Eric Pietrocupo
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For a new game of mine, I have a simple war game idea where people rush to the center. Players spawn units and heroes that will try to control the center. Now if the spawning of units is fixed, it means that the forces on the battlefield will be symmetric and it could lead to dominant strategies. Here is a picture of the last prototype.

http://bgd.lariennalibrary.com/uploads/Mainsite/GameIdea/Gam...

My idea was to use a random production system, so that the forces are different from a player to another. But that leads to a different problem where a lucky player will have more or better troops than an unlucky player. This is the thing I want to avoid.

So an idea of mine was that each turn, your production consist in rolling 5 dices which the following face configuration:

2x Unit
2x Hero
2x Choose

Each unit you roll spawn a unit on the board. Each hero you get gives you points to hire a hero. If you do not have enough points they carry over the next turn. Each "choose" face allows you to use this face for units or heroes.

With a system like this, there are no losses. So a player cannot be unlucky and have a weaker army. If they have weaker units, they will have stronger heroes. If they have weaker heroes, they will have more units. So it kind of counter balance itself and it will create various army configurations. I'll just have to make sure that one is not more valuable than the other.

What do you think?

Do you know other games that used a good random production system?
 
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Steve Zagieboylo
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I like it. The only drawback I can see is if heroes cost a lot of points, such that one round's worth of hero points is never enough to buy a hero. I assume that heroes are only, say, three times as valuable as a standard unit, so rolling three H dice will let me buy one, that works.

You might also allow for a stable of heroes available for hiring, where some are cheaper and less powerful. That way, one is less likely to be forced to carry over his hero points -- he can buy a cheaper hero right now, if he wants to.
 
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Marc Missildine
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another thing to watch out for is 'running out' of units or heroes. If i have been saving (maybe due to bad luck) up points for the last 3 turns, and you happen to snag the last hero before I do, that would suck.
 
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Eric Pietrocupo
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Quote:
I like it. The only drawback I can see is if heroes cost a lot of points, such that one round's worth of hero points is never enough to buy a hero. I assume that heroes are only, say, three times as valuable as a standard unit, so rolling three H dice will let me buy one, that works.


Heroes offer the option to attack which a unit group cannot do. The stronger the hero, the stronger his attacks and the higher his cost to summon him.

Quote:
You might also allow for a stable of heroes available for hiring, where some are cheaper and less powerful. That way, one is less likely to be forced to carry over his hero points -- he can buy a cheaper hero right now, if he wants to.


Heroes are currently rated 2-3-5-8. Since players rolls only 5 dice, it means that the level 8 hero will require accumulating success. So yes, players could go for a cheap 2 or 3 hero, or accumulate success and troops to get a better hero later.

Quote:
another thing to watch out for is 'running out' of units or heroes. If i have been saving (maybe due to bad luck) up points for the last 3 turns, and you happen to snag the last hero before I do, that would suck.


Each players has their own 4 heroes. It is possible to run out of heroes if you lose them all, but I might have a prisoner exchange mechanic to get an hero back. Else if you lost all your heroes, the game should be about to end.

Because of this, I had another dice configuration idea:

3 unit
2 choose
1 hero

This time, there is a potential of 5 units and 3 heroes per roll. Units cannot be accumulated, but hero can. If all heroes are out, you can still accumulate points incase you get one back. But you will only be forced 1/6th of the time where you will not be able to change it as a unit.

Quote:
My only concern would arise when a player ends up saving a lot of points for a particular type, but has to spend them on something they didn't want to. However, it would promote a variety of build strategies, which you'd have to balance out to ensure that they were, in fact, equal.


Only hero points can be accumulated, the units are placed on the field immediately. The reason for the accumulation is to allow getting a level 8 hero with 5 dice. One of the faction will roll 8 Dice as it's special ability.

Quote:
I do sense that because the game is limited in its speed, there might be a runaway leader problem,


I somewhat found a solution to this. I knew that rush for the center would lead to run away leader syndrome. So each faction has a nemesis that can be moved by any players. A nemesis can only attack the matching faction and it wins all the time forcing the player to retreat. So the first player to reach the center is much likely to fight his nemesis first forcing him to find alternate ways to reach the center and giving time for the other players to block his path.

Up to now, the dynamic seems very interesting. Thanks for the feedback.
 
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Marc Missildine
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I really like the resource gen mechanic in your game, and I like the simplistic elegance of the playing field!

Am I correct in assuming that the paperclips are saved up Hero Points?
 
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Eric Pietrocupo
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No, there were victory point. I have not used the system above yet in my testing. I am currently trying to write the rule draft.

The game will be relatively small and simple. I intend to target a younger audiance (maybe 8+) while still keeping it challenging for adults.

The biggest challenge in this design is not the core mechanics, But rather the special powers. A bit like dune express, each faction will have unique special power with a small set of action cards unique to them.

I am very pleased of having a playable game almost on the first prototype, but there is still a lot of work to be done.
 
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Sturv Tafvherd
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Vaguely reminds me of Quarriors. But I like how you have units moving around, rather than having them get abstractly culled.
 
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Eric Pietrocupo
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The movement is pretty neat. In order to increase the number of movement path, you can move diagonally if the lines forms a + (I might use arrows to make it more clear)

When you retreat, you must retreat to an outer ring allowing players to block other player's retreat.

The duel masters board game was one of my inspiration sources.

Duel Masters: Battle of the Creatures Board Game



In fact I reused a variant idea I wanted to design for that game which consisted in having heroes assisted by units instead of having heroes alone. Units are in fact the hero's HP, while the Hero value is the attack strength.
 
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