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LadyAlekto

There are some i never go into detail for (needless to say House Senna has a copy of them all, their dragon is a tad bit childish at times) But one i especially note is something akin to chess, with the big difference being that every fight has dice rolls, because no battle is a foregone conclusion and even a pawn may defeat a knight by luck alone. It also allows to attack with several pieces if their movement allows and gain more dice that way.


adfasdfdadfdaf

Funnily enough, some early versions of chess were also played with dice, where the result of the dice roll determined which piece the player could move.


LadyAlekto

Oh? Never heard of that, would be interesting to read up on and maybe steal as one of the potential rules. In my worldbuilding not even all species share the same pieces and rules, eg what most call the king dragons call the hoard, and it cannot be moved while among the wilds that piece gets two dice and moves freely, the chief warrior.


Vandal865

Tabletop games are surprisingly common across Corespace. Not all ships have access to top-of-the-line entertainment systems, especially during the New Dark Age. Most hardware is dedicated to ship functions, so old-school pen and paper gaming has made a bit of a comeback. One of the most popular is *WarHounds*, a hybrid mix between a card-focused game and a tabletop war game. The actual pieces are based on in-universe war machines. It's garnered its own Warhammrr 40k style fanbase in-universe. More traditional TTRPGs exist as well. Dungeons and dragons still exists (Hasbro as a company is canonical still in business in 2420) and is still pretty popular, especially among ship crews. Conventional board/card games are also a thing. Holograms are expensive, so most are played in the Old-Earth style, with Blackjack and Mahjong being some of the biggest types remaining.


WaylandYutani

In my medieval fantasy setting, a popular card game is a modified oracle, originally created by a doctor in order to educate populations who did not have access to school to the humoral theory. The rules are complex, and to be honest, I don't remember them perfectly. I think it's not very understandable to read like that, I recommend that you take the Humorism Wikipedia page next to you. So, the game is composed of 24 cards. 6 families of 4 cards. 1) Yellow bile, Black bile, Blood, Phlegm. 2) Cholera, Sanguis, Melancholia, Phlegma. 3) Cholagogue, Bloodletting, Diuretic, Purgative. 4) Fire, Air, Earth, Water. 5) Liver, Heart, Spleen, Brain. 6) šŸœ‚,šŸœ,šŸœƒ,šŸœ„. The game takes place in four phases, called spring, summer, autumn and winter. Four cards are drawn per season. The first card is drawn at random. The aim of the game is to "cure the patient", taking into account that each card gives a higher or lower humors level, and for the patient to be cured, the four humors must be balanced. We must also pay attention to the phase of the game, because the seasons unbalance the game in accordance with the humoral theory. If the humors are not balanced at the end of the fourth phase of play, the patient dies and the game is lost. This game is played with two or four players, all on the same team. It is called Equilis, but there is a variation called Desequilis, where this time the players compete against each other, one team having to kill the patient by unbalancing his humors, while the other team must rebalance them before the end of the four phases. Another variation is played on a 4x4 board, but I have lost the rules for that one.


Tisonau

wow, the concept behind the game being educational is super cool! (now gimme that)


Metatality

I've made a couple, but in truth most are just remixes on chess. Different board shape, different pieces with different moves, but the core structure is chess. I particularly like to use hexagonal boards as they allow for the same game to be 2 player or 3 player very easily, and it better represents distance and proximity for a game that is fictionalizing combat. Since the world has magic there are pieces to represent it in addition to the usual foot soldier and cavalry and archer. These take the form of pieces that can strike at range without moving, and healers that can restore injured allies (tiles get flipped over rather than removed from the board). Each continent has their own take on these core ideas, but generally there are 5 or 6 pieces, a goal (capture a neutral tile, defeat an enemy leader tile, last one standing, etc), and alternating play moving 1 piece per turn. Outside of those there's more of a focus on dexterity games. Flicking disks through complex paths or hitting special angles, more in the style of Carrom. While not really a board game I'd also put games more like bocci or darts in this category. In the case of my world these tend to take a few forms: - Rolling a tube to stop on a line on a table, points awarded by proximity - Flicking a disk to stop on a target circle, points awarded by number of disks in the circle per round - Flicking a disk into a 5x5 grid of cylinders, getting points for the number of cylinders knocked over - Rolling a ball on a table of obstacles to try and settle it into a small net goal on the other side - Rolling a wooden hexagonal prism trying to make it roll onto a specific side (1 full rotation needed to count) that kinda stuff.


