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Victory Condition and Movement

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Lopaki
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Joined: 06/01/2011

I work on my game "Oozelord" for some weeks now.The game is played by 2-5 players, where one player, the Oozelord, controls Slimes and the other players control heroes.
It's a game about 4 heroes which need to collect 5 artifacts from a dungeon which is full of slimes, while the Oozelord has to hinder them with his slime army and overwhelm them with a level 4 slime.
Ok, you think that sounds like a boring Dungeon Crawl , what was done a hundred times before?
I prove you that it is not:
There is no insane amount of stats etc, there is just: movement, armor and life.
The game does not contain any randomness (no dice, no cards nothing)(and i want to keep it like that, so it will be all about strategy)

The basic turn oder is like this:

The Oozelords turn:
Phase 1: Summoning of the Slimes
Phase 2: Movement of the Slimes
Phase 3: Fusion of the Slimes
Phase 4: Attack of the Slimes
Phase 5: End of Turn ( proceed to Heroes' turn)

The Heroes' turn:
Phase 1: Movement
Phase 2: Attack
Phase 3: End of turn ( proceed to Oozelord's turn)

The Oozelord may put up to 2 level 1 slimes into the battlefield on special Summoning fields, after that he may move every slime up to 1 field. If at the end of the movement there are 2 slimes of equal level on a field, the 2 slimes fuse and create a slime of a level 1 higher than the 2 slimes where originally ( for example: 2 level 2 slimes become a level 3 slime)
Attack of the slimes: the slimes may only attack adjacent heroes. the heroes automatically get an amount of damage in the height of the level of the slimes, but the heroes may ignore the first points of damage in the height of their armor rating. ( for example: A Hero gets attacked by a level 2 and a level 1 slime, 2+1 =3 damage, but he has an armor rating of 1 so he may ignore 1 damage this turn -> 3-1= 2 damage for the hero)
If a hero dies he respawns at the dungeonentrance in his next turn.

after the movement, when heroes attack an adjacent slime , the slime automatically splits.
When a slime splits he is removed from the board and replaced by 2 slimes of a level one lower (for example: a level 3 slime which is attacked is replaced by 2 level 2 slimes)
the oozelord has to put the slimes on free fields adjacent to the field the slime splitted on ( if there is no free place
no new slimes are put into play)
(heroes can only kill slimes, when they split them to level 1 and then attack a level 1 slime, becuase he is not replaced by a new slime, or when they kill a slime while he has no place to split)

my problem is: the victory condition of the oozelord is really hard to accomplish -> if he starts making a level 4 slime the heroes just stay at the entrance and destroy him
-> i either need a new victory condition, or a way to balance this and make it fun
because of the movementsystem for the slimes the game is very slowpaced( 1 field per turn in a big dungeon will take a long time) ( i tried to make it something like: the oozelord may move up to 5 fields, which he can distribute under his slimes but that leds to a big amount of passive slimes)
-> new movement system
i have no real penalty for dying heroes, expect that the artifacts they drop are moved to the place they were on startup.
-> need a penalty for dying heroes( hmm maybe mixing it with the victory condition)
- the game needs an element for both sides, which adds that extra tension ( like knowing that the enemy has something strong he can only use one time but you don'T know when it will be)

Maaartin
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Joined: 05/15/2011
Some ideas

Lopaki wrote:
the victory condition of the oozelord is really hard to accomplish -> if he starts making a level 4 slime the heroes just stay at the entrance and destroy him

Do the heros have ranged attack working through the whole dungeon? Otherwise the slimes could hide somewhere and fuse and fuse. Maybe you could use some difficult to pass terrain, so the heroes would have hard time to get to the slimes?

