Skip to Content
 

Medieval Conquest game - Does this sound like fun?

31 replies [Last post]
Jerry
Jerry's picture
Offline
Joined: 11/01/2010

I've been designing this game on paper, and am ready to start making the initial prototype.

My question to you the good reader is, does this even sound like a game you'd want to play?

The Game:

The game takes place on a map made up of regions, or fiefs. 32 of them, to be exact. Each fief has a village, which must be captured to own that fief, (if the fief is un-owned). If the fief is owned, chances are the owning player has built a castle there, and so you must siege the castle to capture the fief. Each fief's village has a population level that fluctuates as the game progresses, based on troop recruitment, and pillaging, growth, etc.

Set up:

The game is for 2-4 players. Each player chooses their color, and takes that color's starting location. There are three troop types. Archers, Men at arms, and knights. Each player places a castle in their starting fief, and places 5 men at arms in their castle.

Players now roll a 6 sided die once for each fief, and place that many population chits in each village centre.

Play:

Players then take turns moving their troops. Maximum stack size would be 12. Archers and men at arms move 1, knights move 2. Stack move at speed of slowest unit. After moving and resolving all battles, players may recruit more troops based on population levels, and adjust those levels as recruitment continues.

Taxes. Crown would also be used to gain gold to recruit troops and build castles. still trying to work out a good system for that. Any Ideas would be appreciated.

Sieges and Combat:

Combat works on an elimination basis of 1 for 1. Knight kills one knight, or two foot units. A foot unit kill one foot unit, or two foot units kill one knight. Archers fire first in a battle before elimination starts. every two archers kill one unit of the other players choice. Archers then join the battle as men at arms.

Sieges work the same way, but units in a castle have their strength doubled. so you would potentially need a couple of stacks of units to take a well defended castle. Max units in castle would depend on the castle size.

Winning: Get all other players to surrender. Or, each players has a king. Capture all kings to win.

I would love to hear your thoughts on this current idea I have! Any ideas, or suggestions are welcome.

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
While the theme isn't really

While the theme isn't really fresh or unique, there are people who do like it (me included).

However, regarding the specific design, I would suggest you start from researching "what else is there in the same niche" first.

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
ElKobold wrote:While the

ElKobold wrote:
While the theme isn't really fresh or unique, there are people who do like it (me included).

However, regarding the specific design, I would suggest you start from researching "what else is there in the same niche" first.

Thanks for the reply! I am a huge medieval fan myself, I never get tired of this particular theme. The thing with theme is, what is really fresh these days? Space theme is common. Cthulhu is all the rage now (and overdone imho)steampunk is way overdone now... Everything has been done these days, it's hard to come up with something fresh.

Granted, it is a conquest wargame which is fairly common in terms of genre. :)

In my searches leading up to the design, I found quite a few medieval themed games, though none that are exactly as I described mine. I felt like I had something at least a little unique in the population mechanic. 1 for 1 elimination combat isn't too common from what I could find. The only thing I struggle with in this mechanic, is that you are guaranteed a win as long as you have a larger stack than the other guy going into the battle. Maybe working in some occasional die rolls (Maybe for the archers) would work here...

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
Jerry wrote:it's hard to come

Jerry wrote:
it's hard to come up with something fresh.

It is hard, true. However, there must be at least something new and fresh in your game, otherwise it makes no sense to make it in the first place. Be it a theme, a new and clever use of some mechanisms, or some other unusual gimmick.

Gabe
Gabe's picture
Offline
Joined: 09/11/2014
Have you seen Warrior

Have you seen Warrior Knights?

https://boardgamegeek.com/boardgame/22038/warrior-knights

If you could make a game with a similar feel but is more streamlined and takes less time, you would be accomplishing quite a feat.

saluk
Offline
Joined: 05/11/2010
What you do "different" can

What you do "different" can be as simple as "game x, but balanced slightly differently for a different feel". Relaunches of games with slight tweaks often feel quite differently, such that players who enjoy the new edition loathe the original, and the other way around. I think focusing on new is overrated. Sometimes new can be a selling point, and sometimes it can get in the way.

Players keep saying they are tired of deckbuilders, and companies keep producing them, many of which really aren't that new or innovative.

More specifically, I find the stack combat and the population at least somewhat unique here. Archers who get to pick off the other stack before turning into men-at-arms is intriguing: how do you determine which side's archers fire first if both sides in a battle has archers?

