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GI Joe Strategy Game

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Anonymous

Here a some basics for a game thats been kicking around for a while now let me know what you think

The follow is a list of the basics for the character and squad system

CHARACTER

Name (Characters Name And Version)
Role (Role)
Rank (Rank and Cost)
PS (Primary Speciality)
SS (Secondary Speciality)
Speed (How many squares a character can move)
Armour (How much body armour they have)
Camoflage ( How close does an enemy have to be to spot them)
Attacks[U]
Anti Infantry & Range
Anti Armour & Range (Lockon Yes/No)
Anti Air & Range (Lockon Yes/no)
Melee (Used for melee attack and defence)

Skills (Special abilities)

ARMOUR

Light 1 hit = wounded. 2 hits = Dead
Medium 1 hit = Wounded, 3 hits = Dead
Heavy 2 hits = Wounded, 4 hits = Dead
Attack and speed stats are halved for wounded troops

SQUAD
6 or less characters pluss any vehicles and equipment.
Speed = slowest speed
Camoflague = lowest camoflague rating for the terain which the squad is on.
SightRange = the highest sight range of any member of the squad

VEHICLES

Each Vehicle must be manned by a driver if the vehicle is to move. Troops must also be assigned to fire weapons.

Equipment.

Equipment will alter a characters stats.

FIELD WEAPONS (Mortars, artillery)

Must be transported. Must be manned by troops

Troops may not attack normaly if they are manning any of the above

This is just a very early basic rul set.

It is open to change and I'm looking forward to any feedback anyone has
Basic rules

1. A squad can not attack an enemy squad unless it can see the enemy

2. Only the Squad members that are within range may attack the enemy.

3. Each member of each squad is given a number from 1-6.

4. For each member of you squad roll one die. The number on the die indicates the member of the opposing squad you hit.

5. For each attack roll one die for accuracy. The defender also rols one die for dodging. If the Accuracy roll is greater or equal to the dodging roll then the defender has been hit. This hit is recorded on the character sheet.

6. this is repeated for each member of the squad that is in range

This is the basis for the movement system any feed back would be greatly appresiated

Each player rolls 1,2,3 or 4 dice (Will depend on map size)

The number rolled represents the number of moves a player can make in there turn.

WHAT IS A MOVE

Each of the following actions is worth one point

Moving a squad.

Crew mounting a vehicle

Crew deploying equipment

Crew disembarking from a vehicle

Attacking

Using equipment or any payment ability

When all movement points are used it is the other players turn

the number of squares a squad can move is equal to the speed of its slowest member

dete
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Joined: 12/31/1969
GI Joe Strategy Game

is this to be played with actual toy GIJOES?

What about characters that are unusual like Serpentor,
Golobulus and Nemesis Enforcer?

Anonymous
Answers

No this is not to be played with the actual toys. Second the characters for this game will be mainly based on the comics (Particularly the most Devils Due series that just finished). I have planned to include Serpentor as the cobra equivelent of General Colton (Rank O-10, not good in combat but gives a huge recruitment and strategic benefit). The others you mentioned would be left out at this stage but if someone could come up with a good way to include them then they will be put in.

As well as getting to play as cobra if you have more than 2 players some one can play as either Cobra La/The Coil, Destro's Forces, or The Dreadnoks this would represent the in fighting that has occured. This is supported in the comic series (See The Return of Serpentor TPB Available from Devils due for a prime example).

for the most part I will be completely ignoring the TV show and in particular the movie. However this could change based on feedback

Johan
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Joined: 10/05/2008
GI Joe Strategy Game

Hi

Back the tape. You start the discussion somewhere in the middle. Before we can give you any comments on this one you have to start with describing the game. here is some questions that I have:
- Is this a board game, a card game or a table top (or something else or a combination)?
- What is the goal?
- What is the basic mechanism?
- Can you outline the theme and how you see a game session?
- Who is the game for (type of players and age)?

// Johan

Anonymous
answers

've been working on this on and off for a while now and I got a little caried away so here are the basics

- Is this a board game, a card game or a table top (or something else or a combination)? This is a combination. Pieces will be moved accross a board for the strategic play. Combat will be use a basic Dice card system (Still being finalised)

- What is the goal? At this point were looking at a few different game types to get started.