Lopaki wrote:
because of the movementsystem for the slimes the game is very slowpaced( 1 field per turn in a big dungeon will take a long time) ( i tried to make it something like: the oozelord may move up to 5 fields, which he can distribute under his slimes but that leds to a big amount of passive slimes)

I'm sure you have a good reason for not allowing 2 fields per turn, but what about this:
- The Oozelord may move every slime up to 1 field
- Additionally, he has 5 movement to be distributed under his slimes
- There may be some one-time use cards allowing more

Lopaki wrote:
need a penalty for dying heroes

Some trivial ideas:
- Upgrade of the killing slime by one level.
- Spawning a level 2 slime where the hero has died.
- Giving some bonus to the Oozelord, e.g., a (one-time use) card allowing additional movement.

Lopaki wrote:
the game needs an element for both sides, which adds that extra tension

Cards offering some bonuses like additional movement, temporary invulnerability, moving the summoning fields, extra slimes, extra armor...? Cards for destroying a part of the dungeon?

Lopaki
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Joined: 06/01/2011
thanks for the reply

thanks for the reply =)

Quote:
Do the heros have ranged attack working through the whole dungeon? Otherwise the slimes could hide somewhere and fuse and fuse. Maybe you could use some difficult to pass terrain, so the heroes would have hard time to get to the slimes?

no heroes do not have ranged attacks, the way the oozelord wins is by blocking the paths with slimes so the heroes cannot reach the area where he is fusing a lot

Quote:
I'm sure you have a good reason for not allowing 2 fields per turn, but what about this: - The Oozelord may move every slime up to 1 field - Additionally, he has 5 movement to be distributed under his slimes - There may be some one-time use cards allowing more

I don't like the part with the cards as i want to keep it without any randomness, but the easy solution of moving every slime 1 field AND having 5 movement to be distributed is so simple but yet so effective, thanks.

Quote:
- Upgrade of the killing slime by one level. - Spawning a level 2 slime where the hero has died. - Giving some bonus to the Oozelord, e.g., a (one-time use) card allowing additional movement.

I think i will fuse both of your ideas (the first and the second) and making it something like: if a hero dies, a slime of the same level of the killing slime is spawned.

The Victory Condition for the Oozelord is still a big problem, if he has to bring a level 4 slime to the entrance, some heroes could just stay near the entrance and block the way for most of the slimes, i am searching a victory condition for him which keeps the heroes moving ( like: they would have to split up because they see that the oozelord is making something which lets him win on the other side of the dungeon) because at the moment, the heroes just stay together and walk trough the dungeon like a tank( and if i summon new slimes in the room they are walking too they just destroy them, if i do not they just take the artifact and go to another room

Maaartin
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Joined: 05/15/2011
Some more ideas

Quote:
I don't like the part with the cards as i want to keep it without any randomness, but the easy solution of moving every slime 1 field AND having 5 movement to be distributed is so simple but yet so effective, thanks.
I'm glad to see that that I'm not the only one hating randomness.

I've never said, the cards need to be random. Each player (or each party) can be given a fixed set of cards.

In a game of mine, there are a lot of cards obtained via auction. The available cards are selected randomly, so there's some randomness, but (because of the auction) hardly any luck. I could allow the players see the whole deck, so only the setup would be random. I could also sort the deck, so all the randomness would be gone.

Quote:
I think i will fuse both of your ideas (the first and the second) and making it something like: if a hero dies, a slime of the same level of the killing slime is spawned.
Sounds good. Some more ideas: There could be an additional penalty of one lost turn for the respawned hero. The lost items could be placed by the Oozelord instead of returned to where they started.

Quote:
The Victory Condition for the Oozelord is still a big problem, if he has to bring a level 4 slime to the entrance
I missed the bringing to the entrance in your first post. This make a big difference.

Quote:
i am searching a victory condition for him which keeps the heroes moving ( like: they would have to split up because they see that the oozelord is making something which lets him win on the other side of the dungeon)
No idea how such a victory condition could go, but what about this: A slime at level 2 could petrify itself, thus changing into a hardly destroyable rock. The Oozelord could use such petrified slimes to block the entrance to a room for a long time and breed and fuse his slimes there. He would finally create an unstoppable slime (level 6 or whatever), destroy the rock, and kill everything it meets. I see, it doesn't work yet, since creating such a slime would take ages, but the idea is that the Oozelord gets stronger over the time while the heroes don't. So they must actively go after all his attempts to do his evil enhancements.