Win condition: what do you mean by get all players to surrender? That sounds like a disaster. More common win conditions in this type of game: own x number of fiefdoms, play until one player has x number of population etc. If you have a victory condition that can fluctuate during the game, you might also introduce some kind of time limit or points. (Every time a player wins a siege they get 1 point, every 10 turns you get 2 points for each castle you control, first player to x points wins).

Or maybe you have points, and you play the game for a set number of turns, more euro style.

Anyway, that part, and how the population system works and feeds into the armies are the areas that need a lot more development.

I say, make the initial prototype and play it and see how you feel! Don't go crazy with production - scraps of paper, a ballpoint pen, and whatever units you want to canibalize from existing games are all you need for a while.

Willem Verheij
Willem Verheij's picture
Offline
Joined: 06/08/2016
It sounds nice on paper, but

It sounds nice on paper, but heres a few things to consider for when people will be playing the game:

-32 rolls for population each turn.
This is A LOT of mandatory rolls. Might be a way to maybe streamline this?
What about the roll for this being for your total population and that the player may choose how to divide the added population?
Maybe there could be different terrain cards for fiefs that could determine how much population could be added each turn?
Farmlands could allow for more to be added than a mountain terrain for example.

You could have several kinds of tiles, each could offer a different advantage. This would add some tactical decision making.
Some could offer more gold for example or make it more attractive to train troops of a certain type there.

-Population chits might take up a lot of space.
With 32 fiefs and them having villages, castles and soldiers on them there might not be much room for chits. Of course it can be reduced a bit by having chits worth more than one population too, but still its important to consider how much space there is on that tile. Though if the chits are placed on the village or castle itself, that way it might save space on the tile.

lewpuls
lewpuls's picture
Offline
Joined: 04/04/2009
"There is no excellent beauty

"There is no excellent beauty that hath not some strangeness in the proportion" -Anonymous

This is an old saying, about women most likely, but you can apply it to games. What is the strangeness in the proportion of your game that sets it apart from others? It sounds so . . . . pedestrian. If you model a specific medieval situation, that can provide the "strangeness", but generic doesn't.

Not saying it can't be a good game, just that it will sound so much like so many others that it will be hard to sell (assuming that's what you had in mind).

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
saluk wrote:What you do

saluk wrote:
What you do "different" can be as simple as "game x, but balanced slightly differently for a different feel". Relaunches of games with slight tweaks often feel quite differently, such that players who enjoy the new edition loathe the original, and the other way around. I think focusing on new is overrated. Sometimes new can be a selling point, and sometimes it can get in the way.

Players keep saying they are tired of deckbuilders, and companies keep producing them, many of which really aren't that new or innovative.

More specifically, I find the stack combat and the population at least somewhat unique here. Archers who get to pick off the other stack before turning into men-at-arms is intriguing: how do you determine which side's archers fire first if both sides in a battle has archers?

Win condition: what do you mean by get all players to surrender? That sounds like a disaster. More common win conditions in this type of game: own x number of fiefdoms, play until one player has x number of population etc. If you have a victory condition that can fluctuate during the game, you might also introduce some kind of time limit or points. (Every time a player wins a siege they get 1 point, every 10 turns you get 2 points for each castle you control, first player to x points wins).

Or maybe you have points, and you play the game for a set number of turns, more euro style.

Anyway, that part, and how the population system works and feeds into the armies are the areas that need a lot more development.

I say, make the initial prototype and play it and see how you feel! Don't go crazy with production - scraps of paper, a ballpoint pen, and whatever units you want to canibalize from existing games are all you need for a while.

Thanks for the reply!

I am somewhat in your boat when it comes to "new" games. I was just watching the dice tower's "top ten games that replace other games" and it's about exactly what you said.

A totally new theme is almost impossible to do these days. You even have games about mundane things like selling art, for example. I may as well stick with a theme I enjoy and hope others do as well.

my population mechanic I though was unique as well. I am struggling with a way to implement it though without having millions of extra chits on the board. I thought about eliminating all the die rolls by having a set growth rate each turn, decided by a number written on the fief. Players then just put a number of population chits equal to that number on the fief, up to a max. Still, having all those extra population chits would really clutter the board up.

I am leaning toward no population at least for the first few playtests.

For the archers, both sides fire (by rolling dice)simultaneously, and then both players decide which units of theirs die off.

