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Adding some more options? comments?

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ThorsMitersaw
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Joined: 12/31/1969

the game
This game I am working on is inspired by Flash Gordon, Buzz Lightyear, Zathura, Buck Rogers, you know... corny space drama. I love it! Its totally free form and ANYTHING is possible, fantasy meets scifi and anything goes! The games theme has a bit of twist on it with such characters as Colonal Sleeze, and Luna Sluta.

The games board uses a hex grid. Shaped in a spherical manner. I am thinking of making this into a sort of futuristic gladitorial arena. I have yet to work out how I want terrain features to work, perhaps just utilizing them to block line of sight.

Each player chooses a character card and this determines how the player moves, attacks, etc., during the game. Each card has the following:

    the name of the character and description
    the number of dice in the players dice pool
    maximum move
    and any listed powers/abilities of the player character
Each player places there character in one of the boards six corners. The order of placement is determined by each player rolling a dice and the highest roll winning. Turn order is then determined the same way.

the turn sequence

    1. Allocate your dice into 3 piles. Those used for movement, those used for attack, and those used for defense 2. Attack, move, use abilities to their limits
You are allotted a pool of dice (“DICE: 7” for example). From this pool you may divide up these dice into 3 piles, attack, defense, and movement.

combat
The number of dice you add to your movement pile is how many spaces you may move about the board per turn. If you set aside 5 you may move 5 spaces. You may NOT set aside more than your maximum amount allotted indicated by “maxMove:6”, for example.

The number you set aside for attack can be used for any ranged attacks you have or for melee attacks. All players are assumed to be able to attack from melee range. Ranged attacks require line of sight which can be blocked by terrain or other players. When rolling to attack, declare the target or targets, and roll your dice. (All players are assumed to only be able to attack one character per turn unless otherwise noted [shoudl I keep this?]) When attacking, you must declare the target before rolling for attack. For every 4, 5, or 6 you land a successful attack and the opponent receives one damage and must remove one dice from his/her dice pool permanently! This damage can be prevented however…

When defending yourself you may roll all the dice you set aside for defense. For every roll of 4,5, or 6, you may nullify one successful attack of the attacker. These dice never decrease. If you are attacked by one player you may use all your defense dice and may use all of those dice again if attacked by another player on his/her turn.

If you ever roll three 1’s when attacking you lose one die. This indicates that your attack somehow backfired and hurt you instead.

When your dice pool runs out of dice, you are considered knocked out. Last person, alien, robot, or cyborg standing wins!

example characters:

Name:XR17 Kill-bot
Description:Out of control breather hating automaton designed by a mad man with a bloody agenda.
Dice:9
Max move:3
powers/abilities:

    Buzz saws if a 6 is rolled in melee roll an extra attack dice Ray gun ranged: 6
    Missiles ranged: 10, minimum range of 4. Units around target take half the attack dice in hits as the target
    Armored out the Ying Yang! you have one extra dice to only be used for defense does not count towards dice pool

Name:Luna Sluta
Description:Sexy space slut from the moons of Saturn. You’d think she was from the sun because DAMN is she hot!
Dice:7
Max move:5
powers/abilities:

    Seduce target cannot attack you during their next turn Requires 2 attack dice, one use per turn Moonbeam ranged attack with range of 10 (I may need to add some limit to how many attack dice you can use with this attack)
    Nimble re-roll all failed defense rolls
    Jetpack move up to d6+2, 3 move dice No other moves this turn

Name:Colonel Sleeze, Space Squad
Description:Super macho horny space captain on a mission from his pants. 3,2,1... pants off!
Dice:8
Max move:4
powers/abilities:

    Ray gun slinger ranged: 6, you’re such a crack shot that all hits land on a 3+ instead of a 4+ so long as you fire from outside melee (I may need to add some limit here too but the short range seems to balance it I thnk... playtesting will tell) Jetpack move up to d6+2, 3 move dice
    Outfox ranged: 4, target loses one ability this turn of your choice this requires either 1 defense or one attack dice

Name:Bruto from Pluto
Description:Space bandit cyborg and general intergalactic ne’er do well. Born to be wild!
Dice:9
Max move:4
powers/abilities:

    Scattershot ray gun ranged: 4, hits all opponents in front of you that you can draw range to in a 45 degree arc. divide the attack dice used on this attack between all players infront of you evenly. Jetpack move up to d6+2, 3 move dice
    Outfox ranged: 4, target loses one ability this turn of your choice this requires either 1 defense or one attack dice
This is my first attempt to make a game TOTALLY from scratch so yea... be nice :-P

I am considering removing the maximum movement thing. It may create a kiting situtation. The more I think about ti the mor eI think it will promote a inability to run away and will make ranged characters more dominant. Of course the max move thing was an afterthought and born of concern that ranged characters need to be able to get thier shots off before melee characters close in. again I need to play test with my gaming buddy.

