Toy Box Board Games: Kit Contents

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Toy Box Board Games: Kit Contents

Postby goofyspaceranger » Wed Mar 30, 2016 11:52 am

Imagine a kit that could be used to design & play a variety of Disney Infinity board games - from exploration games to adventure building to strategic takeovers, and more. Imagine a set of game board pieces, cards, and tokens that capture the spirit of the Toy Box, that spark of the imagination through gaming & storytelling - using the iconic Disney Infinity figures themselves as the playing pieces. Imagine multiple kits covering the various Disney brands, where each kit can be used on its own to play lots of different games, and be combined with other kits to play even more.

Toy Box Board Game Set #1: Disney
- 5 bags of "sparks" (emotional/team/player colors of blue/red/green/yellow/purple, say 15 each)
- 5 colored circular power discs (same colors - blue/red/green/yellow/purple, each with IN logo)
- a pair of standard 6-sided "gem" dice (blue)
- 19 IN-hexagon-like game board pieces - actual puzzle pieces with blue-colored Gameplay toys on them (see related post)
- corresponding edging "puzzle pieces" to complete the IN-shaped game board
- 50 Terrain Cards to match terrain game board pieces (5 copies of 9 Terrain styles + 5 copies of brand logo wild-card)
- Character Cards for all current Disney characters of Infinity (character cards for Pixar/Marvel/Star Wars in other kits)
- Enemy Cards (e.g. Omnidroids, Sea Pirates, DunBroch Bears, Stitch Collectors)
- Tool & Pack Cards (e.g. Frying Pan, Croquet Mallet, Identity Disc, & a Blue Key)
- Mount & Vehicle Cards (e.g. Sven, Maximus, Aladdin's Carpet, Light Cycle)
- 1 Blue Power Switch Card - this card would NOT have a generic back - one side shows it on, the other shows it off
- Sidekick Cards

Toy Box Board Game Set #2: Pixar
- same format, with Pixar Terrain themed tiles & cards, Pixar character cards, Pixar enemy cards, Pixar Tool & Pack cards (e.g. Star Command Blaster, Pixar Ball, Carl's cane, Monsters' Paintball Gun, Yellow Key), more Mount & Vehicle Cards (e.g. Bullseye, Merida's Angus), a Yellow Power Switch Card, Pixar Sidekicks, with orange/yellow dice & and 5 more sets of sparks/power discs.

Toy Box Board Game Set #3: Marvel
- same format, with Marvel themed tiles & cards, Marvel character cards, Marvel enemy cards, Marvel Tool & Pack cards (e.g. Goblin Grenade, Purple Key), Mount & Vehicle Cards (Stark's car, S.H.I.E.L.D. vehicle, Cap's bike), a Purple Power Switch Card, Marvel Sidekicks, with purple dice & and 5 more sets of sparks/power discs.

Toy Box Board Game Set #4: Star Wars
- same format, with Star Wars themed tiles & cards, Star Wars character cards, Star Wars enemy cards, Star Wars Tool & Pack cards (e.g. Lightsaber, Green Key), Star Wars Mount & Vehicle Cards (Bantha, Tauntaun, Landspeeder, Rey's Speeder), a Green Power Switch Card, Star Wars Sidekicks, with green dice & and 5 more sets of sparks/power discs.

The 5th Game Set: Kingdom Hearts
There are several advantages to a 5th kit - The gameplay devices like the Teleporter, Power Switch, Trigger, etc. will include each of the 5 color codes matching Emotions/Team Activators (again, if Red is added). If you have all 5 kits for example you could use all Triggers or all Teleporters with some Wild-card versions to maximize the color combinations of a 5-player game. If Kingdom Hearts is added for the reboot, that means additional minion cards (Heartless, Dream Eaters, Unversed, Nobodies). Costume cards for Mickey, Donald, Goofy, Minnie, & Stitch across the 4 Disney-owned brands would be great for card & board game variations (see related post).