For the win conditions, I agree that my original idea is not a good one.

I'll be implementing a few win conditions that players can explore.

1)Capture the king. Each player has a king that can be captured. If it is captured, that player becomes a vassal for the remainder of the game and must do his ruler's bidding. This would eliminate players being eliminated and sitting there watching while others keep playing.

2) Capture a certain number of fiefs

3) After a set number of rounds, whoever has the most points in different areas win.

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
Willem Verheij wrote:It

Willem Verheij wrote:
It sounds nice on paper, but heres a few things to consider for when people will be playing the game:

-32 rolls for population each turn.
This is A LOT of mandatory rolls. Might be a way to maybe streamline this?
What about the roll for this being for your total population and that the player may choose how to divide the added population?
Maybe there could be different terrain cards for fiefs that could determine how much population could be added each turn?
Farmlands could allow for more to be added than a mountain terrain for example.

You could have several kinds of tiles, each could offer a different advantage. This would add some tactical decision making.
Some could offer more gold for example or make it more attractive to train troops of a certain type there.

-Population chits might take up a lot of space.
With 32 fiefs and them having villages, castles and soldiers on them there might not be much room for chits. Of course it can be reduced a bit by having chits worth more than one population too, but still its important to consider how much space there is on that tile. Though if the chits are placed on the village or castle itself, that way it might save space on the tile.

Thanks for the reply!

I agree, its a lot of rolling for the population. I love your suggestion about one roll for all population. I think I may use that. It'd get tedious real quick to do 32 rolls every single turn.

I don't want to have cards for each fief, but I could indicate population limit by having a number written on each fief, for example.

bbblackwell
bbblackwell's picture
Offline
Joined: 10/23/2013
Originality

People speak about originality as though it were an objective term, but its objectivity is an illusion -- it does not exist in reality. Originality is an entirely subjective perception.

Deckbuilding was original to me the first time I played it, even though it had existed for years. You may say, "yeah, but that's because you were ignorant!" But so what? The bottom line is that the existence of games I never heard of had no bearing on my opinion, or my ability to enjoy the games I was playing.

Seeking out obscure games to see if you've come up with something original is time that could be spent refining your game. If you're deeply involved in the hobby, watching reviews all the time, etc., and it seems original to you, then odds are whatever games mirror what you've done are largely unknown, or old enough that no one will care. Basically, if a game is more than 10 years old, and/or doesn't appear on Tom's top 10's, it's out of sight and out of mind to the hobby overall.

Now, it sounds like you've got a classic war game on your hands here, and fans of that genre are somewhat segregated from the rest of the hobby. There are two types of gamers -- those who own tweezers, and those who don't. What's old hat to a war gamer will be original to many, many gamers, but you've got to be sure to target non-war gamers specifically.

If you can bring this chit-stack war game style to the masses in a way that seems less technical and more familiar than traditional war games, I think you've got something. War gaming, much like ballet, clearly has a powerful appeal because millions of people love it, but many people just don't see that appeal because of their bias going in (largely born of the dry, historical themes common to the genre, and the aforementioned cultural divide). Overcome this by making it as simple as possible, both mechanically and graphically, keeping the scale manageable, and the turns and pacing fast. Harvest that inherent appeal, while pruning off everything that repels the masses from the genre.

Theme is also a huge factor. Originality in theme is a non-issue; this is not subject for debate. Exhibit A: the continued success of generically-themed fantasy games. Medieval is a theme that sort of meanders about the divide between Euro and Ameritrash gamers, but I believe it leans more toward the Euro side. Personally, I'm a little skeptical when I see this theme. I start sniffing around for meeples and wooden cubes, and if I see them, you've lost me forever. If popularity is your goal, I would say pick a side and make sure your theme speaks clearly to the side you've chosen.

Mechanically, you've got to play it and see what's what. The problems will jump out right away. I see no roadblocks to this being fun, though.

Way t' be, and keep it up!
Brian Blackwell

saluk
Offline
Joined: 05/11/2010
Some ideas - take them or

Some ideas - take them or leave them

Rather than rolling dice for population, you could just have a simple rule that each fief grows 1 per turn, while no enemy units are near. If the number of enemy units is more than the number of the population, it loses 1 population each turn (the effects of the "siege"). Instead of having a bunch of chits, make population indicators stack nicely. I'm thinking something like the saucers in Cosmic encounter. Mechanically, you just grab a stack of counters and slot them into all of the places that take them, picking up a counter as you go from each place that is under siege.