Another concern here is maybe adding some other function to the game. Perhaps creating some card drawing system that work like items and events. Giving you one time use abilities or somesort of random event thing that happens. Perhaps the arenas obstacles and terrain shift at random this way, you get a health restoration item, or everyone takes some sort of random damage... Maybe these cards can be drawn at the begining of everyones turn and you never draw a card so long as you havent used the one you have... kinda liek a maximum and minimum hand size of one. Maybe this could even add some bargaining or trading between players.

maybe i shoudl do this during the day instead of late at night.. i thikn i am rambling... and so, goodnight. haha.

[/][/][/][/][/][/]
NetWolf
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Joined: 12/31/1969
Adding some more options? comments?

This definately fits the genre! It also sounds like an interesting game to observe, if not play. Despite that it sounds a little static. Perhaps there should be ways to loot, earn money, dock on planets, and purchase upgrades. If you wanted to add in a little "Space Western" drama, add in Derelict Ships with intact cargo, undermanned transport freighters, and other ways for players to be cowboys/space pirates.

Even though this sounds like a combat-heavy game, it seems like there should be some alternative goals such as "Survive X combats" or "Defend against alien hordes". Something to make player elimination an option, but not necessarily the easiest way to win the game. Let's face it, this could be a long game and the first person out may be sitting around for quite a while.

MPT
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Joined: 07/28/2008
Adding some more options? comments?

The overall idea sound interesting as you have multiple choices to make, but each choice is relatively straight-forward (so there should not be much downtime).

What, however, is the aim of the game - is it just to "kill" the other players (in which case some players may be left with a lot of time doing nothing) or is there something else?

Quote:
If you ever roll three 1’s when attacking you lose one die. This indicates that your attack somehow backfired and hurt you instead.

A nice idea - if you want to limit the 'strength' of attacks. If, for example, you roll 6 dice in attack then you are far more likely to roll 3 1's than if you just roll 4 dice in the attack.

You quickly mention obstacles and terrain. Perhaps some of these provide 'items' which provide extra powers, or perhaps extra dice which can only be used for one purpose (e.g. Force Field, roll 1 extra dice for Defence).

OutsideLime
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Joined: 12/31/1969
Adding some more options? comments?

Quote:
Scattershot ray gun ranged: 4, hits all opponents in front of you that you can draw range to in a 45 degree arc.

With a hex grid the smallest increment that you can readily work with is 60º. Not a big note by any means, but it jumped out at me.

~Josh

JeffK
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Joined: 12/31/1969
Adding some more options? comments?

I think the basic mechanics of the game sound very interesting. The dice pool is a cool idea and really serves to differentiate the game from other "man-to-man combat" type games that I've seen.

As mentioned by others, I do think you need to add a few other things in to spice the game up. I like your idea of cards (I love cards in games - they allow for a wide range of events/actions that wouldn't be possible with dice or other systems). Perhaps a play could choose to spend one di on his turn to draw a card, and cards would cost a certain number of dice to play? That way it would incur a very real cost, and thus would present some interesting decisions for players to make. Otherwise it could devolve into a "move-roll-roll" sort of game.

Another idea might be to have players all allocate their dice secretly at the start of a round, giving something of a "simultaneous" feel to the game. How they choose to resolve those allocations could be decided on their actual turn, but they would not be able to change their allocation once everyone has revealed how they have divided their dice up.

Finally, think about how you are going to deal with the situation in which a character has only one or two di left to work with. Their interest in the game will likely wane in this situation, especially if other players have 4, 5 or more dice to work with. This is doubly true since one or more of their special abilities will probably be unusable at that point, and those are definitely part of the fun of your game.

Overall it sounds like a good foundation for a game, it just needs some of the kinks worked out to keep it interesting for all involved.