1. Kill the King: Each side is appointed a high ranking general the objective is for your to be the last alive

2. Kill every one: Players start with a set number of pieces, the objective should be clear

3. King of the hill - Take and hold strategic squares on the map. First person to controll all of them for a set number of turns wins

4. Defender - Defender has set number of pieces (No reinforcement) must hold out for as many turns as possible before all characters are dead (eg GIJOE attacking a cobra base). Roles are then reversed (Cobra attacking a very simmilar GIJOE base) second player tries to do the same but in less turns

- What is the basic mechanism? Its a combination of dice cards and board pieces. Spend your accumulated Resource points to buy characters and equipment. Roll set number of die (Determined by size of map). That is the nomber of moves you can make. Move you pieces, attack, perform actions. Next player does the same

Battles

For each character in the attacking squad who is in rang of an opponent. Roll one die to see which squad member you attack. Roll one for accuracy, The defender rolls one for dodging, this is repeated for the next sqad member that is in range.

- Can you outline the theme and how you see a game session?

The idea is that the system could be adapted (For example with the use of sub maps) everything from storming a building to taking over the word. However I expect general warfare to be something on the scale of Comand and Conquer generals.

- Who is the game for (type of players and age)? Generaly GIJOE or strategy fans about 14 and up. It would be a little complex for the youngins but you never know

Thanks for the input

Johan
Johan's picture
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Joined: 10/05/2008
GI Joe Strategy Game

ultcomrpg wrote:
've been working on this on and off for a while now and I got a little caried away so here are the basics

You are not the first one that does that ;).

Quote:
- Is this a board game, a card game or a table top (or something else or a combination)? This is a combination. Pieces will be moved accross a board for the strategic play.

It sounds like a table top, that are placed on a game board. This has several advantage and disadvantage to do that.
The main disadvantage is that you don’t have a flexibility (you have to create new game boards or layers to do a new scenario).
One of the main advantage is that it is easier to write the rules (A hill is a hil and you can see over the next hill or not.

Quote:
Combat will be use a basic Dice card system (Still being finalised)

I don’t know what a Dice card system are?

Quote:
At this point were looking at a few different game types to get started.

At this point I would suggest that you use either:
- Scenarios (set up a scenario and play the game). The goal can be included in the scenario.
- Goal cards: Make a deck of cards with different goals (and goal points). Each player receives a number of cards (hidden goals).

Quote:
- What is the basic mechanism? It's a combination of dice cards and board pieces. Spend your accumulated Resource points to buy characters and equipment. Roll set number of die (Determined by size of map). That is the nomber of moves you can make. Move you pieces, attack, perform actions. Next player does the same

I hope that this is a 2 player game. If not you will have a lot of downtime between the turns.
You use a lot of dice. Make chore that you don’t turn the game into a dice feast (that is a common error and it will sometimes make the game to play itself and you have no control).

Quote:
- Who is the game for (type of players and age)? Generaly GIJOE or strategy fans about 14 and up. It would be a little complex for the youngins but you never know

I would go down to 10 year old for his type of games (aim for 14 years as your target but write the rules so a 10 year would understand them ;).
With this age, thing that is cool are:
- Heavy weapons.
- Miniatures.
- Action.

Quote:
The follow is a list of the basics for the character and squad system

CHARACTER

Name (Characters Name And Version)
Role (Role)
Rank (Rank and Cost)
PS (Primary Speciality)
SS (Secondary Speciality)
Speed (How many squares a character can move)
Armour (How much body armour they have)
Camoflage ( How close does an enemy have to be to spot them)
Attacks[U]
Anti Infantry & Range
Anti Armour & Range (Lockon Yes/No)
Anti Air & Range (Lockon Yes/no)
Melee (Used for melee attack and defence)

Skills (Special abilities)
This is a lot of attributes and I still miss some:
- With squad handling you will need rules for moral and discipline. Some values for them should be good.
- A value that I have added to my tabletops lately are surviving will. That indicate when a unit (can also be added to vehicles but with another name) is hit, how big is the chance that the unit will die of the wound (for each wound the risk of dying is increasing).
- I suggest that you remove all range and armor from the list. Instead do a list of different weapons and armors with a cost.

// Johan

Anonymous
Answers

The game board for this will be modular. It will involve the player setting out several small boards in a set pattern to make the full board.

Quote:
I don’t know what a Dice card system are?

Stats are on the cards. Dice are used to resolve the attack

Quote:
At this point were looking at a few different game types to get started.

At this point I would suggest that you use either:
- Scenarios (set up a scenario and play the game). The goal can be included in the scenario.
- Goal cards: Make a deck of cards with different goals (and goal points). Each player receives a number of cards (hidden goals).

That is exactly what I had in mind. Different maps with different scenarios

Quote:
- What is the basic mechanism? It's a combination of dice cards and board pieces. Spend your accumulated Resource points to buy characters and equipment. Roll set number of die (Determined by size of map). That is the nomber of moves you can make. Move you pieces, attack, perform actions. Next player does the same

I hope that this is a 2 player game. If not you will have a lot of downtime between the turns.

