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My current project description :)

For the time being I am done with copyright and trademark talks. Until those are finalized I won't be able to talk about the "theme" or artwork. However, everything else is fair game :) Talks have gone pretty well so far.

To start with there are two alternative ways to play the game. One way is basically a race to finish. The main way to play the game involves factions.

Lets start with the factions. In this game play everyone starts the game by choosing their character and a starting monster to fight on their team. Players actually have to go to one of the main bases "per se" of the factions to join them. Once they join a faction they cannot leave it and there can only be one player per faction. Each faction has its own set of missions and victory conditions. Once a player meets all these criteria, the other players get a last chance to delay the end of the game (different for each faction).

There is one other choice the player has as well. They could choose to not join any faction. Everyone starts as being "factionless". It has its own set of missions and victory conditions as well. There can be multiple players in the factionless.

The missions themselves are themed around the faction you join and are drawn at random. The missions have you deliver things to a place on the board, seek out the other players, mine resources, attempt to find and learn to summon creatures and so on. Every time you complete a mission your reputation in that faction grows and you receive a reward (money, experience, or items). After your reputation gets high enough each faction has couple of main missions that are completed to win the game (they are listed on the faction card you get when you start so you can prepare for them).

The board itself is setup similar to the newest Runebound board, map with a grid over it, with named locations scattered about. There are cities, landmarks, parts of the board that are not accessible until you have certain items, and 5 different regions. The 5 regions on the board change your random encounters. Each region has its own set of creatures, items and events.

Movement over the board is not done by die roll. Each character determines their movement based on their character's stats, followers and items. If your character can move 4 after these are added up, you can move up to 4 spaces. Some places on the board can add or subtract from movement though. The road adds to movement, but certain parts of the mountains slow you down. Depending on where you are on the board also determines your chances of a random encounter. If you are off the road, you have much higher chances of an encounter. The encounter is determined by a die roll. If you fall within the criteria for an encounter you draw a card from the region you are in.

Characters each start with a set amount of items, money, and a skill of some sort. Each character sheet has a different "tech tree". Upon leveling up you can choose a skill to learn from the beginning of one of the three trees. The next time you level up you can either move down the same tree to a more advanced skill or learn the starting skill from one of the other trees. A player levels up by spending experience points gained from battles and missions. You have to be careful though, experience points can be also spent to level up the monsters that battle for you.

This brings us to the battles. Battles are done between monsters under the control of the player against monsters of other players or against random encountered monsters. When another monster is defeated you gain a set amount of experience designated on the monster card. If you are in a random encounter, you may try to learn to "summon" this particular monster. To do so you have to get the monster down to at least half health, then you use a gem to try to learn it. Depending on the strength of the monster and gem determines how easy doing this is. In the end it comes down to a die roll. If you miss and your monster is still alive you can try to learn it again. Each player can have up to 4 monsters on their team. These monsters can be switched out in battles (as long as the battle type allows). In some occasions, more than one monster can be used at a time in a battle.

The battles themselves take place on a separate battle board. Each monster has a set of attacks it can do, movement, speed and so on. Turn order is determined by speed. After each monster moves and does its attacks, the owners of the monsters can choose to change out their monster, use an item, or if their in a random encounter, attempt to learn to summon that monster.

Thats pretty much the gist of the game. The race to the finish involves trying to get to a powerful monster in a locked part of the mountains and capturing it. Once somebody does, theres a battle between the players to determine the winner of the game. The player who captured the powerful monster gets to use it on their team if they want to.

Comments

This is a pretty interesting

This is a pretty interesting sounding game.

It kinda seems like a gamer version of Pokemon. Like a mix between Final Fantasy and Pokemon which could be really cool if done well.

I have a few concerns though:

How potentially frustrating could it turn out to be to have movement determined by a die roll? Is it possible that I only need to go 4 spaces, but because of bad rolls it takes me 3 turns to do so?

And I'm not sure about the end condition. What happens if no one is inclined to go after the monster in the mountains? Could this really drag the game out?

I also wonder if it would be possible to spend a ton of time and effort to get the final monster and then be beaten by another player because he spent all of his time preparing for the final battle.

But overall, I think this is a cool concept.

Gabe wrote:This is a pretty

Gabe wrote:
This is a pretty interesting sounding game.

It kinda seems like a gamer version of Pokemon. Like a mix between Final Fantasy and Pokemon which could be really cool if done well.

I have a few concerns though:

How potentially frustrating could it turn out to be to have movement determined by a die roll? Is it possible that I only need to go 4 spaces, but because of bad rolls it takes me 3 turns to do so?

And I'm not sure about the end condition. What happens if no one is inclined to go after the monster in the mountains? Could this really drag the game out?

I also wonder if it would be possible to spend a ton of time and effort to get the final monster and then be beaten by another player because he spent all of his time preparing for the final battle.

Movement is determined by player stats, followers, and items. It is not determined by a die roll. You move up to the total amount movement points you have. So if you have 4, you can move 4 or any number below that. Movement during battles is pretty much the same idea.

The end condition is purposely made in a way that the players choose when to end the game, it ends up being part of the strategy. So yes, if the players chose to drag the game out they could. I've always enjoyed games that left that in the players hands personally.

It is possible to spend a ton of time and effort to get to the final monster first, then lose the game because your opponent spent a ton of time building their team as well and outwits you in the final battle. This is done on purpose as well to give everyone who is playing one last chance to win. The final monster gives the player who gets to it first and catches a rather large advantage though.

It is very interesting that you brought up final fantasy and pokemon. I enjoy both universes quite bit and I am sure they both have had some influence over my game creation, just like my favorite board games have had some influence :)

Anyway thanks for the input :D

Update

Currently working on rewriting many of the mission cards. The company I am working with to obtain a license to use their materials as part of my theme told me my mission cards were not aimed close enough to their target market. Basically I need to "tone" them down a bit.

Things are going quite well overall, but having to redo all those cards has been a bit of a motivation killer, but I'm a little over half way down already. Gonna have to hit the play testing quite hard again after this is finished.

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blog | by Dr. Radut