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Fantasy Tic-Tac-Toe

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Fhizban
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Here comes another idea of mine (that needs your help actually):

'Been playing with the idea of "fantasy tic-tac-toe". Both players bring a tiny deck and start putting cards onto a 3x3 grid. The cards represent all kinds of fantasy creatures (hence the somewhat lame name).

The big question is how to spice up the game as well as the victory condition. Some ideas:

Victory
1. Is achieved like in TTT when you have 3 of your creatures in a row/line/diagonal
2. Is achieved by defeating a number of opponent creatures
3. Is achieved by putting a creature onto every space on the grid (so your opponent cant place another creature anymore).

I think 1) suits the original TTT best, maybe lets add creature removal, this would make the game more interesting and allow much more decisions.

Features
1. Creature removal (somehow, creatures can be destroyed: removed from the board)
2. Combat? Creatures fight each other?
3. Special Skills: Each creature comes with a special skill that changes/breaks the rules of the game
4. elements? maybe each creature is aligned to a element and you must match creatures of the same element in order to win? (this is too hard to achieve i think)

Other
1. Players use a deck of cards each (maybe 18-24 cards maximum!)
2. Creatures come in three sizes: small, medium and big
3. Players can perform 3 actions per turn, possible actions:
# draw the top card from your deck
# play a small creature (1 action)
# play a medium creature (2 actions)
# play a large creature (all 3 actions)
# move a creature
# "attack" with a creature or activate its special
# discard a creature from your hand and trigger a special effect

Okay, thats it for now. Im open for anything!

BENagy
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Take a look at Card City

Take a look at Card City Nights. It's available on Steam. Exact same idea. But don't let that discourage you! Just use it for inspiration. Their system is making combos by card placement relative to arrows connecting on the edges of the cards. What you're talking about is a single 3x3 board, but in their game, each player gets their own 3x3 grid, so that you have some room, then dealing damage, healing life, and removing cards are the 3 main abilities.

Another possibility, though, would be to just have a bigger board. 5x5, perhaps? I think a 3x3 is too small for enough variability in play. Check it out and get back to us with your thoughts! I'm excited to see how this goes, as I've thought of doing the same.

Fhizban
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Okay, I have got some updates

Okay, I have got some updates regarding this game idea. Your feedback is always welcome.

After checking out Card City Nights (and a few others), I decided to move away from my original tic-tac-toe idea quite a bit. Another reason is, that during brainstorming last night, i ran into so many roadblocks with the original design, so that i decided to change it.

So, here is the next iteration of the game:

1. The new victory condition is to place monster cards on 5 of the 9 spaces of the game board. This game only uses one type of card BTW: Monster cards.

2. The board remains a 3x3 square grid. This makes the game easy and portable. Another reason is, that range does not play a major role in the game. Its not about distance, its about cleverly placing your monsters in order to win.

3. I think Im going to add dice (regular d6) to the game in order to process attacks/defenses. So the whole concept will shift closer to a battle game. This is okay to me. Why dice? Because creature removal is crucial to the game. Without randomness, gameplay becomes more similar to chess - this makes the game very hard for younger players (kids will be the target audience). With some die rolls added, the outcome of battle is not 100% guaranteed anymore. This makes creature removal less predictable and creates fairer gameplay.

4. As the game will only feature monsters, I thought about fables or legendary creatures from all the typical fantasy worlds/sources. it would be quite stereotypical, but i dont care (its a filler game with lots of luck and a tiny bit of strategy).

5. Each creature will be unique and feature a special ability. creatures might be weaker than others, but they will not be worse or useless. Every monster plays a role and every monster should be worth playing with.

Now imagine zombies fighting manticores fighting wizards fighting demons fighting medusas fighting gargoyles fighting dragons fighting ogres on a 3x3 square board!

Next update in a few days, feel free to add your thoughts

BENagy
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Sounds like a great concept.

Sounds like a great concept. Two things to focus on, in my opinion:

1. Final Fantasy VIII had a card game you should check out that functioned as a mini game, with a 3x3 grid board that you placed monsters on and fought each other, using basic numeral stats for each direction (NSEW). The reason it was too simplistic was that there were no creature "abilities", and no randomness, so I like the idea of the dice you have going there!

2. Since know the creature abilities are going to be what keeps it from being monotonous, that is what I would focus on developing, coming up with a bunch of ideas for the abilities first.

It sounds awesome, an I look forward to updates. How many cards will there be? I presume at this point they will all come in 1 box, as opposed to TCG style?

Fhizban
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@BENagy It will be all in

@BENagy

It will be all in one box - no TCG stuff. I like TCG mechanics quite a lot, but not the distribution scheme. And i would like to reduce "deck building" to a minimum.

Most work will go into the monster abilities, its the salt in the game soup. I think about 2 dozens of monsters would be enough to start. A expansion could always be added at a later stage.

...

Im thinking about making a PnP version first, then aim for a cheap game crafter version.

