Skip to Content
 

Other usage to unit types than combat resolution

4 replies [Last post]
larienna
larienna's picture
Offline
Joined: 07/28/2008

I am working on a game and thinking to convert it into an area of majority game with around 8 large territories instead of 45 small territories. The game detail so far can be see here:

http://bgd.lariennalibrary.com/index.php?n=GameIdea.GameIdea-WrathDarkPr...

For example, I want the game visually to look to something like this:

https://www.boardgamegeek.com/image/2402939/eight-minute-empire-legends

Players will control various generals that comes with their set of units in their army. As for example, I am currently using:

Medusa: Minotaurs, Harpies, Chimera + Hydra
Lucifer: Imps, Cerberus, Demons + Behemoth
Loki: Fenris Wolf, Valkyrie, Giants + Nidhogr
Dr Frankenstein: Flesh Golem, Puppets, Automated Armor + Colossus

So thematically, I want the various units of each general to be present in the game. But so far, the only way those units can influence the game is by giving them combat stats and using them during combat resolution.

But lately, I have been interested in using more simple combat system that requires little combat stats. Which gives me no possible permutation of unit stats, so all armies would look alike mechanically.

So instead of complexifying combat, I want to justify the presence of various units type, so I wanted to find other ways they could influence the outcome of the game.

Another approach could be to give global stats to the general's army like : Attack, defense, mobility, intelligence. But the problem with that, is that the various minions theme does not appear in the mechanics.

So I am posting this thread to brain storm a bit how a variety of unit minions could influence the game besides combat. So far there is no restriction to the components that can be used besides the fact that it must not take too much space and that there will be at least 8 generals, so any unique components will be multiplied by 8.

So for example, it could be an board with list of units and cubes on it. I could be action cards that uses those units, or simply unit cards like in rune age:

https://www.boardgamegeek.com/image/972509/rune-age

But a rune age deck building mechanism would not work as it would take way too many cards.

If you have any suggestions or know any other game that could potentially solve this, let me know.

radioactivemouse
radioactivemouse's picture
Offline
Joined: 07/08/2013
Well...

larienna wrote:
I am working on a game and thinking to convert it into an area of majority game with around 8 large territories instead of 45 small territories. The game detail so far can be see here:

http://bgd.lariennalibrary.com/index.php?n=GameIdea.GameIdea-WrathDarkPr...

For example, I want the game visually to look to something like this:

https://www.boardgamegeek.com/image/2402939/eight-minute-empire-legends

Players will control various generals that comes with their set of units in their army. As for example, I am currently using:

Medusa: Minotaurs, Harpies, Chimera + Hydra
Lucifer: Imps, Cerberus, Demons + Behemoth
Loki: Fenris Wolf, Valkyrie, Giants + Nidhogr
Dr Frankenstein: Flesh Golem, Puppets, Automated Armor + Colossus

So thematically, I want the various units of each general to be present in the game. But so far, the only way those units can influence the game is by giving them combat stats and using them during combat resolution.

But lately, I have been interested in using more simple combat system that requires little combat stats. Which gives me no possible permutation of unit stats, so all armies would look alike mechanically.

So instead of complexifying combat, I want to justify the presence of various units type, so I wanted to find other ways they could influence the outcome of the game.

Another approach could be to give global stats to the general's army like : Attack, defense, mobility, intelligence. But the problem with that, is that the various minions theme does not appear in the mechanics.

So I am posting this thread to brain storm a bit how a variety of unit minions could influence the game besides combat. So far there is no restriction to the components that can be used besides the fact that it must not take too much space and that there will be at least 8 generals, so any unique components will be multiplied by 8.

So for example, it could be an board with list of units and cubes on it. I could be action cards that uses those units, or simply unit cards like in rune age:

https://www.boardgamegeek.com/image/972509/rune-age

But a rune age deck building mechanism would not work as it would take way too many cards.

If you have any suggestions or know any other game that could potentially solve this, let me know.

You could assign a certain amount of influence based on the number of military units a player has. When resolving conflict, it can be as simple as card play to eliminate units.

Part of me is thinking 7 Wonders where military influences victory points and it only affects the players to the left and right of you without going into too much detail. Of course with that example, military is built over time (which is where my idea comes from), but since you are looking for cube-usage, I figure there needed to be a mechanic where you could eliminate units.

Of course you'll have to fill in the details ;)

X3M
X3M's picture
Offline
Joined: 10/28/2013
Multiple purposes?