Something simple instead: Each level 4 slime summons one level 1 slime each turn (in phase 1). So letting such a slime alive makes the heroes each turn face 3 new slimes instead of 2. IMHO this should work after some tuning.

Quote:
because at the moment, the heroes just stay together and walk trough the dungeon like a tank
Maybe some weapon of mass destruction could also motivate them to split? :D

  • A slime could attack all surrounding heroes at once.
  • A slime could explode and deal damage to all heroes in the same room (or in some neighborhood) according to its level.

Something else: Maybe you could introduce a sort of day/night cycle with the day being better for the heroes. During the day they'd try to get the artifacts while during the night they'd sit scared at the entrance.

Lopaki
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Joined: 06/01/2011
i think i will let the heroes

I thought about your thought with a movement of 2 for the slimes, there was a problem with fusing slimes and that mechanic, but now i fixed it: Slimes may move up to 2 fields now, but if a slime is fusing with another the newly fused slime may not move this round.(but still attack)

i think i will let the heroes stay dead for 1 more round, this will certainly set them back for a moment and will punish dying .
But hmm, i still can't think of anything as a victory condition for the oozelord (but like the ideas with exploding slimes, as it gives the oozelord more strategy)

The Oozelord may now split slimes at the cost of their movement: If a slime splits the new Slimes may not move anymore this turn.

The Victory condition should have something todo with the fusion/splitting of the slimes.
I thought about some basic things (maybe you can help me out with more basic victory conditions:)
- Bringing a slime to a certain point
-filling a whole room with slimes
-collecting something(maybe the artifacts, i don't know, that would be unfair against the heroes)
-a point system, where the oozelord has to reach X points and gets 1 point for every killed hero, and 1 point for every level of a slime he brings to a specific position')

so, i need something as basic as that to add into my game, anyone could list up some victory conditions which are used in other boardgames?

sir_schwick
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Joined: 03/12/2011
Moderate Redesign

This redesign removes the need for health altogether.

All slimes that can move do, under this scheme.

Level 1 - 4 Fields
Level 2 - 2 Fields
Level 3 - 1 Field
Level 4 - No Fields

Also heroes simply move through the ooze, depending on level, hacking away the whole time.

Level 1 - No Penalty
Level 2 - Slow Down
Level 3 - Stop
Level 4 - Dead if end turns next to it.

Lopaki
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Joined: 06/01/2011
Well i somehow like the idea

Well i somehow like the idea of letting weaker slimes move faster, but i still need a victory condition for the oozelord, if i can't find any new i cannot settle on new mechanics

Lopaki
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Joined: 06/01/2011
Finally found a solution

Finally found a solution to the whole need victory condition, heroes just tend to walk in groups, oozelord just concentrates on one stop issue:

It made the game faster (reduced playtime by over an hour)

The gameboard is now made of 7 Hextiles, which again are made of other hextiles (i will add pictures soon)

The Oozelord may now place the Artifact wherever he wants in the dungeon and instead of summoning slimes every turn, he has a fixed amount of slimes which he may place whereever he wants in the dungeon

The goal of the Oozelord is to kill the heroes, while the heroes now just have to bring one artifact back to the entrance

http://www.bgdf.com/sites/default/files/images/Oozelord%20All%20tiles.pr... the picture of the board (it's made of 7 big hextiles)

Maaartin
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Joined: 05/15/2011
Unclear...

Quote:
Finally found a solution to the whole need victory condition, heroes just tend to walk in groups, oozelord just concentrates on one stop issue:

The Oozelord may now place the Artifact wherever he wants in the dungeon and instead of summoning slimes every turn, he has a fixed amount of slimes which he may place whereever he wants in the dungeon

Only one Artifact now? How can this motivate the heroes to split???

