First I must offer an apology if my English is not very good. XD
I've been outlining a boardgame lately. It has several elements from games i like, I felt like taking some features from games i love and create what i like best: empire building. SO I figured i would end up with a game i really really like to play
It has elements from the age of empires video game in that you build structures in your city and develop a tech tree.
It has a Dungeon Lords similar mechanic in that each player has his own board that represents his city and that you send your ambassadors to the central market board to obtain and sell resources.
It has a similar feel to the civilizations video games in which you can win by culture, economy, science or military.
And it also has a military phase, of course. I wanted to keep this simple but engaging, and also appealing for players to take that road regardless of risks.
If you guys don't mind, I'd really appreciate thoughts, FB, or suggestions on this part of the game.
Turns in the military phase are decided based on the economy so far, the player with the most gold, decides who starts the military phase. It all takes place on a Central board known as "The battlefield".
The battlefield is a square grid, no need for hexagons cause front or rear arcs are not important. There are six areas on the edges of the battlefield that are the "Deploying areas" for all players. Here is where they place their military units. These deploying areas have a standard number of spaces by default, but players can increase their own deploying areas or diminish the other player's by several means.
There is also an area on the center of the battlefield that is considered to be "no man's land" or the piece of territory that is in dispute. The spaces are divided for "conquerors" and "attackers"
Once the phase starts:
1.- The first player chooses to either try to conquer no man's land or pass.
2.- If they choose to conquer, the conquerors take up to all of their military units from the deploying area in to the center squares marked for conquerors. He can choose how many units to take.
3.- The player on the left of the conquerors then chooses to either attack the conquerors or pass. If they become attackers, then they take units from the deploying area and in to the spaces marked for attackers in the center of the battlefield, and places them one by one in front of the conqueror's units. Then combat is resolved unit by unit from left to right.
4.- TO resolve combat between units, both the attacker and the conqueror roll 1 six sided die. The highest result wins. Ties are won by the conquerors.
5.- There are five types of military units, and an "attacker" player has to be careful in considering in front of what conqueror unit to place their own units based on the type of unit:
Gain +2 to the die roll when facing archers
Gain +2 when facing cavalry.
Gain +2 when facing soldiers.
Gain +3 when facing soldiers, archars and cavalry.
Gain +4 when facing catapults, but is defeated against anything
Note: Spies are not a military unit per se, and can be used for other purposes in each player's city boards, but can be deployed directly to the center of the board from the city, thus adding a surprise element.
At the end of the first combat, the next player to the left of the conqueror chooses to become an attacker.
then the conqueror player might choose to withdraw with whatever units are left if any, or to reinforce the center of the board.
Then combat is resolved again.
At the end of the combats:
If the conqueror player was not attacked, he wins by default and recieves a heavy economic tribute not from players but from "the bank" And also gets to increase his deployment area on the battle field and his construction area on his city.
If the conqueror player was attacked: He gains a heavy tribute (gold, wood, citizens) from any defeated players. Or, he looses resources (gold, wood, military units) due to the "attacker" players he lost to ransacking the conqueror's military camp.
It is note worthy that gold and other resources are very hard to produce.
Well, i am on the fence now as to a couple of things:
Is this comba system appealing?
Are the rewards appealing? (There is also a heavy VP's reward for military prowess in the game, but it is not the only road to win)
Are the losses, specially resources, too heavy that they might depress a player early on? (there might be a battle as soon as the third turn of every player. Barely enough time to create 3 military units.)
any thoughts are appreciated.
Thanks for reading!
I will be posting different mechanics of the game as I clear them up in my head and start working on the full rule set