Final thought for today: Something special must be added, something to spice things up a bit more. Im thinking about giving the cards a "facing direction" or "orientation". So attacks from the sides or the rear do more damage. It would also allow more varied special abilities. But - im not sure if messes gameplay up too much. It will be harder to track what cards belong to what player and so on.

More later when i fleshed out the basics

Sidekick
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a few "take em or leave em" comments

I really like the initial concept. Here are a few thoughts you might want to consider:

1. What if you made the 3x3 tic-tac-toe grid a dungeon, and players have to enter the dungeon from the sides of the grid via doorways.

1.1. These doorways are on long rectagular pieces that are placed at the beginning of the game. There would be 4 rectagular pieces laid down, one on each sides of the grid so that each piece covers the length of 3 grid squares, thereby allowing possible entrance to that square only if there is a doorway showing at that grid square's location. The would be a pool of these rectangular pieces that the players draw on their turn. On a player's turn, they could replace one of the current in-play pieces with the one they have, thereby changing the entrances (doorways) to the grid. This would allow some strategy in how players are able to enter the dungeon.

1.2 Or... you could have "doorway" cards that are placed at 12 locations around the 3x3 grid, one for each space adjacent to a grid square. These doorway cards could have a door, or a blocked entrance, or maybe even an obstacle that the player's monster must defeat before entering a door. Players could change 1 or more doorway cards on their turn, therefore changing the entrance points to the dungeon.

With this type of mechanic, it may work with a 3-in-a-row winning condition, although playtesting would prove it out.

2. You mention that you think kids will be the target audience. Some of the mechanics that you are stating might take you right out of the kid market. (for example, the "facing direction" mechanic might be a little much for a kid audience). Mind you, my idea of a kid audience may be completely different than yours.

Also, regarding "zombies fighting manticores fighting wizards fighting demons fighting medusas fighting gargoyles fighting dragons fighting ogres": a lot of parents may be hesitant about their kids playing games with zombies and demons.

Fhizban
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@sidekick maybe that kids

@sidekick maybe that kids target audience idea wasnt that good. teens might fit better. well i have to see, my ideas tend to change/evolve quite a lot - its been that way with many games.

final thought for today: shifting to a 4x4 board to increase board space a bit. but now the game changes again and goes aaaaall the way down the Summoner Wars route...

this idea needs more work (maybe split it into two games: the original tic-tac-toe gameand a monster battle game).

JewellGames
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I have had an idea for a head

I have had an idea for a head to head game that uses a 3x3 grid but with a twist. I haven't really developed it any further than an idea.

Game Idea:

Monsters - A monster icon is in the middle and then 2-3 "weakness" damage type icons are displayed in several of the 8 directions on the tile (N,NE,E,SE,S,SW,W,NW).

Heroes - A heroes damage type icon is displayed in the middle along with any ability text. They have attack arrows on 2-3 of the 8 possible directions on their tile.

Gameplay
1) A monster is randomly selected and then randomly oriented in the middle spot of the board.
2) Both players randomly pick 7 of their double sided hero tiles.
3) Players take turns placing 1 hero tile at any open spot on the board until all 8 spots around the monster are filled.
4) After all 8 spots are filled, the players add up all the attack values that are facing the monster.
5) The player with the highest attack wins that monster tile - move to next round even if a tie.
6) Continue rounds until a player has earned 3 monster tiles!

Weakness
Orienting a hero on a spot that aligns his damage type with the same monster weakness awards 1 extra damage.

Enter Play and Passive Abilities
Now the heroes may have some added abilities to affect the tiles already on the board.

Examples:
Ranger - Turn the unit across from the ranger 180 degrees.
Captain - Boost the attack of 1 adjacent friendly hero.
Rogue - Play ontop of an opposing hero that has less attack than you.
Marauder - Flip an adjacent opposing tile.

Some heroes may not have any enter play or passive abilities but instead have higher attack, dual damage types, more than average attack directions, etc.

Sample image with tiles (but cards would work too).

In this image the blue player has one tile with 2 attack pointing at the monster but because the damage type matches up with the monsters weakness is doing +1 attack for 3 overall damage.

The second blue tile was aligned to deal 3 damage but the red player's ranger ability rotates it so now that blue tile will be re-aligned on the side with 0 attack.

The red tile's ranger is aligned to deal 1 damage but receives + 1 attack bonus for being aligned with the monsters weakness for 2 overall damage.

Fhizban
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@JewellGames What a nice and

@JewellGames What a nice and really refreshing idea you got there! I will keep this in mind for a possible spin-off.

Next question: If i use facing (not taking targeting the kids market into account anymore), should there be a facing arrow on the cards. Or do you think the facing direction of the art on the card is enough? The card art is always facing to the right or left. so you could rotate the card to represent its current facing.

I like the system, although it makes the game more complex to handle. but it adds a nice touch to it (like flank attacks, rear attacks and a field of view for the creatures).

things come along nicely, although it has nothing to do with the original design anymore…

i'll post rules ASAP

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