Perhaps one of the 3 can take the role of resource management.

One of the 3 could have a special attack in exchange of some resources. "Sniping" out a target.

larienna
larienna's picture
Offline
Joined: 07/28/2008
I want to use dice for combat

I want to use dice for combat resolution possibly the roll 3 dice system explained in another thread. Still I had an idea to use cards in another way. Here is the answer I left on Board Game Geek

-------------------------------------------------

Quote:
You have lots of options.

Maybe I missexplained something, armies on the board appears ONLY as a generic amount of cubes. So a territory could have 5 of your cubes, but they do not represent any units in particular. This is why I don't have that many options. The only exception is the General's pawn and the Great Beast pawn which are unique units with a marker of their own. Else, battles are just X cubes vs Y cubes.

Quote:
I propose a different approach: have a deck of "tactics" cards for each general. Players draw cards from their general's deck(s). The cards can be played for their various effects given a requirement is met.

I was thinking something like that. First, each general will chose on his turn one of the available Assignments (like puerto rico roles) that gives possibly a number of combat, movements and new units. I though that players could play an additional card from their hand that would give a +1 or +2 to combat, movement or new units plus a special effect for movement, combat and placement of new units. This would give a different gameplay to each general, and the card's name would reflect the various thematic elements of the game like for example "Imp Spies".

I could possibly only need 6 cards per general, for a total of 48 cards. You spend a resource to draw a card, but the resource pool is shared between players and you do not know what you will draw, so you are never sure if you should spend your resource to draw cards or let other generals draw cards.

The card design of 8 minute empire is interesting, I might be looking for something similar.

Quote:
the game can slow down as players have to think more about how to best use their cards and figuring out what the other players cards might do and what their strategy is.

The game is mostly a solitaire or cooperative game, so having hidden cards could be a way to draw a card and not look at it until your next turn (in solo mode). This way, you cannot plan too much in advance.

larienna
larienna's picture
Offline
Joined: 07/28/2008
After more discussion on

After more discussion on BGG:

Ok, I think I got something, looks simple and elegant. I'll have to backtrack a bit my explainations, and I will use units in combat, but I managed to find a few new stats.

On your turn you will get an assignment card that will give you a number of action and a number of cubes + a special ability we just ignore for this thread.

Action:
1. With an action you way move X cubes from one area to another adjacent area. Possibly 2 cubes for connected land, and 1 cube if seperated by sea or mountains.

2. or you can Engage in battle inside the same territory or to an adjacent territory. Each battle action is 1 roll of dices.

Cube:
1. You can place the cube on the board as an army unit in valid placement location.

2. or You can place a cube on your dash board as a strategy cube.

On your dash board, each general has 2 special abilities than can be activated by spending a strategy cube. They mostly involve combat, but they could be non-combat abilities. Example of strategy could be re-rolling dices, getting bonus to rolls, isolating enemy forces, etc.

----- battle -----

Then for battle, you would have 3 units like previously listed which will have the following stat:

Attack: TN to roll against when attacking.
Defense: TN to roll against when defending.
Army Size: min nb of cubes required for the unit to be presence
Mobility: Land, Fly, Sea

You first check the number of cubes of your faction, the more you have, the more unit types you unlock. Each unit type allow rolling a die and they must roll under their TN to hit. But hey now have 2 different TN, one when attacking and one when defending. So for example, cavalry can be good on attacks but bad on defense.

Both sides roll from 1 to 3 dice which has a unique color to match the unit. Each roll under the TN kills an opposing cube.

When Fighting oversea or mountains to break in, you can only use flying units, or units than can cross see, use ships and cross mountains. This potentially means that it reduces the number of dices you roll.

---------------------

I now have 4 different stats I can deal with, the idea of nb of cubes is used, There is a certain level of cube management.

I also added the idea of when attacking a new territory, you must manage to break in and land some troops before being capable of moving troops there. I am thinking of asking player to have more kills than the defender to break in.

When defending, if 2 or more players has troops there, only one of them can be the defender. Some generals like Frankenstein could have units stronger in defense than offense making him the perfect defender. This could offer some negotiation options.

In order to have additional rivalries between players, I am thinking of using some sort of 1st general mechanism where the general with the majority in most territories get a certain advantage like first pick on the assignment, or a special favor.

Syndicate content


forum | by Dr. Radut