Quote:
The goal of the Oozelord is to kill the heroes, while the heroes now just have to bring one artifact back to the entrance

Don't they respawn anymore?

Lopaki
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Joined: 06/01/2011
no they do not respawn

no they do not respawn anymore

the heroes will have to split to block off some of the passages, so if they should reach the artifact some of heroes have to suicide most likely, so one of them makes it trough the dungeon alive, while the others block some paths for the oozes so they cannot attack the hero with the artifact

and if they split the oozelord has to split his slimes too else the heroes can just sneak past the slimes

Maaartin
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Joined: 05/15/2011
Sounds good...

Lopaki wrote:
and if they split the oozelord has to split his slimes too else the heroes can just sneak past the slimes

Why can't he simply put all his slimes just near the artifact? IIUYC there's only one.

Are the rules (nearly) final already? I'd like to try it out or maybe watch a video of a game...

Lopaki
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Joined: 06/01/2011
if he puts all his slimes

if he puts all his slimes around the artifact, the heroes just hack trough the slimes as: when a slime splits and has no room to split (cause he is in that big group of slimes with the heroes on the other side) he simply is destroyed, no matter if he was a level 3,2 or 1 slime, he has no room to split= no new slimes are created after he is removed from the board

+ if the oozelord places all slime near the artifact he cannot fuse them effectively because i will take him more than 1 turn to fuse them (slimes have a movement of 1 again (made the board smaller))
+ i hope you checked the board in the image section then you can see that if he puts all slimes around the artifact he will just have a few slimes on the outer wall which cannot really harm someone with much armor like the tank

Lopaki
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Joined: 06/01/2011
After a few testgames I

After a few testgames I realised: Oozelord needs something unpredictable and a slight change as the strategy: oozes hide in the corner with the artifacts really works XD you were right maaartin, a few oozes will die, but the remaining ones just slaughter the heroes(atleast the mage and the duellist died)

anyone got any ideas on how to change the strategy of the game? i increased the movement of the slimes to 2 again, and lowered the armor of the heroes drastically but i need an idea how to solve the following problems:

changed the movement to : you may move up to 5 slimes 2 fields
-The Oozelord just puts all slimes in a corner with the artifact behind them
-The Oozelord is not moving the slimes out because he needs defense
-The game somehow needs something like cards etc which makes the game unpredictable and creates tension if the heroes see that the oozelord still has a card on the hand, or the other way around (any ideas on how cards should be implemented and what should they do?)

I thought about the move a level 3 slime out of the dungeon part again , i think that may lead to something interesting as the heroes and the oozelord have to decide on the goal: get the artifact/destroy the oozes and stop them from escaping the dungeon and Kill heroes/move ooze out of the dungeon, but would want something which creates more tension to the game

Maaartin
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Joined: 05/15/2011
Some ideas

Quote:
After a few testgames I realised: Oozelord needs something unpredictable and a slight change as the strategy: oozes hide in the corner with the artifacts really works XD you were right maaartin, a few oozes will die, but the remaining ones just slaughter the heroes(atleast the mage and the duellist died)

IMHO using multiple artifacts should help. The Oozelord could concentrate all his slimes around one of them while the heroes need all of them in order to win, so it doesn't work without an additional rule. Fortunately, the additional rule is simple: let the heroes gain a substantial advantage when they get any artifact (+N armor or whatever could do, but using specialized artifacts sounds much better).

Additionally, you need to force the artifacts to be spread somehow, e.g., by allowing only one of them per room, or by forcing a minimum distance for the placement of them, or whatever.

Quote:
anyone got any ideas on how to change the strategy of the game? i increased the movement of the slimes to 2 again, and lowered the armor of the heroes drastically but i need an idea how to solve the following problems:

changed the movement to : you may move up to 5 slimes 2 fields -The Oozelord just puts all slimes in a corner with the artifact behind them

Using multiple artifacts must help here. If the Oozelord concentrates on one of them, he'll lose facing substantially improved heroes soon.

