of the game is triggered. All players will have an equal number of turns to attempt to complete their Grand Illusion. If only one player completes their Grand Illusion, they are the winner. If several people complete their Grand Illusion, then a tie breaker goes to the player with the most completed magic tricks.
So now that the framework is set for how to play, the next step is for me to mock up some cards and solidify the actual gameplay. Here’s where you all can join me in the design. I want you to provide names for magic tricks. I’ll use these as the names on the prototype cards. If they are really good names then I’ll use them as one of the Grand Illusions.
Also, I would love your feedback on the basic gameplay here. As I was writing this article I realized that this game has a feel very similar to Splendor or The Builders. There is definitely some engine building with simple card mechanics. I’m not too worried about that since I think the drafting mechanic makes it different enough. But I really want your suggestions!