Fiefs would have a population limit as well. Maybe 4? Each turn, fiefs with full population cap give 4 gold.

For recruiting, you pay gold to take one population marker from a fief away, and replace it with an army unit. More gold for "better units"?

I've been playing a lot of Battlefield 1 lately, and I really like their ticket system for winning. It keeps matches from going on indefinitely, but also give you a lot of options for how you want to win. It makes the battles chaotic, and gives lots of opportunities to experiment with different kinds of gameplay on a single map. Something like that might work best here: You get 1 point for defeating an enemy unit, and 10 points for capturing an opposing fief. First to 100 points wins.

You can try and capture a lot of fiefs for their high points, goad your opponent out and defeat them on the battlefield a lot, capture one more fief then your opponent and turtle up trying to collect victory points for high population, or some combination of those tactics.

In this version, I'm not sure that distinguishing fiefs, castles, and villages is necessary. Maybe you can spend gold to turn a village into a fief or a castle which have higher population caps, similar to how cities work in the Civilization games.

Willem Verheij
Willem Verheij's picture
Offline
Joined: 06/08/2016
A very small detail that

A very small detail that might add some to the immersion is to give the army of each color a name or maybe nationality.
It would not affect gameplay, it would simply add flavour to it.

I really like how they did this with lords of waterdeep.
When you choose the yellow agents, you are not the yellow player. You command the knights of the shield. And what normally would just be the green player, is now the commander of the harper scouts.
Changes nothing in gameplay, but it just adds some style to it, which is shown on the tokens and on the player's sheet where they put their resources, agents and completed quests.

For example if the red player is england and blue player is france, you could show this on the player's sheet and their tokens. The different artwork would add to the experience.
The french chits could be blue with a fleur de lis symbol, and the english tokens could be red with three yellow lions.

It's all just theme though, but it can help make it stand out a little and theres many choices here.

Could go with a british isles war featuring England, Scotland, Wales and Ireland.
Or a war between four Italian city states.
Or four different princes of the holy roman empire.

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
bbblackwell wrote: If you can

bbblackwell wrote:

If you can bring this chit-stack war game style to the masses in a way that seems less technical and more familiar than traditional war games, I think you've got something.

That's already been done by this obscure small game here: https://boardgamegeek.com/boardgame/40692/small-world

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
Awesome ideas! I had thought

Awesome ideas!

I had thought about the simple rule of one growth per turn, unless there are enemy units nearby. If there are enemy units in the same fief, you lose one population per turn in that fief while enemies are there. Another thought I had was that different fiefs could have different population, with a max of three. This would make gameplay a little more asymmetrical as not all fiefs give the same amount of gold or population.

For collecting taxes, you would not collect taxes unless the fief is at full population (or at least a reduced amount of gold). This would force the player to balance recruiting versus gaining gold.

I like the different ways to get points ideas. Providing many ways to gain points and thus victory would only add to replayability.

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
Willem Verheij wrote:A very

Willem Verheij wrote:
A very small detail that might add some to the immersion is to give the army of each color a name or maybe nationality.
It would not affect gameplay, it would simply add flavour to it.

I agree with you. At this point, the game takes place in a fictitious land of warring kings.

I am designing player sheets where players will keep track by pencil of population, gold, and victory points.

One option could be having an area at the top of the sheet where players can name their faction, just for fun.

saluk
Offline
Joined: 05/11/2010
ElKobold wrote:bbblackwell

ElKobold wrote:
bbblackwell wrote:

If you can bring this chit-stack war game style to the masses in a way that seems less technical and more familiar than traditional war games, I think you've got something.

That's already been done by this obscure small game here: https://boardgamegeek.com/boardgame/40692/small-world

Yes, and small world was ONE such game. Why are there not hundreds of such games, as there are hundreds of more traditional war games? Small world did very well. Stands to reason that more games in that vein might also do well.

(Personally I found small world so removed from the epic feeling of the more complex games as to become uninteresting)

In fact there have been a few good ones coming out more recently. Blood Rage/Chaos in the Old World might fit in that category. There may be room for at least one more, if it has great gameplay and can be sufficiently themed to be intriguing.

bbblackwell
bbblackwell's picture
Offline
Joined: 10/23/2013
Esatto

saluk wrote:
ElKobold wrote:

That's already been done by this obscure small game here: https://boardgamegeek.com/boardgame/40692/small-world

Yes, and small world was ONE such game. Why are there not hundreds of such games, as there are hundreds of more traditional war games?