Quote:
-The Oozelord is not moving the slimes out because he needs defense
When guarding a single artifact is a losing strategy, he'll be forced to move his slimes.

Quote:
-The game somehow needs something like cards etc which makes the game unpredictable and creates tension if the heroes see that the oozelord still has a card on the hand, or the other way around (any ideas on how cards should be implemented and what should they do?)
I'd hope, it should work without the cards, while using them could make it more interesting.

What about some daytime cards? The daytime has 8 possible values using steps of 3 hours in a 24-hour day. The heroes are the strongest at noon and the weakest at midnight (this could be implemented using a -2 to +2 armor bonus for them, or whatever; I've got other ideas in case such a bonus is too strong). Both parties have cards allowing them to change the daytime to whatever they want. After one party used such a card, the other can't use the corresponding card for 12 hours. I don't think such cards would be enough, but it could be a start.

The cards could have two sides where you'd have to decide which side you want to use (so there are two effects to choose from).

Quote:
I thought about the move a level 3 slime out of the dungeon part again , i think that may lead to something interesting as the heroes and the oozelord have to decide on the goal: get the artifact/destroy the oozes and stop them from escaping the dungeon and Kill heroes/move ooze out of the dungeon, but would want something which creates more tension to the game
Maybe moving any slime out of the dungeon could do? This could force one or more heroes to guard the dungeon entrance.

simons
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Aura of weakness?

One thought: could you make it that when the slimes stand too lose to the artifact, it weakens them? Like, they take more damage in combat, or deal less, or something? That way, it is in the oozelord's interest to be on the aggressive. This would also give you an obvious power for picking up the artifact: you can carry the aura of weakness around with you.

Simon

Maaartin
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Joined: 05/15/2011
Aura sounds cool

Aura of weakness - very cool idea (but I'm not the OP).

One more reason for splitting: There could be magic wells (or whatever) distributed over the board. Each well accumulates power over time and the player touching it gets it.

The power is needed for spells. Each party has some cards (they may be fixed in case you don't want any luck). Each card is a magic scroll allowing you to use a spell assuming you have enough power for it.

Spells for the heroes: healing, teleport, ...

Spells for the Oozelord: upgrade a single slime, unsplit (a slime being hit don't get split this turn), move an artifact (this may be a nasty surprise for the heroes finally fought their way to it)

Lopaki
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Joined: 06/01/2011
Well the thing with moving

Well the thing with moving one slime out actually may fix the whole problem with: oh you only got 2 slimes left but i have 2 armor so we win

Then the additional artifacts aren't really needed either(as the heroes have an advantage at the moment the oozelord should not have to concentrate on more than 1 thing (although the: move one slime out of the dungeon will work))

The oozelord would have rules for reanimating dead level 1 slimes too (i clearly added in the rules that the oozelord may not put slimes on the starting field so the heroes will have to run back(or teleport with cards)) and defend the entrance

larienna
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Here are my comments

With the demand of the original poster, here are my comments. I have taken some notes while reading and I tried to group them by subjects. But the ideas could seems a bit randomly distributed.

--- Slime ---

I fear that there could be an infinite loop between a character and a slime ( split-fusion-split-fusion... etc.) Either you need multiple heroes working in a group or either you need character with multiple attack to prevent this. Or You could add a rule that slime cannot fusion in a room where there is a hero or if there is a hero adjacent to a slime.

There seems to be a lot of management to do in he process of fusionning and splitting the slimes, I am not sure if it consume a lot of time. One idea is for the ooze lord to be able to fusion any level together in one turn. For example, if you have 4 slimes in a room, you can make a level 3 slime in one turn.

Level 3 and 4 slime could be bigger. They could take 2x2 squares on a square map, or a 3 hex triangle on a hex map.

When moving all the slimes on the board it can be hard to remember which slime has moved. It might be easier to move them in level order. Either from level 1 to 4 or from level 4 to 1. If you use bigger slime, level 1 to 4 could be better to avoid large slime getting blocked by smaller slime.

