Adam Stapley
United States
Lyman
Wyoming
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Hello all!

I'm working on a co-op game with my girlfriend right now, and things are going swimmingly, but we're having trouble narrowing down our ideas to what would be best. I'd like to take this opportunity to gather your, our fellow gamers', opinions on what sounds best to you. Here's what I can tell you about the project:

The story is set at a university called Epoch University, fittingly named, as they have a time machine up and running. However, as to be expected in a game about a time machine, it malfunctions, releasing into the university ancient evils from the past. The catch is, these evils are lead by villains from Grimm Fairy Tales. So, imagine yourself battling a clan of Huns lead by the Big Bad Wolf. Yeah, it's pretty terrifying.

It's up to the rag tag group of a nerd, a jock, a pretentious pre-med major, a goth kid, an alchemist from the past, and the young daughter of a professor to save the campus from destruction and close the time rifts before it's too late. Also appearing in the game are the commanders of the past, such as Constantine and Attila the Hun.

Onto the combat! The combat is what the game focuses mainly around, and the coolest part, no character is even similar in how they play. The combat consists of the heroes being controlled through a deck of cards, each unique to the hero itself. Each hero has its perks and challenges, whether it be being able to do massive damage, but not having very much AoE, or having great precision and multiple targeting, but having trouble doing a lot of damage. This really, other than the story, is the shining and innovative part of this game. The cards really are enjoyable to play with and create a lot of replay-ability, because everyone is so different it's like a new game just by switching heroes.

The basic outline of the timeline of the game is this: When things start going wrong, your group jumps into action preparing, they have a certain number of turns to prepare before the first rift bursts open and they must have a large encounter. Then a smaller number of turns, followed by the second encounter. Finally, just a few turns followed by the final encounter, the war for the college featuring the strongest monsters and the biggest bosses.

Here's where we need YOUR help, What is the best way to incorporate a way for the heroes to prepare in these turns before the encounters?
The criteria are this:
-It must be able to drive the story, so probably through cards with fairly heavy text.
-It must include minibosses, this is where Attila the Hun and Constantine are you combatants
-It must provide multiple ways to gather treasure.

Here are the options we've thought of:
-There are "scenario" cards in a huge deck. Many cards say something like "_______ (mini boss) has escaped in the library!" There a miniboss will be waiting for you with an item, which affects his stats, making him harder if it's a better item. You'll be able to draw as many of these cards as you want until you've reached the number of players. However, YOU MUST KILL THE MONSTERS BY THE END OF THE TURN. So the more minibosses get spawned, the more solo battles you're going to have to deal with (The whole group can't fight if there is more than one area to fight in). Many of the cards also say things such as "You found money on the floor, gain $20" and "Your friend lent you the key to his room to gather supplies, gain one item!"
So in short, the items would be gathered through battles with mini-bosses and pressing your luck with the scenario deck and hopefully not be overrun by being overambitious with the mini bosses and spreading your team too thin.

The other idea, there is an algorithm that determines the number of minibosses that spawn during that turn, and the players then must kill them. There would always be at least one person who would have to try to solo a mini boss. The minibosses would work with items as they did above, they'd have one and use it, and if you vanquished them you'd get that item.

As gamers, what would you prefer? A decision making, press your luck deck, or a deck of cards that always has a predictable vibe, but is different every time?

PLEASE PLEASE PLEASE comment with any preferences, or ideas for other ways to gather gear, with at least a bit of an emphasis on combat. Even if it's a really rough idea, all ideas are greatly appreciated and I'd love to hear any feedback, no matter how positive or negative it is toward the game. We're really working hard on this for everyone to enjoy, and we're not going to be offended if you tear the idea apart, it will only make it better!
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Benj Davis
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Summer Hill
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What do the Treasures add to the game? They seem like they'd undercut the idea of each of the characters playing so differently, unless they'll interact with them each in quite different ways.
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Adam Stapley
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Lyman
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The Treasures are essentially your equipment, so they help you scale in damage and longevity as the game progresses in difficulty.

Also, the "weapons" will be character specific, and the "armor" stats will have different effects on different characters. So it's certainly got a lot of variability in the characters and their equipment. The only things that will interact the same for every character is the accessories.
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