Absolutely. Small World proves the viability of the concept, but there's so much room for growth. Where would the world be if games like Thunderstone, or stories like Game of Thrones got shot down by publishers because "someone else already did that."

Everything in the world is merely a springboard for expansion, improvement, growth. I have no interest in Smallworld for the reason you mentioned (plus the style puts me off), and I like old war games like Starship Troopers or newer ones like For the People, but something in between would be even better for me personally. I'm sure there are plenty of people who feel the same.

In any case, this notion of "the necessity of originality" is for the birds. Nowhere in the world is this true. That's not to say innovation and originality isn't immensely valuable, but you don't need to birth a whole new genre to make a successful game that people will enjoy.

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
bbblackwell wrote:In any

bbblackwell wrote:

In any case, this notion of "the necessity of originality" is for the birds. Nowhere in the world is this true. That's not to say innovation and originality isn't immensely valuable, but you don't need to birth a whole new genre to make a successful game that people will enjoy.

Of-course you don't have to create a new genre (though if you do manage this extremely difficult and unlikely feat, your game has considerably higher chances of success).

However, creating a clone of existing game is pointless if you plan to publish it eventually.

Unless it fixes some problems in existing games in the same niche or provides a new twist to the formula, you simply won't sell it.

bbblackwell
bbblackwell's picture
Offline
Joined: 10/23/2013
Fer Shure

ElKobold wrote:

Of-course you don't have to create a new genre... However, creating a clone of existing game is pointless if you plan to publish it eventually.

Yes, yes, certainly, I agree. I do tend to speak in extremes. I would like to see ol' Jerry here create a game that sort of bridged the gap between Smallworld and classic war games.

I find a straight medieval setting to be kind of dry, but many enjoy it's subtle charm. I like a little fantasy with my medieval, but maybe not so pumped full of wacky fun as Smallworld.

In addition to that, he simply MUST refine the component quantity and graphic rule implementation of the old standards. "Tweezers are for Geezers" probably reflects the sentiment I'm looking for here. Time, scale, difficulty of manipulating components -- all of this has to be pulled back to come into alignment with modern expectations. But I don't think we need to dumb it down to the Smallworld level.

Hey Jerry, let's name the new game "Medworld" for its medium-weight and medieval theme -- and please, no flying Ratmen! hahaha

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
bbblackwell wrote:ElKobold

bbblackwell wrote:
ElKobold wrote:

Of-course you don't have to create a new genre... However, creating a clone of existing game is pointless if you plan to publish it eventually.

Yes, yes, certainly, I agree. I do tend to speak in extremes. I would like to see ol' Jerry here create a game that sort of bridged the gap between Smallworld and classic war games.

I find a straight medieval setting to be kind of dry, but many enjoy it's subtle charm. I like a little fantasy with my medieval, but maybe not so pumped full of wacky fun as Smallworld.

In addition to that, he simply MUST refine the component quantity and graphic rule implementation of the old standards. "Tweezers are for Geezers" probably reflects the sentiment I'm looking for here. Time, scale, difficulty of manipulating components -- all of this has to be pulled back to come into alignment with modern expectations. But I don't think we need to dumb it down to the Smallworld level.

Hey Jerry, let's name the new game "Medworld" for its medium-weight and medieval theme -- and please, no flying Ratmen! hahaha

Haha! I'll try not to have this in there!

Smallworld is a game I've had fun with in the past for sure. This game I'm working on is much more grand scale, yet simple enough to not be considered a hardcore wargame. I am trying to implement some mechanics that aren't common as you've seen earlier in the thread, such as a population mechanic. I haven't played a game that does combat the same way I'm doing mine either, up to this point.

I would indeed say this sort of bridges that gap, and that this is what I'm going for. I agree that finding something unique if you can to put into your game is something you should do.

I'll call this a cross between smallworld, and Axis and Allies with my own twist and mechanics put into it in a medieval theme. Though I'd say the only similarity between smallworld and my game is the chit stacking. Even then, smallworld is on a much smaller scale. Other than that, there's a lot of difference. And I say axis and allies due to the scale of my game. It's quite a large board, with an ocean for ship combat and troop transportation.

