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Justine Ayers
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Since I'm a graphic designer by trade even my test cards will be nice
There will be colors for each thing on the card eventually but these are the test cards we will write stats on during playtesting to test our numbers and make sure everything is balanced.

On the card you will see the parts of the card
Type of card at the bottom of the picture
Card Name and Faction at the top (with a picture of the faction graphic)
Resource Cost (this is the cost you will have to pay in resource to get the card onto the Theatre.)
Crew - This will be the number of pilots/gunners/and other crew members can be attached to a particular aircraft.
Loadout - This will be the number of Armament Cards that can be attached to this craft. These will be improved weapons and armor mostly.
Empty area of the card - You see flying on the card now but there will be much more for each card. This is the stuff that makes each craft unique.
Attack - Amount of damage the craft can do during a engagement.
Defense - Amount of damage a craft can take in a engagement.

Terms we are using.
Theatre - The area of play.
Engagement - Combat in general. Whenever a card is involved in a engagement it is turned 90 degrees to show that it is involved in a engagement and can't be the target of other attacks and can't be involved in other engagements this Round.
Round is one complete turn of both players. Each round includes you and your opponent taking a turn.
Scrapheap - Where dead cards go.

Types of Cards
Aircraft - Light Aircraft (fighters), Medium Aircraft (Mid Range Bomber or Transport Plane), Heavy Aircraft (Bombers or Zepplin), Titan (Capital Size Airship/carrier).
Base - Provide your starting resource income and also keeps Track of your Health.
Resource Producers - Mines & Factories mostly. You fight over these to increase resource production.
Characters - Pilots, hijackers, Spies ect. Can be attached to craft to increase their abilites.
Armaments - Can be attached to craft face down until you enter a engaugement when they are turned up. Usually weapons or armor improvements.
Luck Cards - These are cast during anyones turn and can change your luck for the better or worse. Ie. Engine Failure - Send target engauged card to the scrapheap.

As more is hammered out we will post the other card types so you can see them. I won't be posting all the cards as we are trying to do a limited play test first. If we do a wide range playtest I will let everyone know and anyone who lets me know I will send you pdf's to print out.

Thanks for your support.
Thumbs up if you like what we are doing it always helps


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Nate K
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Very attractive and ease-to-read card. How does the game work?
 
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Justine Ayers
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Basically both sides will have a base which provides 1 resource per turn.
This is the basic unit for requisitioning aircraft and pilots to the theater. The aircraft can then fight for control of resource producing land by trying to capture it or simply try to destroy the opponent and his forces. There will be different kinds of pilots and craft and in the long run we plan to add land and sea units and resource producing lands.

The game also will use a dice mechanic for the combat. I never have liked how stuff that is more powerful always wins in Magic the gathering and I didn't want it to be true in my game. Even if you are out gunned you can still win in our game.
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Justine Ayers
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BoardGameGeek » Forums » Board Game Design » Board Game Design
Re: [WIP] Steam Titans: Steampunk Air Combat Card Game
Top post updated with more info.
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Justine Ayers
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Rules of Engagements

Phases:
1. Declaration of attack - Can be opponent’s base, opponent’s aircraft, a neutral mine/factory, or a opponent’s controlled mine or factory. Any cards who are engaged are turned 90 degrees to show they are engaged in combat this round.
2. Declaration of defenders - Defenders are declared by the opponent. Defending is part of being engaged. Any cards who are engaged are turned 90 degrees to show they are engaged in combat this round.
3. Flip Phase - Each player flips over any armament or attached crew that is attached to aircraft that are engaged this turn.
4. Attack Phase 1 - Quick strike damage is dealt from any engaged aircraft that has quick strike. Any aircraft reduced to 0 or less defense are removed to the scrapyard.
5. Attack Phase 2 - Normal Damage is rolled by both attackers and defenders. All damage done in this phase is done at the same time. So any aircraft reduced to 0 or less defense are removed to the scrapyard. A player may Bug Out at the end of this Attack Phase if they want to run away from the fight and attack another time.
5B. Attack Phase 3 - If there is no clear winner of Attack Phase 2. Both players roll attack again. Repeat until there is a clear winner. A player may Bug Out at the end of this Attack Phase if they want to run away from the fight and attack another time.
6. Completion Phase - any captured mines or factories are moved to the combat winners play area. Any cards that lost their attached fighter are moved to the scrapyard. Any pilots that lost aircraft make their bailout checks. If they succeed they are moved to the players hand if they fail move them to the scrapyard.

