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Subject: [WIP] Grid defence card game rss

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Michael Williams
Australia
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Not sure if this is in the right thread, it just seems to be the most active on, you can move if need to. Here is my current game idea

So if you have followed my previous idea on another post then you probably know most of the games mechanics


I have removed the card link mechanic and basically revamped the game

So basically now the game is most likely a tower defence game (sort of anyway)

So here is what i have so far. The grid is unchanged it is still 3x6 and you still move around with your cards and the card stats have unchanged

It is still class-based and each card has HP attack (now renamed power) and speed. I can still add more stats if the game needs it

With the grid board, both players own 6 spaces and 3 are neutral, opponents can still cross over to the enemy zones but it will be pretty dangerous if you are not prepared.

Apart from the grid zones, i added more zones which change the whole game. Each player has a champion zone, 4 utility zones 1 energy zone and 1 discard zone

So the champion zone is kind of like a master or leader of your heroes, you can only have 1 champion and it remains in the champion zone for the whole game. All champions have class passive bonus abilities. so you can mix and match different classes to suit your champion, so if your champions have a warrior icon then let's say all of your warrior's hp is increased by 5 or something like that. you can still use classes that are not on the champion's card bonus, it just means you won't get any benefits, so you are not restricted to use certain classes. Who knows the heroes might have a special effect that's not let's say a warrior class.

Next cards are the utility zones, these are used to power up your heroes on the field or give you some advantages in battle. There are also certain cards you will need to have in your utility zone to use other cards so, for example, all defence cards will need to have a utility card in place before you play the defence card, so if you want to play toxic pool you will need a radiation utility card in your utility, and if you want you can have 2 more toxic pools on the field however each require 1 radiation card so this will give you some form of stradgety, do i use all my utility zones to play defence cards or do i use power boosts for my heroes.

Other Utility card examples that boost your heroes stats

Power up, increase all your heroes atk by 3 or speed up, increase, increase heroes spd by 4. etc

Another form of utility cards which i haven't fully fleshed out yet which ill explain after this. power generator. so let's say if you place a card called ninja academy or power plant, the names are irrelevant, these cards generate power per turn.

Next zone is the power zone, i don't know if ill have this or not but every time you kill a hero it goes to your power zone, also you can discard cards from your hands to the power zone to generate more power...that's it, i don't know what ill use the power zone for. Maybe i can get some help?

the last zone is the discard zone..possibly where all the utility cards goes that was on the field, i dunno

So that is what i have so far, i feel this gives a more strategic gameplay. do you go full offence or go defence heavy

Also, like to add the win conditions. so far the only win conditions i have is.

deck out.. when the opponent is unable to draw on their turn due to having no more cards in the deck

field control. if you control all 6 of your opponent's zones, with your heroes, then you win.

I would like to use the champions as a win condition too


https://i.imgur.com/gQvzUlL.png
 
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Michael Williams
Australia
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Michael Williams
Australia
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I have typed up draft rules for my game. It is still a working progress and it is not professionally written

Hope you can understand at least how the game is played

Quote:
Only the warrior class are available for testing. more class will be added once the gameplay is more fluid
Each player uses an attribute card which gives bonuses to your class. You can have up to 3 attribute cards
You may use any class available even if you don't have the attribute, it just means that class won't receive any bonus
Utility cards are used to further boost your units or give you field advantage, you can only play 1 utility card per turn and it remains in the utility for the duration of the game. You cannot swap out utility cards that are on the field with the ones in your hand so choose wisely before playing a utility card

Units are your battlers, each unit has main stats Vitality (HP) Power and speed.
There are also other icons on the cards, the arrow icon determines how many spaces that unit can move. (your units cannot move diagonal and can only move up down left and right)
The other icon has a number with a triangle on top of it. It determines your units attack pattern so for warriors they have the number 1 with a triangle on top if it, that means the warriors can only attack 1 space in front of it. Other classes will be able to attack in other directions and more spaces.
The unit cards also come with a passive and active ability, the passive is automatically applied once the unit has been played. Active abilities are used after getting a certain number of tokens on your attribute card.
Everytime your unit kills another unit on your turn only, you get a token and place it on the attribute associated with that class. Once you get 5 tokens you can spend them to activate a unit's ability. If you successfully use an ability you gain 1 point
After you gain 5 points you win the game
To start the game
roll who goes first
When you play a unit card you must place it in your heavy zone first and you cannot move the unit on the turn it is played
Your goal apart from gaining 5 points is to successfully move your units to your opponents heavy zone, once you have 3 units on the zones you win the game
Each unit has its own phase so you can move and attack with different units per turn
Once you are in battle range with the opponent's unit, you may declare an attack at that unit. If your speed is higher than the targeted unit then your unit attacks first, if the opponent's speed is higher than the opponent's unit attacks first. After your unit's battle phase if the targeted unit still has vitality left then when you end your turn their vitality goes back to normal, so it is a good idea to use multiple units to attack 1 unit until it is killed.

Your opponent's unit must attack if your unit attacks that unit. If you want to attack with multiple unit then your other units must wait unti the opponent attacks back, so you cannot attack with multiple units in a row, the opponent must counter first.

When attacked, the opponent cannot attack your other units unless that unit targets their unit for an attack. Your units can only move on your turn and only once per movement phase, so once your unit finishes moving then that unit's movement phase has ended
Some units are constructs, these are defensive units that cannot move and some cannot attack. You will need a utility blueprint before you can play defence units. The construct units can be played on your heavy and your other zone only, it cannot be placed on a neutral zone. Once it it placed on a zone it cannot be moved until destroyed [/quote]

I put my game on TTS anyone like to help me play test it?
 
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