I love science fiction and I love customizing my favorite games. One of major peeves about board games is they never last long enough. It's hard to have a meaningful campaign because there's either never enough options or it's dumbed down to be more appealing. Because of this I've started making my own version of Axis and Allies, since AA dominates the strategy games.
Create an advanced sci-fi strategy board game with expansion maps and ever increasing difficulty while retaining a fresh gameplay experience that plays smoothly and is fun for both beginners and pros.
The World of Alliance 2199
*All names and rules are subject to change feel free to offer suggestion*
Alliance 2199 is a game of global domination and beyond. The powers of good vs evil battle for control of territories across the galaxy. The year is 2199 AD and a new age is dawning on humanity and with it came strife and hardship. An alien technology discovered deep underground allows for instantaneous travel to another world dubbed Strata-X by the archeological teams sent to investigate. This caused a massive boom in technological advancement and caused many wars. But mankind moved on and colonized the stars. New powers were born and old ones fell, but war never changes. Forces once again begin to clash in a ploy for galactic domination, and the key lies on Strata-X. Strata-X is earth-like, rich with fuel sources, and massive economic potential. Whoever controls Strata-X controls the future of humanity. Choose your side, choose your faction, and determine the fate of humanity.
Progress So Far 11/3/2016
1. I've completed a rough draft of the map for Strata-X.
2. The "Unit Chart" showing basic unit cost, movement, attack, defense, and special rules has been moved to "rough draft" phase.
3. Rules for Command Card play has been roughly decided
4. Work on the earth, moon, and command card decks begins tomorrow.
5. Proxy pieces have been identified for use from Halo Wars Risk, Axis and Allies, Dust, StarCraft Risk, Risk 2210, and x-wing until suitable pieces can be made or purchased (looking for sci-fi based units capable of filling A&A type roles).
6. Rule Book is in progress but far off from rough draft phase.
7. Facilities Tokens have entered into rough draft phase.
8. Faction logos and names need work.
Rules for Alliance 2199
Many of the rules will be similar to Axis and Allies. To avoid reading things you might have already seen I'll only be posting rules that are different.
1. Purchase Command Cards
2. Execute Orders (play command cards)
3. Conduct Invasions
4. Tactical Movement
5. Spaceport Movement
6. Purchase New Units
7. Place New Units
8. Receive Economic Development Credits (EDC)
9. End of Turn
Currently this game is slated for 6 players. 3 players per side.
1. Slavic Syndicate (SS)
2. Free Islamic Federation (FIF)
3. People's Liberation Army (PLA)
1. United Nations Defense Forces (UNDF)
2. European Coalition (EC)
3. Confederated States of the Americas (CSA)
All 6 teams would start with forces on Earth and Strata-X with the Allies having a marginal hold on the Moon. Antarctica would be in play as well as new sea territories and country formations given it taking place 200 years in the future.
Currently my filesize is too large but below is the link to the jpeg file on my google drive.
At the beginning of each round spin the weather dial for each weather front on the board. Move the weather front tokens onto the corresponding territory as shown on the dial. Place a green chip on the weather front token if the movement on the dial is shown as green or a red chip if the movement is shown as red, if no color is indicated the weather is neutral. Red weather fronts indicate severe storms and prevent movement into or out of territories. If any units are located on a red marked storm front roll one d6. On a roll of 1 the units stationed there take a hit and a casualty is selected by the owner. Green weather fronts indicate favorable weather and increase all unit movement through them by +1. Weather fronts without a color marker are considered neutral or inconsequential. They do not alter the territory in any way.
Command Card Rules:
All players are restricted to buying command cards from their teams respective decks. The two decks are Axis Command and Allied Command. Cards are purchased during the "Purchase Command Cards" phase for 3 Economic Development Credits a piece. A player may purchase as many command cards as they desire during this phase. Each card has various phases it can be played in but there is no limit to the number of command cards a player can activate during a round. To activate a command card simply pay the EDC activation cost and place face up for all players to see. Once the card has been completed place it into the discard pile, unless otherwise noted. If all command cards have been used reshuffle the discard pile and use again.
Command Card Ideas
HARRP Project - Ignore all weather markers for this turn or move all weather markers to territories of your choice.
Refugees - Play on any territory to reduce its ED by 2 tthe effects can be corrected by ethnic cleansing.
Skilled Refugees - Play on any territory to raise its ED by 2 can be destroyed by strategic bombing.
Armistice - Play on an opponent to prevent them from attacking one territory for the rest of the round.
Iron Skies - Prevents all enemy players from using thier space ports for 1 round.
Sabotage - Modify one enemy dice roll during one battle.
Conscripts - play on a territory to convert its ED value to infantry. Place these new soldiers on the territory conscripted.
Assassination - Remove one enemy general from the board.
Private Military Contractors - Place 3 infantry units on any territory you control before the combat phase.
Mines! - Place card face down. Write down, without showing anyone, a sea territory currently occupied by friendly ships. If any enemy ship transport or sub enters this sea territory it takes a hit unless a destroyer is in the fleet then it is ignored.
Prisoner Exchange - Play before your combat phase. Place two infantry on any territory next to an enemy territory. That enemy player may also place two infantry on any territory adjacent to you.
Political Scandal - Play on an opponent. They are unable to use command cards until their next turn.
Terrorist Bombing - Add one point of damage to any enemy facility.
Tactical Strike - Remove 3 enemy units from any Territory or Sea Zone.
Rebellion - Play when attacking an enemy territory. The EDC value of an enemy territory converts to infantry to aid you in the liberation of this territory. 1 infantry unit per EDC. After the combat is complete remove the Rebel units.
Economic Callapse - You must play this card as soon as it is drawn. You only recieve half your normal EDC income.
Economic Boom - Recieve an extra 20 EDC during the Collect EDC phase.
Alien Manipulation - You may send forces to any moon territory using a Space Port during the tactical move phase.
Alien Epidemic - Chose one enemy territory or sea zone. The opponent must role 1 d6 per unit located there. On a roll of 1 the unit is dead and must be removed.
Ethnic Cleansing - Remove all refugee tokens from your territories.
Nuclear Bombardment - Remove half of the units on 1 enemy territory or sea zone. Enemy players choice.
Fuel Reserves - Place 3 Petroleum Depots on any territory or sea zone you control.
Greater Good - Remove any number of units on any one territory or sea zone into their original EDC cost.
Liquidate - Convert the EDC of any one territory into one Infantry unit per EDC. Place these infantry on the same territory and place a Cancel Marker on the territory to indicate the loss of EDC. Adjust your EDC score.
I'll try and keep everything updated on here as much as possible and when everything is done I'll share the files so you guys can all play test for me if you are so inclined. Please let me know if you see anything out of place or in need of a tune up. Everything needs critiques as I'm surrounded by yes men.
- Last edited Sat Nov 5, 2016 7:27 am (Total Number of Edits: 4)
- Posted Thu Nov 3, 2016 1:57 pm