Powerful Game Tokens
The 5 colored power discs can be used as player tokens, making each kit be independently usable without any Infinity figures at all. Ideally of course players would have Infinity figures, and so could use these Power Discs for different purposes - such as a capture-the-flag style Power Disc, or a token representing 10 sparks of that color, or some form of boost/upgrade associated with the figure standing on top of it. A cool aspect of this is that every Infinity figure's circular base is transparent, so that you can see the color of such a Power Disc underneath during the game without needing to pick the figure up to check (depending on the design for most of the characters). These new Power Discs could even be a tie-in to the rebooted video game - each disc could have an RFID such that placing it on the Infinity pad provide a rechargeable Diffusinator-style color explosion of some radius for new color-based games. 8-)

Expanding Characters, Expanding Marketing
The character cards in these kits would reflect all of the Disney Infinity figures already in circulation. New figures being released would include the corresponding expansion card to these board game kits. Instead of a web code activation card, you'd receive a collectible card that feeds into these actual card & board games. This is another example of how the board game would promote the video game, and the video game would promote the board game.

The Many Uses of Multi-Colored Sparks
For some of these board games, the sparks are generated entirely by the matching color of Trigger & Locators numbered 1-6. In other games some amount of multi-colored sparks are distributed upfront at the beginning. At the start of a turn, a player character with a spark of any color can spend it to enter Spark Mode and have that character land on any space on the board. For games involving RPG stats, a Green Spark is a Health boost, a Purple Spark is a super-power charge, and a Yellow Spark is a skill boost. A Red Spark can cause damage when encountered, such that spark generation creates a form of trap (as a caveat, if the character had any Green Sparks, could expend a Green in exchange for the Red and still use it for spark movement on a subsequent turn). The Blue Spark is used for acquisition - not just the option of taking a card from a random pile from anywhere on the game board, but to take a card from another player. Any given character can hold up to 2 sparks of each color (albeit tricky to manage with the Red), up to a maximum of 10. Extra sparks are left on the board where they landed.

Marked Cards
Across all 5 sets, there would be separate card back designs for the corresponding categories of Characters (IN logo), Terrain (Avalanche Software mountains logo), Enemies (Enemy Generator toy), Sidekicks (Friend Generator toy), Mount/Vehicle (Vehicle Summoner), Tool/Pack (Object Generator toy), plus the Power Switch cards. On the face of each card, there would be clear outline of the Team color which coincidentally corresponds to a particular Disney brand/suit. The face side of Terrain cards would have an instance number of 1-5. The Character cards would have a combat class designation (e.g. Archer, Soldier, etc. see Battlegrounds post for more info). This would make is much easier to separate out subsets of cards into various piles depending on the game being played or designed. For example, in an Explorers game where every player needs a full set of Terrain cards used, setup would split the piles using the instance number, whereas the Puzzle game requires exactly 1. In a Battlegrounds game looking for a balanced set of combatants, setup would split the selection piles by combat class. For lots of the games, separate piles would be used for the various Gameplay generator toy tiles (Enemies, Sidekicks, Vehicles, Tools) where sometimes the Team color would designate matching brand or in other game designs, a mix - so for example the Green Enemy Generator tile might just generate Star Wars enemies, or with multiple kits, could generated Enemies from Disney/Pixar/Marvel/Kingdom Hearts too. For cleanup, the Team colors (along with the different brands) help separate five piles for the five kit boxes.

RPG Stats
Each Character card would include RPG stats for Melee (Fist), Missiles (Target), Defense (Shield), and Movement (Winged Shoe). Various cards from Tools/Packs would provide stat adjustments to Melee, Missiles, or Defense. Some games would only use the Movement stat, others Movement with Melee & Defense, and some with all stats (one of the example games doesn't use any of these stats at all). Visually, it's the character image that matters most, and then the Team color, and then these stats. The fist would be a better icon for Melee than the axe - not strictly adhering to the video game skill tree, but visually displayed on a Disney character card would look much better. As to other Infinity combat stats, the Power meter would be simulated by Purple spark tokens near or on top of the character card (max of 2 per character) and the extra Health meter would be simulated by Green sparks (max of 2 per character). A Yellow spark would increase Melee, Missiles, & Defense by 1 (max of 2 per character). Note that each Sidekick card and Enemy card would have RPG stats as well, but would all have a Movement of 1 and therefore slow the Hero/Villain who might otherwise be faster on the board. See the "Battlegrounds Board Game" post for more details on combat.
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Re: Disney Infinity Board Games are like Play Sets!

Postby Pcboy99 » Sun Apr 03, 2016 1:24 am

I'm a little confused... Wouldn't that be ripping off those games? It's a cool idea, but the way you explained it sounds a bit too complex for kids


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Re: Disney Infinity Board Games are like Play Sets!

Postby goofyspaceranger » Mon Apr 04, 2016 11:15 am

Kit & independent game examples redone in related posts - hopefully clearer now.
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