Skip to Content

Complete Hazard - Rules

3 replies [Last post]
DSfan
Offline
Joined: 12/31/1969

Here's my first shot at making a board game

Here's my second draft of rules: http://www.bgdf.com/files/My_Uploads/DSfan/Complete%20Hazard.pdf

I'd also like to thank Brykovian for a very useful chat, which sparked my idea on this game. Once I get a playtest done i'll tell ya'll

Comments and Suggestions welcome. (and will be useful)

- Justin

P.S - I know I should put this in the Game Journals, But i dont know how to put in different paragraphs, and url's. Sorry

Hamumu
Offline
Joined: 12/31/1969
Complete Hazard - Rules

Nothing definitive about this, just my personal biases, but I would say after a quick glance:

1 - don't like the toxic waste tile! I was expecting something more like grey-black rubble with glowy orange bits.
2 - I like the brighter grass tile
3 - the mission cards aren't mentioned in the components (and I don't know what "C.H" means)
4 - The Resources section is cut off... it looks like avant garde rule writing: "There are... Turns!"
5 - My only real gameplay remark: I don't like having multiple kinds of dice (or even any kind other than 6-sided, generally) - couldn't you implement this in some way so that the game uses only one type of die? Just subtract 1 from the Robot's result or something (not the same statistically, but same general concept)
6 - Ziggurats aren't really explained... they're teleport stations, so that means units can move onto a space with one and appear at any other space with one? Also, it mentions units carrying them can cross water... first of all, why (thematically)? And secondly, what's the business with carrying stuff? It's not mentioned anywhere either.
7 - Where do you put new units you build? I guess individual robots do the building and you put them with the robot that built them? It's not in the rules.
8 - What's a command station?
9 - Actually, lots is missing from the rules - nothing about what Fortify means, no explanation of how much metal you can get from a metal space, and the above complaints... I think you need to really go over these rules and make sure they cover everything. If you try playing the game with someone without telling them the rules, just having them read them, you'll learn a LOT about what you're missing!
10 - I think you have a problem with Ziggurats taking two hits, unless you mean two hits in the same fight... how do you track their 'health' otherwise?
11 - Last thing: the combat sounds pretty weak and arbitrary to me. Just plain roll of the dice? I think it would be better if there were a largish fixed component to it with a smallish random element (and this would work well with the one kind of die too, e.g. each unit type has a 'strength', something like 4-8 or so, and you add a die roll to that to see who wins, allowing you to make robots weaker than others without using different dice). Add fun interactions too maybe, like Ziggurats boost the strength of all friends in the same tile by 1, something like that. Obviously all subject to balance.

It sounds like something that might be fun to play (depends on balance and such), as it does really seem like a simple, light wargame that would play pretty quickly. I think you need to try it out with human beings and discover where you're missing information, and much more importantly, what's fun and what isn't!

DSfan
Offline
Joined: 12/31/1969
Complete Hazard - Rules

Before anymore confusion, i should clarify Hamumu. I am sorry for the mistakes I made.

Quote:
don't like the toxic waste tile! I was expecting something more like grey-black rubble with glowy orange bits.

This tile will be changed, I am still looking for something.

Quote:
the mission cards aren't mentioned in the components (and I don't know what "C.H" means)

Mission cards are just a thought, so I haven't added them to the components yet. On another note C.H stands for Complete Hazard (Name of Game)

Quote:
Where do you put new units you build? I guess individual robots do the building and you put them with the robot that built them? It's not in the rules.

Sorry, must of missed this, you place all units you build at your command station. Which also answers another question, the command station is just a fancy name for your start off point.

Quote:
Ziggurats aren't really explained...

Ziggurats are teleport stations, if you are on the same space with a ziggurat, you may teleport to another of your ziggurats. The carrying across water thing was my misprint. There was going to be a unit to carry other units but that was changed to a stationary Teleport station.

Quote:
no explanation of how much metal you can get from a metal

Each time you go to a metal space you take 2 pieces of metal.

Addons
-Sorry about the mistakes. I will update the rule books (on to version 3)
soon.
-I will go and fix the resource section.
-I do like your strength suggestion. I am going to use that. I will give you credit. d8's will also go, since i have been asking friends/family and the dont even know what d8 is.

I am very sorry about the mistakes. I hope all this clarify's things.
Please keep the comments/suggestions coming they really help me with I game. And i will try to update all comments as soon as possible.

- Justin

Anonymous
Complete Hazard - Rules

No reason to apologise, right?
:P
I always find it hard to write rules, since I have a picture of a game so firmly in my mind it's hard to see what others see whn looking at a certain rule.

Looks cool.

Oh, and if a Ziggurat is shaped like a step-pyramid, (the token is shaped like that in the game) it's health could be represented by turning it sideways. I'm not sure that the Ziggurat (pyramid/temple) goes so well with the future/robots theme, but, hey, they did Obelisks in Command and Conquer, so it could work. This looks really interesting.

edit: The "Guess other players Mission" looks interesting, but potentially much harder than other missions, and potentially much easier. Basically whoever draws it could get a lucky break depending on how the other players are completing their missions. If finishing a mission is the end condition, this player will likely win if the others are just rushing for their missions or lose if they are concealing them well, so he really only needs to stay alive rather than actively expand. I'd consider either having missions add to the score at the end of the game or adding some kind of military aspect to this card. (Such as by destroying an enemy ziggurat or something, you may look at their mission card.)

Syndicate content


forum | by Dr. Radut