You could have slime of various colors which each has special powers to increase the strategy level of the ooze lord. When fusioning, you keep one of both colors, or you could create new colors. Creating new colors could force the ooze master to find a way to bring 2 slimes of a certain color in the same room to fusion them. Here is a few idea of slime special power including those posted in this thread.

- Move faster
- Jump above other slimes
- Stronger to destroy
- Has range attack
- Armor Piercing
- Can petrify itself to block the terrain.
- Entangle/paralyze a character
- Explode (sacrifice for damage)

All slimes could be placed in a bag, and when the ooze lord place his new slimes on the board, he draw them from a bag. Level 2+ slimes are not in the bag.

here are some example of color fusion

Level 1: Red, Yellow, Blue, White
Level 2: Orange, Green, Purple
Level 3: Brown , Gray
Level 4: Black

The "white" slime is a wild color that can be either "red, yellow or blue".
level 3 slimes color are chosen by the player, else orange purple gives brown (more valuable slime), other combinations gives gray.

--- Map ---

I did not know how your map first looks like, I'll still give all the ideas I had. I like modular board, so if you are making a 7 hex tile map only, make sure each hex have a unique combination of feature like trap, pits, thin walls, etc. to make each game unique. I would also add small overlay tiles to add stuff to the map during setup.

A square map is also an alternative, you could have a room like a chess board.

If you don't mind having a less tactical game, I like the idea of using dungeon map made of rooms and corridors. Players does not move on square or hex, they move from corridor parts and rooms to other corridors and rooms. Heroes can attack slimes in the same area, and slime can fusion themselves with other slime in the same area. If should also make the map look a bit more like a labyrinth dungeon which would look more unique in every game if you use a modular map. I really prefer this idea unless you want a very tactical game.

--- Victory Conditions ---

Victory conditions ideas: take a look at unreal tournament: capture the flag, domination, etc.

You should have a way to provoke the end of the game to make sure the game does not eternally continue. Either you have limited heroes or limited slime. I do not like limited slime because you could get in a situation where there is not enough slime on the board to create a level 4 slime, so the ooze lord simply lose. I prefer having a limited set of heroes. Maybe only X heroes can be in the dungeon at the same time, and the total number of heroes is always the same what ever the number of players to make sure you do not have to balance the game with various amount of players. For example:

Let say the limit is 8 heroes total with max of 4 on the field. If you play with 3 players, one player will have to play 2 heroes while other players play 1 character. When a hero die, it gets replaced with one of the 4 left over heroes at the entrance. With a system like that, the number of players does not influence the game. It prevent you from adjusting the game according to the players.

Quote:
But hmm, i still can't think of anything as a victory condition for the oozelord

I think you said that the ooze lord should bring out a level 4 slime. That seems to me like a great objective. To make sure players does not camp the entrance, you need to have multiple entrances to the dungeon. I suggest 3 entrance. Else you need a very large entrance but it should still be campable. Multi entrance is better.

Quote:
the heroes just stay together and walk trough the dungeon like a tank

Quote:
Only one Artifact now? How can this motivate the heroes to split???

Team work is essential in your game if heroes only have one attack because they will not be able to kill a slime by themselves. They need to split it first and then kill it (ex: lvl 2 slime). But to prevent all characters from tanking together, you need a way to force the players to cover more ground. I strongly suggest that there should be 3 artifact and 3 entrance to create this dynamic.

There should be 2 slime spawning points which should be at different location than the artifact locations to prevent the spawn and camp effect. Slimes should not be able to move artifacts, unless a special color of slime is required to do the job.

--- Characters ---

Like explained above, heroes should be limited. That should be the penalty for losing a hero. It will makes the player more attached to their character and will increase the level of drama when they die.

Quote:
This redesign removes the need for health altogether.

I like the idea of health, forcing the player to manage their character's survival increase attachment to it. Players will only sacrifice characters when it's really meaningful.