Jeff K.

Gogolski
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Joined: 07/28/2008
Adding some more options? comments?

OutsideLime wrote:
With a hex grid the smallest increment that you can readily work with is 60º. Not a big note by any means, but it jumped out at me.
A simple way to get around this is to use a piece of string (or a pencil or whatever...) that has the right length of your range and put it on the bord. If it passes through a hex with an obstacle or other player, you don't have line of sight. If it is not long enough to reach your opponent, you are out of range...

Another note: If you hit, what happens? Instand kill, or is a target merely wounded? In the second case, you will need some sort of hitpoint-stat, or a wound-chart to see when a character is killed...

Cheese!

Discord
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Joined: 12/31/1969
Adding some more options? comments?

Just a few ideas...

If you can use multiple dice, being allowed to attack multiple targets might be fun. Would allow for just a little extra strategy when planning your turn, especially if you were being shot at from two different directions. Alternatively, make this a character's special ability.

Defence Dice might be better if they are rolled, and rerolled, for each attack. This would require some way for players to keep track of how many dice they "kept" in their turn. Currently, in a 6 player game, anyone who rolls low gets potentially beat on from all five other players(assuming its mid-late game and they're in range). Likewise, any player who rolls 2-3 high dice will essentially get a free turn(especially as their opponents will beat on each other rather than waste their attacks).

Seduce seems like an instant game-winner once you're down to 2 players, so long as you've got 3 dice left. Not sure if that's the intention.

Discord

ThorsMitersaw
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Joined: 12/31/1969
Adding some more options? comments?

OutsideLime wrote:
Quote:
Scattershot ray gun ranged: 4, hits all opponents in front of you that you can draw range to in a 45 degree arc.

With a hex grid the smallest increment that you can readily work with is 60º. Not a big note by any means, but it jumped out at me.

~Josh

whoops... my bad. i meant to say this sort of pattern...

---------O-----------
--------OO----------
-------OOO---------
------OOOO--------

does that make sense?

ThorsMitersaw
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Joined: 12/31/1969
Adding some more options? comments?

NetWolf wrote:
This definately fits the genre! It also sounds like an interesting game to observe, if not play. Despite that it sounds a little static. Perhaps there should be ways to loot, earn money, dock on planets, and purchase upgrades. If you wanted to add in a little "Space Western" drama, add in Derelict Ships with intact cargo, undermanned transport freighters, and other ways for players to be cowboys/space pirates.

Yea. Its basically a combat system. I think it will end up too static as well but seeing as I am primarily a wargames player it is no surprise that I came up with soething like this. I suppose this coudl be adapted to make for several scenarios.

I was thinking of assigning some characters as good and bad and that way the players could form teams. Loot would be an interesting deal. Perhaps I could make combat a subset form a intergalactic treasure hunt? Only problem with that is it makes for LOOOONG games. I will give that some major thoguht though...

Even though this sounds like a combat-heavy game,

:-P
guilty wargamer here

it seems like there should be some alternative goals such as "Survive X combats" or "Defend against alien hordes". Something to make player elimination an option, but not necessarily the easiest way to win the game. Let's face it, this could be a long game and the first person out may be sitting around for quite a while.

OOOOH!!! defend against alien hordes! awesome! maybe when a player is eliminated he gains control of several smaller weaker creatures to try and seek his revenge until only one player remains?

ThorsMitersaw
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Joined: 12/31/1969
Adding some more options? comments?

MPT wrote:
The overall idea sound interesting as you have multiple choices to make, but each choice is relatively straight-forward (so there should not be much downtime).

Is that good or bad? lol. I was trying to steer clear of something like heroclix or god forbid warhammers combat system or the INSANELY over complicated D20 system... so I thought 3 main actions would be nice. Straight forward rules for players with attention spans like mine :-P

What, however, is the aim of the game - is it just to "kill" the other players (in which case some players may be left with a lot of time doing nothing) or is there something else?

this... as mentioned earlier... is the problem! coming up with a combat system is just part of it I guess. I was originally aiming for a kill em all strategy, but perhaps I should expand that. Perhaps ading for several scenarios that could relate to a gladitorial arena in space...

slay the opposing players
slay the opposing team
slay a huge monster
slay the opposing horde
capture the flag perhaps?

