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Arkopolis Engines - Combat Mechanics

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Working out a combat mechanic is like cutting off the Hydra's head, each time we think we've got it nailed down, another one pops up. :-)

Ideas are good, don't get me wrong, I like ideas. Have you got a relatively simple crew-vs-crew and crew-vs-critter combat mechanic that might work for us? The only real requirement is that players can only roll one or more d6 and it should be fast and low-math.

We'll run them through some play testing and see how they work.

Review of "Rules of Play"

I recently finished reading "Rules of Play: Game Design Fundamentals" and I've posted a review over on my blog. Ultimately I do recommend the book but there are lots of problems with it that a potential reader should know about before they make a purchasing decision. Here's the link if anyone is interested:

http://mike-compton.blogspot.com/2010/08/review-of-rules-of-play-game-de...

Arkopolis Engines - Crew Member Roles

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This blog thread will be for discussing character roles in Arkopolis Engines, the steampunk board game we're working on. Generally, the Character Role Cards are the "worker placement" component of the game. Players assign different characters to accomplish different tasks during the game turn using raw materials or constructed equipment or scavenged artifacts.

(Edit: I've changed the title here from "Character Roles" to "Crew Member Roles" to help draw the distinction that this is a board game we're designing, not an RPG game.)

Panther Gammon Rules

Players: 2

Play Time: 5-15 minutes

Rules Learning Time: 5 minutes if you know Backgammon

Flavour

Two rival Lords, in castles separated by a river, are trying to invade each others' castles.

Components

  • 6 x white counters or cubes
  • 6 x black counters or cubes
  • 3 x 6-sided dice
  • 6 x double-faced tiles
    • 1 bridge tile (with one space on each face)
    • 5 non-bridge tiles (with two spaces and possibly a special ability on each face)
    • Each space has
      • a colour (grey, black or white)

Arkopolis Engines - Prototype Design

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Since it looks like I'm in charge of prototyping Arkopolis Engines, I'll start a blog thread of my own for design updates and comments. Please feel free to post all the comments you like about ideas, critiques, suggestions, anything that comes into your mind for this game we're developing.

Arkopolis Engines - Background and Rules discussion Blog

Righty, time for a new blog. This one will be solely for rules and discussion/tearing apart of them. I'll probably look at a design one in the near future as well to discuss how the game should look especially once the prototype stuff really gets underway (and much thanks to Mojo for doing) sterling work with all the proof of concept stuff and the early prototypes). My first blog here though is Mojo's Background and beginning lore for the world. I take no credit for this, it's 100% his and a fantastic read.

Game Manufacturers

Has any one had any dealings with Delano Service for manufacturing your games? If so, are they reliable and do they produce a high quality product.
Thanks

High Fantasy

I'm creating this space of shotgun thought to push me past the prototype step, and into the production step of my boardgame. I was on track to make huge mistakes (making 5,000 copies, taking out huge loans, printing in the U.S.), when along came my son, and everything got put on hold for 5 years as I stayed home with him. Now, he is almost a real human, and I have a little more time to do things other than make sure he doesn't microwave himself. I hope to spend this time in a more productive way than has been the usual (video games and movies). The main way is to get back into High Fantasy.

Arkopolis Engines - Engines, Steam Points, Attachments, and Roles

The comments by everyone has really made me think long and hard about how the Engine will work as most all of the game mechanics are likely to be intertwined with it. Engines will not likely be the great city machines first spoken about but instead be smaller, though still large scavenging vessels in their own rights. The engine will be represented by a smaller game board with all the information a player needs to have at hand in front of the board.

Arkopolis Engines - The Design Blog

Right the first blog. it'll be a short one with a couple of mechanic ideas to get out there. Rust was originally going to be designed as a CCG, by myself and cattlemark a few years ago. Both of us went our seperate ways without finishing anything. A week ago I was clearing the vast backlog of emails and discovered the old talks about this CCG and got to wondering how this could work as a board game, more because I'm much more interested in board games than CCGs. Anyways, people here are very supportive and are interested in seeing where this goes.

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by Dr. Radut