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Need a Playtesting Group for Futuristic Racing Combat card game

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GamersCortex
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Joined: 01/07/2009
Gravcraft Specs

I've taken this game as far as I can with my gaming group. It's time for some harsh, unbiased feedback.

If you like Star Wars, spaceships, racing and combat, I think you'll like this game. (see spec sheet)

If you're interested, I'll send you a complete prototype to play test in exchange for some detailed feedback.

Thanks in advance.

emxibus
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Joined: 10/24/2008
question

How do you feel about posting the rules?

GamersCortex
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Joined: 01/07/2009
The Basics

The basics are as follows:
1. Each racer gets a standard gravcraft that they modify with front and rear weapons and some craft enhancements (like targeting units, repair bots, turbo or smokescreens).
2. Ten position cards represent current position (1st, 2nd, etc.)
3. Each racer gets a hand of pilot cards. These cards add bonuses to your pilot checks (or negatively effect nearby racers pilot checks). They can also effect attacks or grant special abilities during the race.
4. A race is made up of several track cards. Each portion of the track has several course cards with a target difficulty the racer has to match with 2d6 and their cards during their pilot phase. Failure results in crash checks, loss of position and/or damage to your gravcraft. You don't redraw until the next track card (so cards get low and things get dangerous).

There's much more nuance but that's the gist.

Since the rules are the only copyrightable portion of the game, I'd rather keep them off the web and just in the hands of the playtesters. If you're interested, I'd be okay sending you a copy in advance of sending a copy of the game.

Here's a sample turn...
Dave, Scott and Selena are in the middle of a race. Two Circuit Racers remain. The Course Card shows a Target: 7 and Dave is first position so he takes his pilot phase first.
Dave first has a chance to attack. He has magnetic mines and decides to drop one and see what happens. He plays a card from his hand as the attack card and rolls an attack roll (2d6) getting an 8. Not bad. Scott is directly behind him and rolls a pilot check to avoid the mine, getting a 10. Scott dodges the mine. Now the Circuit Racer behind him needs to roll a 6 (the mine’s target number to avoid goes down by two for each previous target). The circuit racer rolls a 3 and gets hit, rolling and drawing a crash card.
Now Dave has to make his pilot check against the course card target of 7. He rolls 2d6 and gets a 4. Normally this would be a crash check but Dave plays a +3 Performance Card from his hand boosting his roll to just what he needs, 7. Not enough to move forward, but enough to keep from crashing.
Since he already attacked this pilot phase, he’s done. Dave taps his race mini sideways to indicate he’s already taken his phase.
It’s now Scott’s pilot phase.

ericphillips
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Joined: 06/16/2011
I would love to try it out. I

I would love to try it out. I have a regular group and we play lots of board/card games. We recently played a couple of rounds of Car Wars, so this is up our alley. I am also a member of a great playtest group, so I think I can give it a good look and good advice.

bhazzard
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Joined: 01/25/2011
Sounds like a good time. I

Sounds like a good time. I have a weekly group and I'd love to try it with them. Let me know if you'd like me to test it.

emxibus
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Joined: 10/24/2008
thanks for the info

GamersCortex wrote:
Since the rules are the only copyrightable portion of the game, I'd rather keep them off the web and just in the hands of the playtesters. If you're interested, I'd be okay sending you a copy in advance of sending a copy of the game.

No problem, Your explaination of the basics and turn helped. Sounds like the game plays better with more people, and I can only playtest it with 2. It seems that ericphillips and bhazzard would be better suited to test, but it you want a 2 player testing I'd be interested.

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