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Arena combat, dice drafting game

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GuruForge
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Joined: 10/07/2013

Hey everyone! I am new to this forum, but I have a lot of great ideas so I thought I'd introduce myself and jump right in by describing one of my mechanics for a game concept.I am working on an arena combat, dice drafting game. Mostly what I am looking for is how the community feels about the dice drafting mechanics I am thinking of.
Background: Each player is basically controlling a cyborg creature, which must be told what to do each turn using Action dice like commands, in a combat arena.

The Action dice would be drafted using Seeds (acquired currency) and then placed into a pile. On your turn you will take any 5 dice you want from the pile to use in commanding your creature. You roll your Action die and when a dice result is something you want to keep, then you place the Action dice on the Command Path in the sequence desired (1-5). Only 2 rerolls are allowed before all dice must get locked in and resolved in sequential order.

There are currently 7 types of custom dice, which are: Move, Attack, Handle, Repair, Shield, Seed, and Special. Move dice allow straight movement, straight movement with turning, or just turning. Attack dice include backfire (do damage to you), miss, and hits at certain ranges. Handle dice allow players to pick up or activate traps, weapons, armor, etc on the arena board. Repair dice will restore either health or armor points. Shield and Special dice are different in that they are banked for use on another player’s turn to prevent damage, prevent action dice, force rerolls, or piggy back on another players action. Seed dice give you currency in order to buy more action dice to put in your pile. Your pile will have a dice limit, which may force players to discard some action dice and use their Seeds to buy new ones in order to adopt a new strategy. There will also be cards and equipment which may modify the effects of each Action die according to type.

What do you guys think? I am hesitant to give more info until I feel comfortable with the level of intellectual protection. Maybe that is something else you experienced designers can weigh in on! Thanks a bunch!

GuruForge

questccg
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Joined: 04/16/2011
Community support!

GuruForge wrote:
I am hesitant to give more info until I feel comfortable with the level of intellectual protection. Maybe that is something else you experienced designers can weigh in on! Thanks a bunch!

Ideas are a dime a dozen... Some designers on this site have over 30 game ideas (Works-In-Progress at different levels of progression). Sharing you ideas makes them more yours because somebody can go into the forum and see "GuruForge" post a message about "X"... And the other point is that an *idea* which is cool, take months (maybe a year) to develop, playtest, revise, etc.

I know of designers that have worked YEARS on their game before coming to the point of being to publish the game... So I would not worry about intellectual property. Most *ideas* that sound good - don't necessarily work out - unless someone spends the time ironing out the *details*. And that can take time...

GuruForge
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Joined: 10/07/2013
Thanks for your insight!

Thanks for your insight! Taking your words into consideration, I have posted my first Game Journal utilizing the dice drafting mechanic described above. The game is called Crazy Turnips. I'd appreciate anyone's feedback on that concept. Thanks again.

GuruForge

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