This is the work in progress for the actual combat phases of the game.

As far as dice mechanics go do you guys prefer comparitive dice or just roll for damage total?

Example Risk for comparative. the two units compare what they roll the higher die wins. Each time there is a winner you go down a die until you have no defending dice.

Or Roll a die and the result is the amount of damage you do. Compare that to defense if it is higher you destory the target.

Im leaning toward the risk style. But wanted your opinions?
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Claus Kjeldsen
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Or a 3rd option, the mechanic from "Age of Mythology", where each units have a specific amounts of dices for attack plus some adjustments if attacking specific units. Then each player roll the dices and he who have most 6 win the battle.

You then have to solve each units attack.

During attack 1, the attacking force can somehow reduce the defenders dices for attack 2.

But if I should decide which of your option I would prefer, I would prefer the RISK style too.
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Mike L.
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It looks pretty good, good luck with your game.

As a quick note from someone who has been battling with card design. If these cards are going to be in a hand of cards, any time during your game, you may want to look into how people hold a hand of cards. People generally fan cards with the left side of a card revealed and the ability to shift this to see the top and bottom values of cards. As a suggestion you may want to flip the resource, crew, loadout, faction, etc to the other side of the card.
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Justine Ayers
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That makes sense. I will look into how it all fits and see if we can try that out.
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Justine Ayers
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In response to the dice mechanics I like what you are saying but im not sure I totally get it. I will have to check out the game rules.

I think the Risk meathod would work well for a squadron of aircraft because basicly if there are 3 aircraft with a attack of 1 vs a medium range bomber with a defense of 3. The fighters will likely have a "Banding" or formation bonus for attacking together. Lets say a +1 die to attack.

That means they get to roll 4 attack die vs the 3 defense die of the bomber.

Lets say the bomber scores 2 6's and the fighters score 1 6.

Next phase the bomber rolls 2 die and the fighters roll 2 die.

The fighters controller drops a luck card and gets a attack bonus for the turn of +2 die and is back up to attacking with 4 die again.

This being said I don't know how to represent how individual fighters would be destoryed. In risk the number of die was relative to the number of guys attacking or defending. Hmmmm. Maybe if they bug out in the middle of the combat they don't loose fighters at all? Instead they gave up and got away. But that isn't representative to a actual air combat.
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Claus Kjeldsen
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I would recommend to read "Age of Mythology" rules or maybe other games rules in this area because it is difficult to find the best solution to solve it

Though have to admit that I like the idea of a bonus if you do specific combination such as attacking as squadron.

In your example, does the bomber fight of the attackers in the first fase and how many attacks does the squadron have, as amany as they are? Or do you just sum up the entire strength and when it reach zero the squadron is destroyed or the bomber?

3 x figthers with attack 1 + 1 as squadron = 4. The firts hit from the bomber dont do any harm just reduce the sum from 4 to 3. The next hit reduced it from 3 to 2 which then cause one fighter to be destroyed. The others can then either withdraw or continue.

For the bomber, when its defence is reduced from 3 to 2 nothing happen, first when it reach zero it is destroyed. And if we have 2 bombers, then they are a total of 6 in defence or the attacker can play a card (luck card) which give them the opportunity to single out one bomber and then attack them one at a time.

Is this correct?

If you use some bonuses for specific situation then you could have a functional mechanic I think.
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Justine Ayers
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Im thinking that only certain aircraft will benifit from the formation bonus but others will benifit in defense from having fighters with them Heavy bombers or Airships having a escort as a example. And diffrent aircraft will be suited for escort missions and others better at all out attack. Aka some will have a banded defense ability and some a banded attack ability.

Both players roll the dice at the same time in the system i recommended before. That way there is no stagger in the damage and defense. You elimate the dice that are removed and you try again until they are all gone on one side or the other or both sides. Or you can bugout at the end of any 1 attack phase.

