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Play testing Broken Lance - pt 2

Broken Lance play test - pt2

Working on Broken Lance again. Was looking back through the notes and noticed I had made a comment about hit tokens. Also, setting up a board that has joust, melee and behourd all in the same area. Broken Lance will have 3 games in one. It’s a proper Medieval Tournament.

Melee
Thinking about setting up a melee area for 1 on 1 battle. The same cards and rules used for the joust can be used for this. There mechanics will need to be rejigged a bit to work but I don’t think redoing more cards. This melee area would be played on a hex surface.

Behourd
This is generally a storm the castle game. Using the space given on the board,

I’m also testing two scoring systems for the game. There is the Stechen and Rennen style.

For the Stechen style joust where you go for broke and the Rennen style where style is more of the purpose. Now I’m paraphrasing, but you can read more about the two styles here.

Changing the Lance and Armour cards for Strike and Guard respectively. This comes into play when the players are playing melee or behourd. It’s also more definitive of an action than a weapon. If the game was only the joust, that would be fine, but with the introduction of a full Accession Day Tilt, might as well generalize it up!

Figured out something about the horse cards. I’m hoping I can implement attributes that affect the accuracy and strength of an attack. The horse attributes might come more into play with the Rennen style version of the game, but If I can implement some general purpose for the horses, it would be great. Like the courser’s swiftness aids in +1 STRK for a night if a condition is met. Or the destrier’s temper can affect a nights accuracy and again, based on a condition, for a night to miss his target. The possibilities are there. As for the knight cards, they are pretty much sorted.

I’m trying hard not to over complicate the game for the sake of trying to make it more in depth. I hate when games are convoluted for the sake of depth and strategy. Strategy comes with making a decision based on the current scenario and taking into account a future situation. Obviously, the more elements/factors to consider, the more difficult the choice. But all the factors must count for something.

I also noted that the game may require twice the amount of cards. I got through 2 tilts before I pretty much ran out of cards. The whole idea is that there needs be 3 - 5 tilt so more cards are definitely required. For now, after 2 tilts, the deck of 25 is done. Reshuffling is in order, and it does allow for more of the same cards, but I’m trying to balance the action cards vs. the bonus cards. And also trying to not to have too many condition cards that force roll-offs between players.

Changing the dice rule as well. 3 dice with 3 black and 3 white dots instead of a black and white sided coin. Putting a critical order on the cards may not work if all 3 dice are rolled together…. UNLESS there is a number 1, 2 and 3 on the each Die. Yes! The order would have to be 1,2,3 in the set side. The use of dice to determine conditions was always a thought I kept in mind. Even with the coin being the primary decision maker. I’m preferring the dice at this point. One roll versus three coin flips. And because not everyone can flip a coin and keep it on the table, the dice idea wins again.

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blog | by Dr. Radut