joymasauthor

Yes - I've been working on them at fiction. evanjoymas.com/games I largely started building them because I wanted two characters to play chess but not actually play chess. You can read the rules and the vague background material on the site, and there's even a little board with pieces to have a playtest. I've updated the rules a little after playtesting with some friends (I printed out some physical pieces), but I haven't updated the site with the new rules as yet. I'm also adding some children's games and gambling games using the same custom pieces. Overall, I wanted the concept of balance and the mythical figure of the river to play a part in most of the games so that they felt situated in the world. Hopefully some of that has come across.


Mancio_Luke

There is Schach, a game which is a different type of chess, it pretty much works similiar with a slightly bigger board, however, the biggest difference is that there are much more pieces, each one with their own unique gimmick, a player can pretty much just make their own personalised Army of pieces


Dizzytigo

I do, but what those games are is a mystery, puzzle master. Gambit, is something chess like. It's played with small sculptures that have various roles. I don't know what the game entails, it's only in the story because a character has a piece from it as a pendant. It uses dice somehow.


Rioma117

Yes! Iā€™ve prepared myself for this question. So, there is the game of Tamotz (meaning crossroads), a very popular board game that is played by the rich and the poor alike. Because manufacturing boards and pieces is no easy task, the game comes in 2 variants: one in which all the pieces are the same called Tamotz and one in which pieces have different classes and different looks called Royal Tamotz. Although one is more expensive, the normal game of Tamotz is played by the rich too since itā€™s simpler and faster while the Royal variant is the one played in tournaments. The game plays as such: -there are between 2 and 4 players on a 9x9 board (for the 2 players the board is usually restricted to 7x7 and for 3 to 9x7) -the players each choose one character to impersonate: the king, the traveler, the priestess and the general, each have their own losing condition and the game ends when all but one player loses (as opposed to the goal being winning). -the conditions are more complex, Iā€™m not detailing them here. -once they choose their role, players place pieces on their starting zone. There are 2 types of pieces: the master which represents the character and that has special moves (itā€™s a standard piece with a marble on top) and the servants (that are either all the same or different depending on the game) -in the 2 player game for example, each player has 16 pieces (1 master and 15 servants), they place 10 on the board at the start of the game (among which the master is mandatory to he placed), the rest are called reserves and can be added later. -during their turn a player has 2 phases: movement, which means moving one piece on the board according to its movement and action which allows you to choose between: attack- a piece of yours kills another of the opponent, add- take one of your reserves and put it on your starting zone and rotate- each piece have different movement/ abilities if they are horizontal or vertical. -an interesting thing you can do is staking, when you add a piece, you can stack it on another piece (this also allows you to put it anywhere on the board) which can be either a piece of yours or an opponent piece. Now, if itā€™s also piece of yours, the movement (but not the abilities) of the stack add up, if itā€™s an opponent piece it reminds the same but the opponent can also use the stack. -so yeah, the game continues until the opponent meets the criteria to lose or you do.


