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Double exhaust

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X3M
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So, I was thinking. Would it be possible to have a way to do a double exhaust?

I mean, having each piece on the board do 2 things would be cool. This without a clumsy way of tracking.

When I look at MtG. You can twist cards sideways. But also upside down. Thus being able to use them twice.
Would this be feasible in a way on a board game with pieces?

polyobsessive
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Yup

Depends on the sort of pieces you are thinking of. Just think about the physicality of various components.

For instance, a pawn could have one or more rings put over it or removed as actions take place. In fact, I have seen components that are a base with a peg that you can add beads/discs/rings to.

You could use things like the Heroclix type miniatures, where there is a status dial built into the base.

A die could be used as a piece and rotated to show different faces depending on what it has done. Or you could have a piece which includes a space to include a die.

Similarly, Mississippi Queen has little counter wheels built into the boats.

And so on. It really depends on what you have in mind. Are you thinking about this in the context of an actual game you are working on, or are you just wondering in general?

X3M
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polyobsessive wrote: It

polyobsessive wrote:

It really depends on what you have in mind. Are you thinking about this in the context of an actual game you are working on, or are you just wondering in general?

My dream is to have an actual game for a more public release (still years away with my speed).

Due to recent changes to the design in general, the game has become slower in combat.
So I was thinking of allowing units on the battlefield, to perform 2 actions per round. Not just 1; attack or move.

That said, having them being able to do 2 attacks per round in short succession would be nice.

The only counters that I want to use are damage counters. Any extra addition would make the game clumsy in my eyes. Except for the wheel.
So, if possible, without a tertiary piece that tells if an unit has done an action once or twice.

I previously decided on "tapping" the pieces in a certain direction (1 action). But I am sure that won't do any good if the bases are round or squared. So a hexagon maybe? No need to turn them 60 degree's, 120 is more obvious and possible.

Having units aiming away from the enemy seems to be a big problem for players.

That said. A wheel still sounds most feasible. Only showing the numbers 0, 1 and 2 for the amount of actions played. (or some sort of figure)

Infantry could have the wheels in their backpacks.
Vehicles on one of their wheels.
The tanks in the base of their turret perhaps?

Plan B is to have the units simply attack twice any way. Without counting.

jonathanflike
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Double Exhaust Mechanism

My game currently uses a double exhaust mechanism in two ways. One the card can turn 90° for one effect and then 180° for another effect and then the card recovers 90° per turn until it is back to its resting position. There are also unit abilities that have cooldowns more or less so you can attack with a unit and then use a cooldown ability that is on a separate global cooldown. Depending on how many units you have on the board, it isn't too difficult to keep track of the multiple actions since one physically changes the orientation and another has some memorable effect where the players can tell it has been used. Not sure if that helps, but that's something I have been using and play testing.

Best,
-Jonathan Flike

Fri
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Variation on the dial

Okay here is a small twist on the dial idea. This dial would would have four numbers in two colors. I am arbitrarily going to use the colors blue and red. The numbers would be Blue 2, Blue 1, Red 2 Red 1. Each turn would have a color. Say the first turn would be a "blue turn" all pieces would have their dial set to blue 2. When players take the first action the dial would go to blue 1. When they take the second action they would have to set their dial to red 2. If the turn color and dial color are different then that indicates that this piece has no more actions for this turn. The next turn would be a "red turn". Notice all the pieces that took two actions are already set to red 2. Players would use the dial to count down the actions just like the did for the blue turn.

Like you said you could build these dials into the pieces. Alternatively you could construct the dial as a disk or a square with a pole in the center. Then add a hand similar to a clock hand that could be rotated by hand. If each piece had a corresponding hole in it, then it could be slid over the dial and the dial would serve as a base as well.

jonathanflike
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Heroclix

Fri wrote:
Okay here is a small twist on the dial idea. This dial would would have four numbers in two colors. I am arbitrarily going to use the colors blue and red. The numbers would be Blue 2, Blue 1, Red 2 Red 1. Each turn would have a color. Say the first turn would be a "blue turn" all pieces would have their dial set to blue 2. When players take the first action the dial would go to blue 1. When they take the second action they would have to set their dial to red 2. If the turn color and dial color are different then that indicates that this piece has no more actions for this turn. The next turn would be a "red turn". Notice all the pieces that took two actions are already set to red 2. Players would use the dial to count down the actions just like the did for the blue turn.

Like you said you could build these dials into the pieces. Alternatively you could construct the dial as a disk or a square with a pole in the center. Then add a hand similar to a clock hand that could be rotated by hand. If each piece had a corresponding hole in it, then it could be slid over the dial and the dial would serve as a base as well.

Something like Heroclix?

X3M
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Heroclix is a tad to much for

Heroclix is a tad to much for what I need.

Another option might be having the numbers printed on the base of the pieces as a little rail. And an attachable arrow or nob can be shifted between them. That is, if the wheel construction is to much stress on the material.
I don't know how to describe what I mean. But it could be seen like an on/off switch that has 3 positions instead of 2.

Fri
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@jonathanflike Yes like hero

@jonathanflike Yes like hero clicks in that it is a dial that also serves as a base. The key difference in the scheme that I proposed is players would not need to reset the dial at the end of each round.

I also thought of a radically different idea. You could have each piece uniquely labeled and keep track of how many actions it has left on a side board. You could also keep track of health this way. One implementation of this would be for each piece have a chit with a unique number place on or under it. Then the side board would have a section with that unique number, 2-1-0 scale, and a token. The token would be used on it to indicate how many actions that piece with the number has left.

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