Quote:
One thought: could you make it that when the slimes stand too lose to the artifact, it weakens them?

I prefer the idea that an artifact power up a character. Another idea is that the artifact could be cursed and hinder the character.

Make sure it is possible for slimes to exceed the player's armor, else the characters will be invincible. Armor piercing slimes could be a solution.

Quote:
I don't like the part with the cards as i want to keep it without any randomness

It is important that a game has a certain element of surprise, this can be achieved with either randomness or hidden information. One idea that might add the special twist you want is to add random cards. But my suggestion does not imply a lot of randomness. I would suggest that when a character enters a dungeon, it draws 3 cards which each contains a special power gained from skills, equipment or spells. These cards are one time use and the player will never draw additional cards.

So having a limited set of cards makes them much more valuable. It also reduce the amount of randomness since each cards must be planned in advanced to be played optimally. These cards should be there to help the players get out of trouble and players will try to play them all before their character dies. You can also give cards to the ooze master, but if the slime has special colors/abilities, I think you should not do this because it would add too much stuff for the ooze master to manage. Having a contrast between completely open information(ooze master) and partially hidden information (character) should create a nice dynamic.

Quote:
In a game of mine, there are a lot of cards obtained via auction.

Bad, horrible, auctions are EVIL. How do you explain the auctions, there is a merchant at the entrance of the dungeon that is auctioning stuff? The slimes are holding up an auction for the stuff the dead heroes dropped? I strongly suggest you avoid this idea.

--------

So these is my comments, I hope it helps. In general, I think the game is a very interesting idea.

Eric P626

Lopaki
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THANKS

woah, thanks for the long response larienna,

I like your ideas about mixing colors to gain new abilities, although it does not suit the style i want oozelord to be i will maybe add it to another game i am working on

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I simplified the victory conditions, which added a nice dynamic twist to the game:
Oozelord win Conditions: Kill the heroes or bring ANY slime to the entrance
Heros win Conditions: Reach the Artifact field (not bringing it out anymore) or destroy all slimes

This way the heroes can even loose when there is just 1 slime left ( i had several games where the Tank was still alive, which has 3 armor but can only move 1 field so the slime could walk around him and the oozelord won)
I have to change 2 of the Dungeontiles, because when you set them up a room could be created which makes the oozelord invincible because 1 hero has to attack 2 slimes(which does not let them split)

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I changed the heroes after i thought about your ideas:
1 Hero is the Warrior, He has a movement of 1 but an armor of 3
1 Hero is the Mage, He has a movement of 3 but an armor of 1
1 Hero is the Ranger, He has a movement of 2 and an armor of 2 but can attack over a range of 2 fields
1 Hero is the Rouge, He has a movement of 2 and an armor of 2 but can attack 2 times

This gives more strategic options to the heroes as the position now matters a lot

every hero has a health of 5
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The Oozelord is not building up his army anymore, but has 20 slimes he may put anywhere on the board(expect the giant hextile with the entrance)
he may now spawn 1 slime every turn (but only if he already lost one) and he may only spawn this slime next to another slime and not on the giant hextile with the entrance
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I see your thought about the complication with Ooze splitting and fusing, but i found a nice way to overcome the complicated part:
The Oozes are small cardboard chips, which are stacked when they fuse and removed from the stack when they split, with this mechanic there is no problem with removing oozes from the board all the time and adding new ones from outside

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you convinced me that a game needs that sort of surprise (even chess has it , cause people are surprised when you see a certain move which the other person could not think of)
I will add cards to the game, i even like the mechanic with giving players a certain amount of cards and none more
but i think the oozelord should get cards too(as i am not using the color mechanic)
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Any ideas on cards?

larienna
larienna's picture
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Joined: 07/28/2008
For the hero cards, skills,

For the hero cards, skills, items and spell can do the job. For the oozelord card, you could use the suggestion I did for the colors. So it will be a temporary special ability. You might still need to make them stronger if they are one time use cards in limited quantities.

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