SonOfZiz

Theres a story I've had on my backburner for a while that I've been looking at more lately, and a game is central to the plot. I haven't ironed out all the details, but it would be somewhere between warhammer and magic the gathering. It started as a project to make a believable world for a yugioh type story. Basically, it's a fantasy world where everyone was at war for like a thousand straight years so the biggest strongest most enlightened mages ever got together and went "Okay we're over this, we're writing a magical law of the world that prevents any intelligent creatures from physically harming each other. That made war kinda impossible so everyone had to chill out, but there were still conflicts that needed to be resolved. So after a little badgering the sages added a clause that people can make a magically enforced bet/contest/duel to settle anything, as long as both parties agree to it. But, as it turns out, the road to hell is paved with good intentions. In the couple hundred years since the first and second law were enacted, a single game has become the main form of contest everyone uses, and a class of nobles has arisen who basically have used a combination of card game training, owning better cards, a long and complex history of sharky magical deals, and societal coercion while never having to worry about peasant uprising on account of the no harm rule. Turns out, maintaining power is easy when you write all the rules


MechanicalMenace54

i haven't written any in but due to human culture in my world being stuck in the 50s it's entirely possible. however I did write in video games which are done entirely on analog circuitry and there is even a very popular vector graphic FPS game called Commandroid 3D about a robot commando shooting waves of communists.


Sov_Beloryssiya

Because Reddit won't let me comment with a table, this is the link: [What are some popular board games in your worlds? : r/worldbuilding (reddit.com)](https://www.reddit.com/r/worldbuilding/comments/1660cqt/comment/jyhc6hk/) The United Empire has marshal chess, think of it as chess and xiangqi's bastard son.


Acceptable-Cow6446

The gods play a board game with up to four players on a modifiable board. The rules change depending on whether or not a non-player, a watcher, is present. The pieces range from chess-like pieces to coins toā€¦ pretty much anything that fit on a tile. Some play with strings. Sometimes pieces can be placed at an angle on top of coins. One of the POV characters frequently plays as watcher. He doesnā€™t understand the rules but can tell itā€™s far from random. The characterā€™s take on it is that itā€™s a sort of scrying thing. Iā€™ve written a couple scenes with it. I imagine non-gods play a more orderly version.


98VoteForPedro

Yes


Tisonau

epik


GammaRhoKT

Hexagonal chess is the only version they know of.


OliviaMandell

Board and card games. One world has a nobles game and a commoners game. Only the gods play the god game version and it's CM basically one of my settings. One of the things I've been pondering is board and card games for my newest world. Still a long way to go though.


RottenNorthFox

Yes. But I'm too dumb to invent them so I just describe the looks if it instead of rules lmao.


Zubyna

Pigface the butcher is a popular board game in my world The game lore is about a serial killer named Pigface who captured 4 college students (Amy, Claire, Lola, ZoƩ) during their summer break. He took them to his slaughterhouse, and is about to eviscerate them. However they are able to escape the room where they were locked up and they are now trying to escape the slaughterhouse. If they successfully escape, they can report Pigface to the police and send him to the deathrow. The game starts with all players (up to 5) drawing a card to determine what character they play as. The girls start at the southwest corner of the board, their goal is to grab the door keys in the southeast corner of the board, and then escape through the northwest corner of the board. Pigface starts from the northeast corner of the board and his goal is to catch and kill the girls one by one. The players play turn by turn. Amy plays first, then Claire, then Lola, then ZoƩ, and finally Pigface. However Pigface throws two dices instead of one. There are passages on the board that the girls can take but Pigface cant. The less players there are, the more of those passages there are to balance difficulty depending on player number. When Pigface catches one of the girls, he slices open her belly and then goes after his next victim, the player is now eleminated. Pigface can be killed if one of the girls grabs a knife in the northeast corner and duels Pigface, the winner is the player who scores the highest dice score, but Pigface has a +1 bonus The game can get quite a lot of censorship in some versions. For instance in the canon version, Pigface's face has way more pig like feature, there are way more blood and entrails as decoration, the girls wear two pieces bikinis. In the censored version Pigface looks more human, the girls wear street clothes, the slaughterhouse is mostly clean. Some people believe the game is cursed, that it is inhabited by the ghost of Pigface (the game is inspired by a true story) that weird things can happen in the room when the game is played at night (like knives moving on their own or hearing a woman scream or cry in the appartment) that players experience nightmares after a game, that the player who plays as pigface can sometimes turn agressive towards the other players.


nyrath

Jennifer Diane Reitz invented a chess-like game for her manga Unicorn Jelly. https://www.projectrho.com/public_html/rocket/futuregames.php#id--Chess--Chess_Variants--Taasen


blaze92x45

For endimiya there is a tabletop war game that is basically halfway between being something like battletech and dungeons and dragons. Usually the player count is between 4 to 6 players and one storyteller who controls the opposition forces and weaves the plot of the campaign. The game's lore itself is sort of a mishmash of battletech and 40k. Given its not a main focus of the plot the game is just going to be mentioned in passing.


