Alexander Shen
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[edit] Changed the name to Hero's Song.

Anyway!

The game is based on combat and the combat is resolved using a mix of dice, consideration to where the dice end and a deck of health points that not only represent wounds, but wounds specific to body parts. The game is strictly designed to take advantage of solo play create something like a bard's song when it's all over.

Dice Rolling: Enemies will roll d6 against a player and depending on how many active legs a player has, the # they roll to require a hit will change (2 legs: 5, 6, 1 leg: 4, 5, 6 and 0 legs: 3, 4, 5, 6 will hit the player).

Players will do the same against the monsters as hit values are listed on the Monster card itself (ex: Ice Skeleton is hit on a 4, 5, 6 or a Killer Hornet is hit on a 6). The number of d6 rolled and how much damage per hit is determined by how many arms are working and any other items.

Wound Deck: In most games I play, the wounds on a health track are just that: health points. Once the health points are gone, the character is dead. Sometimes there's certain things that happen along that health track, like a condition track in the Star Wars RPG or how stats change when clicking down in a Heroclix game. I'd like to have this with a mix of actual body parts mixed in.

For Example: 20 HP = 20 wound cards, shuffled. Inside this deck of cards are 1 Head Card, 4 Body Cards, 2 Left Arm Cards, 2 Right Arm Cards, 2 Left Leg Cards and 2 Right Leg Cards + 7 Wound Cards. So when you take damage, you draw from the top of the deck. If it's the Head card, it's like getting hit in the head and thus losing automatically. Taking out an arm removes any bonuses from any weapon attachments on that arm. As more armor cards get added to buff the wound deck, the chance of getting hit on a critical organ are less. Players are also able to shuffle the deck at any time, without looking at it, so to keep things random.

So this is still in development, but I have to figure out how creatures are made, how stats are generated and how players are able to keep their own stats (inventory and whatnot) in place. Also, there has to be some element to how players progress since one-on-one fighting isn't the... most... interesting.

Anyhow, there you have it!
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Alexander Shen
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Re: WIP: Fantasy Fight - Idea Phase (for 2012 July Solitaire Design Contest)
Goal: Complete as many quests as possible.

Allure of the Game: Trying to create one playthrough to represent an actual career of your hero. So after the game is over, you can read the quests and essentially retell the story of the hero. Maybe I should call this game Hero's Song or something.

Quest Deck: This is a deck filled with quests for the player to attempt. Each quest will have a considerable amount of flavor text as each card is to represent a full quest than a single room in the dungeon. Each quest will have action text (ex: face 3 monsters) and a reward text for completing it.

Armor Deck: These are essentially filler cards that get added to the wound deck, making hitting critical organs harder.

Enemy Deck: Cards that have monster and enemy information on it. This essentially is the monster's HP, what it takes to hit them (hits on a 3, 4, 5 for example), how much damage they do against you per successful hit and some flavor text. The flavor text will likely be written like lyrics of a song.

Death Deck: A relatively small deck that contains the fate of your hero after he or she dies.

Hero's Song: When you go back and read Quest cards in order, with defeated monsters between the quests, it will feel like a ballad of true valor.
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Alexander Shen
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Re: WIP: Fantasy Fight - Idea Phase (for 2012 July Solitaire Design Contest)
Hero's Song Example:

Ice Temple Quest:
The ice temple held the secret key
To both the land and the sea
But surrounded around and in front of the treasure's door
Stood the most foul of creatures, creatures four...

Monster 1:
Snarling and snapping
Drool and blood
A wolf like creature
But made of mud...

...a few monsters and whatnot...

Death Card:
And as the world must take
After what the world hath give
Forever burned in memory of populous great
The greatest hero to have ever lived.
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Alexander Shen
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Combat: Combat will be resolved like a turn-based RPG. My inspiration is stemming from RPG games like FFX and the time track in the game Red November.

There will be a time track of 10 slots numbered 1 through 10. The hero and all monsters start at slot 1 and attack in order of hero, then any of the monsters to the hero's choosing. If the counter goes past 10, just loop back around.

After each attack, the respective token will move down the time track indicating the next time that hero/monster will be able to attack again.

Some monsters will say that they start on certain spots on the track, probably due to the fact that their attack is quite heavy and require some windup.

The hero will have different attacks in that the more dice they use to inflict damage, the further down the time track they will be. If they choose to use 3d6, they will move 3 spots down the track.

The hero's attack can only target one monster at a time (unless otherwise noted by a card or power or something). So this means if you're facing 4 monsters, you're going to have a hard time. Most quests will push the hero against 1-2, sometimes passing normal monsters for 1 boss monster. It also forces the player to consider using super heavy attacks all the time (monsters would get too many attacks before the hero can attack again).

Determining Hits: Depending on how many legs you have... if you have 2 fully working legs, you are hit when the enemy rolls a 5 or 6. If you have 1 fully working leg, you are hit when the enemy rolls a 4, 5 or 6. If you have both legs wounded, you are hit when the enemy rolls a 3, 4, 5 or 6.

For each working arm, you can roll an extra d6 for an attack. Specifically, if you have 2 working arms, you may choose to roll up to (base): 4d6 for an attack. If you have 1 working arm, you may choose to roll up to (base): 3d6 for an attack. If you have 0 working arms, you may choose to roll up to (base): 2d6 for an attack. Items and weapons may alter this amount.

The torso is effectively the second health bar built inside the main health bar. So if your torso is taken out (5 torso wound cards), your hero dies automatically regardless of what's left.

Head wound: I took this out. 1-hit kills are not fun. See: Swinging Blade in DungeonQuest. Humorous, yes. Frustrating, yes.
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Nate K
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I understand that this is abstracted, so having "0 working arms" may not actually mean that neither of your arms work, but it's still odd that you can attack for 2d6 with no arms. Just saying.
 
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Alexander Shen
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kurthl33t wrote:
I understand that this is abstracted, so having "0 working arms" may not actually mean that neither of your arms work, but it's still odd that you can attack for 2d6 with no arms. Just saying.


Haha, you're right. I chose the wrong words to use. 2 fully wounded arms, not fully severed a la the Black Knight.
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Timothy
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Sounds good. I like the wound deck concept. How would armor cards get added to the wound deck? All at once at the beginning or little by little as you acquire them thru loot or purchase or whatnot?
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Chad Mestdagh
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Still out there Alexander? Haven't seen any action on this thread for a long time.
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