Yes this will primarily be a 2 player game. But on a small map with 1 or 2 squads each it could expand into more players

You use a lot of dice. Make chore that you don’t turn the game into a dice feast (that is a common error and it will sometimes make the game to play itself and you have no control).

I think that the strategic elements such as squad movement/action and character choice should level out the dice

Quote:
- Who is the game for (type of players and age)? Generaly GIJOE or strategy fans about 14 and up. It would be a little complex for the youngins but you never know

I would go down to 10 year old for his type of games (aim for 14 years as your target but write the rules so a 10 year would understand them ;).
With this age, thing that is cool are:
- Heavy weapons.
- Miniatures.
- Action.

Quote:
The follow is a list of the basics for the character and squad system

CHARACTER

Name (Characters Name And Version)
Role (Role)
Rank (Rank and Cost)
PS (Primary Speciality)
SS (Secondary Speciality)
Speed (How many squares a character can move)
Armour (How much body armour they have)
Camoflage ( How close does an enemy have to be to spot them)
Attacks[U]
Anti Infantry & Range
Anti Armour & Range (Lockon Yes/No)
Anti Air & Range (Lockon Yes/no)
Melee (Used for melee attack and defence)

Skills (Special abilities)

This is a lot of attributes and I still miss some:
- With squad handling you will need rules for moral and discipline. Some values for them should be good.
- A value that I have added to my tabletops lately are surviving will. That indicate when a unit (can also be added to vehicles but with another name) is hit, how big is the chance that the unit will die of the wound (for each wound the risk of dying is increasing).
- I suggest that you remove all range and armor from the list. Instead do a list of different weapons and armors with a cost.

I am working on a morale system. but am still tweeking it. The range and armour are important to the strategic elements of the game. Once I finish my uni exams I'll post more indepth detail about what I mean but trust me on this

Thanks again

chad mac

onew0rd
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Joined: 12/31/1969
GI Joe Strategy Game

You need to really simplify this if you ever want to get a license from Hasbro. I'm not saying the game is bad or that Hasbro would never pay for a bg design like this, just that the market for GIJoe toys (kids to teens) this is a bit too complicated.

OutsideLime
Offline
Joined: 12/31/1969
GI Joe Strategy Game

I submitted some Joe toy designs to Hasbro years ago and got a very nice rejection letter (on GIJoe stationery!) stating that they absolutely do not accept or examine unsolicited designs, to protect themselves and the designers.

It has been awhile though, so policies may have changed. (Also I was thirteen at the time and my "designs" may just possibly have been a smidgen below professional standard.) Contacting them to learn about their licensing and design policies is always the best idea. There is a Careers option on their website, and they do show that they are looking for Associate Toy/Game Developers on staff.... there's your doorway, now go jam a foot in it.... here's the link:
http://www.hasbro.com/careers/careers.html

~Josh

Anonymous
Yep I'm back at it

After a small break this project is being restarted. I've got some info up at http://www.joecustoms.com/board/viewtopic.php?t=31566

As far as hasbro are concerned
1. This is a Free Product. I do not recieve any Financial Benefit from this game
2. This Project will promote thier products

If they have a problem. Let them tell me.

Hopefully I should have a website and forum etc back up soon but as it is the end of December I'm a little busy.

If anyone has the slightest interest then let me know.

I was hoping to design this as a communal project that would continually grow. Once I have the basics set up for characters, maps etc. I will be allowing peoplt to submit thier own characters etc.

I'm currently working on refining the gameplay aspects. All that information should be up soon.

Any help would be apprecitated.

Anonymous
What I've got so far

The idea was canned in June but I've been thinking about taking another stabb at it over the summer holidays (I'm in australian so for me that means from next weekend through to mid feb)

This is still a very early concept and I thought it was something that people on this site would be interested in. I am hoping to develop a downloadable DIY version of this. Maybe even a basic computer version (I can dream can't I). If any one is interested in it let me know.

Basic idea

This would be a table top game. Loosely inspired by Star wars battle front and the VS tcg. Although I've taken things along way since then.

Basic Concepts and Definitions

Character - a character is part of a squad and is represented by a card held by a player. A character has stats (Anti Infantry Range, Anti Air Range, Anti Vehicle Range, Body Armour, Hand-to-Hand, speed, stealth, sight, Evasion, cost) and abilities.

Equipment - is part of a squad, Is represented by a card held by a player, includes vehicles and must be operated by a character. Equipment also has Abilities and cost.

Squad - A collection of character and equipment. may have a size restriction. A squad is represented by a marker placed on a map. I was thinking a Max of 6 squad members. in order to simplify game play.