GalacticHitchhiker21

In developing a deck of cards for one of my worlds!


Klutzy-Cockroach-636

Yes there is a game where each player gets 20 token and they try to lay them out starting similar to how you would in connect 4 then you stack each of the 5 rows into piles of 8 and whoever has the most tokens in each pile gets one point. another game is you get lay 20 chips of various values in rows on each side of the table then you get 3 dice and try to land them on the chips you need either 150 or 250 points minimum to win depending on the variation you play.


Klutzy-Cockroach-636

Here are the rules Setting up Each game consists of two teams of 1 or 2 people sit at opposite sides of the table on the red and blue side. There are 5 types of tokens in ascending order they are white,red,blue,Green,and Black Each side gets 50 Tokens 10 of each color Each side puts 10 of each token on the board on the playing surface with the least value token in the back Each player then rolls the red dye to determine who will go first. Opening moves The first player will then take a white dye and roll it onto the opponents layout. They get 6 of these shots and Whatever peice the dye lands on shall be removed and added to the players pile. Each chip shall be worth the following white 1 red 5 blue 10 green 25 black 100 each side gets a total of 18 roles switching every 6 roles. if no team has 150 points each team shall get 2 Additional rolls whoever has the most points after that is declared the winner of the round In order to receive points the dye must land entirely on 1 token You need to win 3 rounds more than your opponent after playing no less than 5 rounds If nobody wins by the conclusion of the 15th round the game is called a draw. Their hand may not pass the middle. If it does their turn is over Player Ranking A player shall start with a rank of 0 and shall receive 10 Points to their rank for every win and shall lose 5 for every loss. No points will be awarded or removed for a tie. The lowest Rank is 0 a rank cannot become negative There shall be 7 tiers of players Novice 0-50 bronze 51-199 Silver 200-500 Gold 500-999 Diamond 1000-2499 Platinum 2500-4999 Expert 5000


Boy_Bayawak

Rather than board games I created a card game that represents the races of the world I built. The inspiration was from the 'no game no life' anime and in the light of normal playing cards (That 32 Deck of Cards) That means the set is complete with just 30 cards!


eeeeaaaooo18

Yes,definitely,you can tell by board games like :ā€Duck Duck Mooseā€ where you play duck duck goose and whoever is the moose has to chase a single person of their choiceā€¦((They use clay to make the charactersā€¦))


NextEstablishment856

Pasharum is, honestly, just a variant of chess/xiangqi. It's an hourglass-shaped board with a variety of pieces and asymmetric aspects. One player is trying to defend the only king on the board, usually by taking advantage of the choke point, while the other is attempting to break through and kill the king. Still hammering out all the rules. Split the Take is basically a trick taking card game. Instead of the paper cards we use, they have metal or ceramic discs with a hole in the middle that get strung on a string or rod (pike), so you can only play off the ends of the stack. When you draw a disc, you can slide it on either end, so it's important to think about what you may need access to in coming rounds. The discs are dealt out, and each player looks at their own before putting them in a bag. They make a bid on how many tricks they'll take, then draw five discs from their bag and arrange them on their pike as desired. It's a deck is 40 discs: 5 suits with numbers 1-5 plus a Lord and a Lady, and 5 unsuited cards: the Horse, the Hound, the Hawk, the Hill, and the Other. Depending on region, the four Hs will have differing strengths, and may have designs matching certain suits. The Other is always the high card and is never designed to match a suit.


Good_Pirate2491

I spent 4 days designing, testing and making tokens for a game that for some reason i NEEDED to be a working board game in world. Idk why im like this.