Maybe it might be fun to some, and not to others. I don't expect everyone to like my game.

My first playtest of it is coming this weekend. We'll see how it goes!

bbblackwell
bbblackwell's picture
Offline
Joined: 10/23/2013
In bocca al lupo!

This weekend?! Good luck, Jerry! How exciting!

Is this the first game you've playtested? Is it with your friends and/or regular gaming group?

Midnight_Carnival
Midnight_Carnival's picture
Offline
Joined: 06/17/2015
responding to original post

Ok, I'm responding to your original post, not everything which came after it here so sorry if I am behind the times.

Would I play it?
I'm not sure. The whole thing depends heavily on the actual board and piece design.
How big is the board going to be? how big are these fiefs you talk about?
Am I going to have a hard time moving my vast armies from one territory to the next? I mean would I actually want to physically move them or would I say "ok, you have more men than me, you will" and take them off the board because it is too much of a hassle to move everybody when I know that they are not going to survive?

Ok, then concerning your combat system... I understand that you went for a deterministic type of combat because you would (probably) try to build up larger armies and it would be a lot simpler. I would not play a game which required me to roll dice individually for 60 archers shooting arrows at 60 men at arms who must roll to see if they can block each arrow with their shields. However, you must know that strategically there are certain decisions players will make when they know the outcome of every battle before it begins. Will there be any opportunities to take risks which may or may not pay off in your game?
then I would like to know about the actual difference between men at arms and archers?

How long will it take to finish a game? if I go to visit my brother at 13:00, will I be able to play against him an his wife and finish the game before I need to start heading home an 17:00?
Are we going to have to leave this giant 2mx2m board somewhere with the men in the exact place they have to be and pray that in the week before I can visit again the cats, dogs and small kids don't wreck it?

I have been working on a board game inspired by early Romance of the Three Kingdoms games, I didn't get very far and kind of lost a lot of the work. I might just be able to dig something up and throw it at you although don't hold your breath!

Please do not take my questions as criticism, your game does sound very interesting and I would like to know more about it before I tell you whether I'd play it or not.

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
Midnight_Carnival wrote:Ok,

Midnight_Carnival wrote:
Ok, I'm responding to your original post, not everything which came after it here so sorry if I am behind the times.

Would I play it?
I'm not sure. The whole thing depends heavily on the actual board and piece design.
How big is the board going to be? how big are these fiefs you talk about?
Am I going to have a hard time moving my vast armies from one territory to the next? I mean would I actually want to physically move them or would I say "ok, you have more men than me, you will" and take them off the board because it is too much of a hassle to move everybody when I know that they are not going to survive?

Ok, then concerning your combat system... I understand that you went for a deterministic type of combat because you would (probably) try to build up larger armies and it would be a lot simpler. I would not play a game which required me to roll dice individually for 60 archers shooting arrows at 60 men at arms who must roll to see if they can block each arrow with their shields. However, you must know that strategically there are certain decisions players will make when they know the outcome of every battle before it begins. Will there be any opportunities to take risks which may or may not pay off in your game?
then I would like to know about the actual difference between men at arms and archers?

How long will it take to finish a game? if I go to visit my brother at 13:00, will I be able to play against him an his wife and finish the game before I need to start heading home an 17:00?
Are we going to have to leave this giant 2mx2m board somewhere with the men in the exact place they have to be and pray that in the week before I can visit again the cats, dogs and small kids don't wreck it?

The board is fairly large. I don't think players will have a hard time moving armies around, as units will have movement that scales to how large the board is.

There are definitely ways to take risks. Players may purchase technologies that provide chances in die rolls to turn the tide of a battle. Archers also provide some of that randomness.

To answer your question about the archers in particular, Yes, they will roll for each shot individually. However, the most they could possibly roll for is 10. 10 is the limit of army stack size, and only one of your stacks may be in a space at a time. This means you won't have huge battles of 60vs60 chits. Further, there are a limited amount of archers chits overall since they are more special. Each player has:

- 100 Men at arms
- 50 knights
- 20 archers
- 5 galleons

The actual difference between men at arms and archers, is that archers can shoot before joining the battle, and are more expensive to buy than men at arms. Chances are players will not have all their archers in two stacks, as this would center them all in a few areas and leave no archers for other armies.

blgarver1982
blgarver1982's picture
Offline
Joined: 01/01/2013
Thought on population...

