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Twisting wargame

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Anonymous

Hey guys,
First of all my english really sux so excuse me for my grammer and spelling, im trying at least...

The Ide
The players are powerfull wizards, The board constists of (4-7 neutral loards)

There will be a bidding element every 3 turns. Where the players offer mana to take control of a loard his castle and so on... The point of this is that you wont have the same lord every set of there turns.....making the game be able to switch carakter a lot...

My basic ide was that the loards where suposed to send a cargo wagon to an adjesent city for extra resouses...i know you have to move them every turn its anoying but if yo limit them to max 3 / player...starting with just 1 / player it shouled work...

Each castel/city controled by a lord spawns a single "worker/soldier". Havet realy desided yet...these are supposed to swich "controle between the players" when an other player gains controle of the loard owning the loard. So red workers are always controled by the player controling the red lord....get it ?

Now these workers can be transformed into more powerfull fighters as robbers soldiers monsters...or used to build buildings..or something ...

Have not decided yet witch are the wizards "yours permently" and witch you can lose controll of....

i was thinking of having ...very few personal trops...with a basic ide like this....

Your wizard can puschase uppgrades for all soldiers/workers under his control. So a uppgrade might be "swords" your workers/soldiers gain +x in battle or some thing along those lines...

The map
Hex tile with specal roads so the cargo transports can reach there target in 3 turns alowing them to start and end there transport during the same controler.

Battle mech
This is were the problems begin. I havent found a really good one yet..im not to found of dice rolling. I was thinking along the lines of having battle cards with a number from 1-6 and you can play them with the soldiers strength or some thing...

Maybee im already geting out of hand but well well.. i thought that early game there shouled be really simple and fast battles ..were there isnt a lot of killing ..more retreats... and late game.. when a battle occrse in a space.. the units in the near by squares are moved to a battle map..or something..

the cosest soldiers can be transformed into the main army..the soldiers at some distanse can only be transformed say ..only to a flanking army....and units located strait be hind might be alowed to be transformed inte archers or something .... all these diffrent unit/typs scholed be auired as "spells " for the wizzard during the game... and the most simple of each kind scholed be "public" .....

The ide is that each lord has diffrent spells and uppgrades witch can only or cheaper be bought by the controler ...

This is it...plz leave a coment or note on what you think...im just in the early stages and im known to take water over my head ..

I do need some feed back..
any brillient ides for income? i was thinking mostly the cargo...and a fix soldier/ city...

A twist might be that each player might not be alowed to take controle of the same lord two turns in a row....

Later on maybe you scholed be able to gain controle of a lorad permently for a high cost ..to make the game a little more epic..showdown ..or mabee you gain controle by yourself (the wizzard) and eleminate the lords...

Leav a commnet...plz

Yogurt
Yogurt's picture
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Joined: 01/09/2009
Twisting wargame

I think you're going to need to firm up your ideas more before we can help you. There are a lot of areas where you say you're not sure what you want to do. Once you lay out a core for the game, we can offer more advice.

I'd focus on four main ideas that you think are central for the game. For example:
1. Throughout the game, players bid for control of a lord, who gives control of followers across the board. Players also control some pieces permanently.
2. Your goal is to earn money by completing deliveries. Your armies can interfere with your opponent's deliveries.

... and so on.

As for spelling, you probably are turning away potential helpers by making your message hard to read. Consider these free spellcheckers for your browser:
http://www.iespell.com/download.php
http://lifehacker.com/software/productivity/firefox-web-form-spellcheck-...

And never use ellipses ("...") if you can help it. Just end a sentence with a single period. You'd be surprised how much more professional and readable this makes a message.

Good luck with the game,

Yogurt

FateTriarrii
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Joined: 01/04/2009
Twisting wargame

Yes, a good way to find a mechanic is to first define what you want it to DO. For example, you say you want the battles to be mostly retreats, and few casualties, with a little bit of randomness.

You want income to be based on the movement of caravans, which you need your armies to protect.

You want your game to start small and end epic.

If you find a really good mechanic which does something slightly different from what you intended, don't hesitate to use it. Finally, don't worry too much about how the mechanics mesh until you know what they are. You can always change them.

Torrent
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Joined: 08/03/2008
Twisting wargame

First off, I agree with Yogurt about the spelling. A quick spell check would do wonders and not require much more work. I try to speak other languages, I know how hard it can be.

I think the basics you are trying to get to are the following (you really need to get to the basics and aims before you deal with details):
A group of Lords that have their own empires.
Players control these, but do not own them.
Every X turns, this control can shift.
So the baic strategy is how to either leave your lord in a poor condition, while gaining points, or contrive to keep control of that lord.

If that is at all correct, it seems like an interesting idea.

Anonymous
thx for the help

Thx for the tip about the spelling,

I was mainly woundering if it seemed like a fun idea. I guess the only problem with with game is that players might not get the feeling "This is my empire" witch i have built with my blood sweat and tears....

Do you think it can work or do i need to modify my ideas a litte before i go to the more concreat stages of planing?

FateTriarrii
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Joined: 01/04/2009
Twisting wargame

If you want players to have a sense of pride, then they will need to be able to own whatever they are proud of for signifacant amount of time. If they should be proud of their empire, they need to be able to own a lord for more then 3 turns in a row (though forcing them to protect their lord from their opponent's bribery would also probably install a sense of ownership).

If they should be proud of their army/spells (or anything else) they need to have to work or fight for it, and then achieve some lasting value.

Torrent
Torrent's picture
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Joined: 08/03/2008
Twisting wargame

If what you want is that sense of accomplishment, yes what you have is not correct for that. However, I think what you have is still pretty good. To use it you foster the idea of squeezing an empire for what its worth and moving on, or the accomplishment of taking something that isnt doing well and still milking it. These mages are behind the scenes manipulators, not empire building meglomaniacs.

The thing to watch would be playtesting. Are players trying hard to keep hold of what they've built, versus moving on. Is that perhaps a valid, but not game killing strategy?(In Ticket to Ride I have a friend that only goes for long routes ignoring the tickets, he wins sometimes but not all the time.)

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