Map - A map represents the area combat takes place.A map is divided into squares (Possibly hexes or something silimar. Still very much a work in progress)

Buildings - Buildings are locations on a map that provide benefits. A Sqad needs to occupy the square a building is on the obtain those benefits

GAME PLAY

Set up
1. A map is selected.
2. Players select thier force (Cobra, Cobra La, Coil,G.I.Joe, Destro, Dreadnoks etc)
3. Each player is given a set of Resource points to start with.
4. Each player uses these Initial resources points to recruit characters and equipment.
5. Characters and Equipment are formed into squads.
6. Each player then deploys thier squads into their given deployment areas.
7. Some random method is used to determine who goes first.

Turn progression
This game would use an Inititive system similar to the VS tcg.
The player with inititive performs each step first. The person to the left of them performs each step and so on. At the end of the turn the inititive passes to the right.

Recruit Phase
- A player may spend any resource points to deploy equipment and characters. These Characters and Equipment can be added to squads with the deployment zone. or formed into new squads which are then deployed in the deployment zone. This step is first performed by the player with inititive. Then by the player on thier left and so on.

Menuvours Phase - The play with inititive then Rolls a die or dice to determine how many moves a player has this turn this turn.

Moves are used to use the abilities of a character/Equipment or to move a squad.

The number of squares a squad can move is determined by the Character with the lowest speed rating. Vehicles will improve a squads speed. Once the player with inititive has complete all their squad menuvours the player on thier left completes all of thier menuvours. and so on until all players have performed all menuvours

Combat phase.

The player with initive may attack first. First they check wether any enemy squads are with in sight of any of thier squads. Sight is equal to the highest sight rating of any member of a squad and is messured in squares. If there are enemy suads within sight he follows the following steps
1. Asks to view the Cards (Character and eqipment for the enemy squad.)
2. The player with inititive may then choose to attack.

Attack step
Ranged Attack
1. Equip characters. This will give the equiped characters a bonus.
2. The player may lauch 1 attack for each character that is within range.
3. 1 Role is used to determine which enemy squad member will be attacked, eg roll a 1 squad member 1 is the character being attacked etc. If no squad member is assigned to a number that is rolled. Then the attacker has missed.
2. a die is rolled a second time. If the roll is equal or greater than the defenders evasion then that character has been wounded.
The number of wounds that occur before death is determined by a characters body armour. (Light = 2 hits, Medium 3, Heavy 4, Very Heavy 5)

While a character is wounded all of its stats are halved. Medics can heal wounded character.

Once the attacker has completed thier attacks the defender may counter attack. This is performed following the attack steps. If a character dies it is removed from play.

Hand to Hand Combat.
Each Character has a hand to had rating. To declare a hand to hand attack the attacking squad must be adjacent to the defender.

steps
View the opponents cards.
Determine wether to attack
For each character in the attacking squad

Roll 1 die. This determines which character in the defending squad will be attacked. Compare the Hand-to hand ratings.
The attack is resolved with the following steps
1. Compare the hand-to-hand combat ratings
2. The character with the lower rating recieves KO points. the number of KO points is determined by sub tracting the small number from the greater number. If a character gains more than 5 KO points they are captured.

Each character you capture increases the number of Resource points you gain.

Once each of the attackers characters have attacked the defender may counter attack.

This step is then performed be the player on the left and so on.

Ending the Turn

Any player who has NO squads on the field is Eliminated from the game.

Once each player has performed each step the inititive is passed to the left and a new turn is started.

Strategic Points

These are predentermined squares on the map that are of strategic significance. For each Strategic point you capture you recieve additional resource points.If you control all Strategic points for a set number of turns you win the game.

__________________________

Other Moves Apart from attack, Move. (still being worked out)

Artillery.

If an Enemy is
1. in sight or a squad
2. You have an Artillery peice with in range
3. The artilery has a character Assigned to it

You may call in artillery. this is still just an early idea

Air Support.
Similar to artilery but with no range limit.
You must of course have recuited both an air craft and a qualified pilot.

Air Drops
Helicopters or planes may be used to deploy and transport squads from 1 strategic point to another. Or too an LZ with in sight of another friendly squad.

Medivac

A injured character could be transported from one strategic point to another containing medical personel

______________________________

Any feedback or offers of help would be greatly appreciated. What I've put in above are just some very early concepts that I have been working on. If anyone is interested in helping to develop this in any way I would greatly appreciate it.

Aggenda

1. Establish game play Mechanics
2. Prototype Maps, character/Equipment Cards.
3. Evaluation and Improvement of concept.
4. Develop basic Starter set. Free and downloadable DIY version.
5. Allow users to submit maps and characters for approval. Approval given by a comitty.
6. Continued Release of add ons and upgrades.

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