Quote:
If you ever roll three 1’s when attacking you lose one die. This indicates that your attack somehow backfired and hurt you instead.

A nice idea - if you want to limit the 'strength' of attacks. If, for example, you roll 6 dice in attack then you are far more likely to roll 3 1's than if you just roll 4 dice in the attack.

EXACTLY! I was wondering if that as obviously what I was trying to do. I am very worried about people throwing all dice on attack in a turn... though I suppose the lack of any defense should be enough incentive for them to use more caution. The beautiful thing about the 3 1's is the more dice... as you pointed out... the more likely it is you will get multiple 1's

You quickly mention obstacles and terrain. Perhaps some of these provide 'items' which provide extra powers, or perhaps extra dice which can only be used for one purpose (e.g. Force Field, roll 1 extra dice for Defence).

hmm. I never thought of that. Perhaps I could add treasure chest sort of things.

[/b]

ThorsMitersaw
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Joined: 12/31/1969
Adding some more options? comments?

JeffK wrote:

creepiest avatar in the universe award goes to... JEFFK! :-P

I think the basic mechanics of the game sound very interesting. The dice pool is a cool idea and really serves to differentiate the game from other "man-to-man combat" type games that I've seen.

thanks!

As mentioned by others, I do think you need to add a few other things in to spice the game up. I like your idea of cards (I love cards in games - they allow for a wide range of events/actions that wouldn't be possible with dice or other systems). Perhaps a play could choose to spend one di on his turn to draw a card, and cards would cost a certain number of dice to play? That way it would incur a very real cost, and thus would present some interesting decisions for players to make. Otherwise it could devolve into a "move-roll-roll" sort of game.

I like the cards cost idea. As critical as your dice number is in this system it would make some interesting choices for players.

Another idea might be to have players all allocate their dice secretly at the start of a round, giving something of a "simultaneous" feel to the game. How they choose to resolve those allocations could be decided on their actual turn, but they would not be able to change their allocation once everyone has revealed how they have divided their dice up.

Finally, think about how you are going to deal with the situation in which a character has only one or two di left to work with. Their interest in the game will likely wane in this situation, especially if other players have 4, 5 or more dice to work with. This is doubly true since one or more of their special abilities will probably be unusable at that point, and those are definitely part of the fun of your game.

Hmmm. Perhaps I can weasel in some sort of "underdog" rule? Something that give some sort of crazy bonus to the guy with the least dice at that point in time? Like reroll all rolls and free full movement?

Overall it sounds like a good foundation for a game, it just needs some of the kinks worked out to keep it interesting for all involved.

Jeff K.

ThorsMitersaw
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Joined: 12/31/1969
Adding some more options? comments?

Discord wrote:
Just a few ideas...

If you can use multiple dice, being allowed to attack multiple targets might be fun. Would allow for just a little extra strategy when planning your turn, especially if you were being shot at from two different directions. Alternatively, make this a character's special ability.

actually I have several characters... one of which is a squid/crustacean alien with armor liek the robot and tentacles which allow him to target multiple people in melee. (in addition to his bubble gun and ink blast ;-])

Defence Dice might be better if they are rolled, and rerolled, for each attack. This would require some way for players to keep track of how many dice they "kept" in their turn. Currently, in a 6 player game, anyone who rolls low gets potentially beat on from all five other players(assuming its mid-late game and they're in range). Likewise, any player who rolls 2-3 high dice will essentially get a free turn(especially as their opponents will beat on each other rather than waste their attacks).

actually that was the intention. I suppose I didnt explaint hat well enough. I thought that using up the defense dice was a dumb idea so I thought that letting you keep the defense die to use on everyones turn till it come back to your would be a good idea.

Like... if you set aside 4 defense die, you use them on Curlys turn, and you still have 4 for Moes turn, and you still have 4 on Larrys turn. They dont use up. They remain constant.

as someone mentioned earlier... I may add i a underdog system so that the most ragged player gets a twist of fate somehow... maybe gaingin free access to more cards, or getting free dice for some use, or something...

Seduce seems like an instant game-winner once you're down to 2 players, so long as you've got 3 dice left. Not sure if that's the intention.

youch! Didnt think about that! perhaps I should tone that down. Or maybe make it a roll instead of a garunteed cost type thing? Like roll one of your attack dice, add 2, if the result is >= the opponents number of dice then they cant attack you?

Discord

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