The premise sounds pretty awesome to me. Execution is king, of course, but it sounds like you've at least got some footing.

A thought about the population mechanism: Instead of rolling, what if it was linked to some sort of player-based decision. Just off the top of my head, something like...a village built on a river would gain more population than one in the desert, or a village near a food source provides some kind of boost. If this were the case, a player could make meaningful decisions about which fiefs to go for and where to focus efforts and resources, instead of being totally at the whim of the die roll.

Just my two (or ten) cents. Idea sounds like it has potential, though.

saluk
Offline
Joined: 05/11/2010
... a village near mountains

... a village near mountains needs 2 nearby enemy units before being considered under siege. I think those are great ideas blgarver.

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
blgarver1982 wrote:The

blgarver1982 wrote:
The premise sounds pretty awesome to me. Execution is king, of course, but it sounds like you've at least got some footing.

A thought about the population mechanism: Instead of rolling, what if it was linked to some sort of player-based decision. Just off the top of my head, something like...a village built on a river would gain more population than one in the desert, or a village near a food source provides some kind of boost. If this were the case, a player could make meaningful decisions about which fiefs to go for and where to focus efforts and resources, instead of being totally at the whim of the die roll.

Just my two (or ten) cents. Idea sounds like it has potential, though.

Thanks for the reply!

I have since changed the population mechanic so that rolling is no longer a part of it. Instead, Each fief has a growth rate of one population per turn. Different fiefs have different population limits as well. Recruiting one army unit decreases population by 1 in the fief you recruit in.

As long as there is one population in a fief, you can tax that fief for income. No population = no income.

In short, population levels will influence how much you can recruit, and where.

bbblackwell
bbblackwell's picture
Offline
Joined: 10/23/2013
So....???

How'd the playtesting session go?! Learn anything interesting?

Jerry
Jerry's picture
Offline
Joined: 11/01/2010
bbblackwell wrote:How'd the

bbblackwell wrote:
How'd the playtesting session go?! Learn anything interesting?

Whelp... It didn't happen. I am hoping for this weekend coming up now.

Group decided they wanted to play other games instead. Ah well. (The joys of trying to get your game playtested)

bbblackwell
bbblackwell's picture
Offline
Joined: 10/23/2013
Scoundrels!

Jerry wrote:
The joys of trying to get your game playtested

Yeah, people don't get as excited about this stuff as we do. I would actually rather playtest a game, assuming the theme/genre is one of interest (as is the case with yours). Even if it wasn't, I would still probably want to play it just to talk shop and help out. Getting my head in that "design space" is probably my favorite thing in the world.

But as people who've got bitten by this bug, we're kind of like T-Rex's... you don't find many within a given area.

Definitely report back with your findings, should you ever get these mongrels to embrace your vision! heh heh heh

Rory J. Somers
Rory J. Somers's picture
Offline
Joined: 09/28/2016
Yes Jerry, let us know.

bbblackwell wrote:
How'd the play-testing session go?! Learn anything interesting?

After reading through this thread I'm keen to hear how it all went, and I'd love to know what changes you've made, not only from your original post (and subsequent replies) but post play-test.

My rather later two pennies would be:
The thing that most intrigues me about this game is governing your people AND the strategic warfare.

Personally, I don't see why your population would have to be physically represented on the board at all, does the actual population of a village matter - or should the total populace of a player's fiefdom matter.

I'd be tempted to throw back to a streamlined Sim City style population mechanic which concerns itself with simple things like taxes/safety/employment/populace happiness. The player would set the tax rate, the rate of pay and would have to capture/control certain tiles to ensure there was enough food and work to go around - this would calculate a growth rate, which you'd then apply.

I know I'm late joining, but if your still playing around with it all i figured it wouldn't hurt to share my thoughts.

On the note on originality:
I like worker placement games - I have several of them.
Resource management games I like too - again, i have a few of them.
Zombies! Zombies are great; I have a few zombie games, movies, books and computer games.
My point is: enjoy designing this game, playing it and play-testing it. Learn from it. Finish designing this game, that way you might be able to sell it, in which case you'll have done all the above AND sold a game, and if you don't sell it, you'll have only miss out on selling a game. Your experiences and learnings will be just as valuable for your next one

Syndicate content


forum | by Dr. Radut