Basicly the attacking aircraft and any bonus' they have create a dice pool and the defending aircraft and any bonus' they have create another.



Another option is to have each aircraft have a defense number that is a target number you have to roll in order to destory it. If that target number is rolled or above that number the hit player decided which aircraft is destoryed.



And another option is to pool the damage total and if the damage total is more than the defense of one of the aircraft it is destoryed then if that total is still higher than one of the aircraft the next is destoryed ect.

Example:
Attacker rolls 6 6 3 2 which totals 17
Defender A has a defense of 8
Defender B has a defense of 8
Defender C has a defense of 3

The defending player chooses the have his fighter with a defense of 3 be destoryed. Leaving the damage on the stack at 14. He still has to account for that damage so one of his defense 8 has to be destoryed. He chooses which one.

This allows for a better defense score as well. If we make some mosterously huge air carriers or something that have a defense of 30 it is possible to destory them but pretty hard to do in a short battle.

Both players could still roll damage at the same time though and the destruction could take place afterward.

The only thing I don't like is players would have to track how much damage was done to aircraft the phase before. in the last example that last aircraft took 7 of it's 8 defense in that last attack. It would be a good idea for that player to bug out at that point. (a ability for a fighter to have a coup de grâce ability where they get a free shot if a opponet bugs out would be cool). I think it would be a huge cop out if the attackers had to do a full 8 the next phase to kill that guy.

Or remove the bug out mechanic and say if you can't till the opponet the attack fails The fighters that where destoryed are destoryed and that is the end of the phase no repeated phase. Also kinda a cop out.

Also the assumption in all these is that the aircraft is repaired to full defense at the start of each round.
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Justine Ayers
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With testing last night (since i didn't have dice at work).

The last option seems to be the best so far. Adding the roll together and distributing to the targets.

I don't think it's too much math to remember that your aircraft has 2 armor left after a phase.

Is it rock solid no. Is it fun. Yeah it works well and is simple to learn.

The distribution of damage seemed to work well also. I tested with my wife who knows very little about games and she picked it right up.

I will be writing these rules up today and see what we can come up with for explaining it. And expanding on it with card ideas.
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Justine Ayers
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Here is the latest redesign of a Fighter - Light Aircraft
The aircraft name probably won't stay but at least we are filling in the blanks finally.
Thanks for the suggestion Nitro9090.



Dice mechanics are coming along slowly. I am working on some illustrations to show how they work. After that is done I will post a "rules so far" so people can see where we are at.

Next thing to tackle is how we make all these aircraft unique and then to figure out exactly how our pilots can make aircraft better. And lastly start tackling the luck cards. Then cost them all out for their resource cost.
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Justine Ayers
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This project is not dead just so folks know.
Most everything that I had done survived a computer crash.
I am picking up the pieces and re-evaluating some things about it.

But updates should be coming again soon.
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Morgan Swiers
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Excellent. MWA HA HAAA!
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Justine Ayers
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Back from the dead. I have been rethinking this project and I think it's about time to finally get back to work on it. It's been long enough away from it to really get some better ideas for it.

I promise finally will be getting back to it.
 
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Justine Ayers
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recently I have become a huge fan of some of the stuff Jay Little has done with the X-wing and new Star Wars RPG games. I love the concept of upgrading dice and the build a dice pool and compare type system.

It was already a direction I was going in with my game. The building a dice pool from the planes attacking vs the defense of a opponent. It still seems like the most fair version. The only thing I am wondering is if I should make some custom dice with only symbols. That way the player doesn't have to worry about the math so much.

One thing i don't want to do is take away the defenders ability to roll vs the attack for his own defense. I think if we went to a system where the attacker rolled for attack and added negative dice it would be less fun for the other player. I think this was the direction that X-wing went also.

I do like the idea of upgrading dice from the Star Wars RPG because of skill. I would say only a pilot could added a upgrade dice to the attack roll.

Also with the direction I have been going with the visuals i like with this game being Dieselpunk instead of Steampunk. I am going to be renaming the project and re-posting it as Machine Hearts(maybe a sub-name also). Named after part of the great speech from the 1940 movie The Great Dictator with Charlie Chaplin.
 
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