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Something between a board and a card game?

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questccg
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Sent you some information on Discord for you to review!

Let me know either here or on Discord what you think about the 3-piece units and how it is possible to have only 2-piece units and various 3-piece units with different acceptable connected equipment or weapons.

Like I said on Discord... Would be something very NOVEL. I've never seen any WARGAME with something similar. This of course means physical and NOT digital gaming... But I think a lot of people prefer physical over digital because to be real honest the SCREEN on a Smartphone, while more humongous compared to 80's cellular phones... It's still rather SMALL in terms of size.

Anyhow... Let me know if these IDEAS give you any type of inspiration.

Cheers @Ramon.

X3M
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It was always one of the design variants

Having a body and room for at most 3 weapons.
We had these partial cards that would simply be put together. And a symbol would be in the fields. It was confusing since most players used the same symbol, while designing a different unit.

It is better to have the design in the field itself, right?
I could go in different ways with this.
But handling should be kept to a minimum.

1.
Each body gets only 1 weapon. Both pieces are together as a puzzle.
A location would have like 3 or 4 little puzzles.
The cost of each piece could still be different.
The backside of the pieces have the statistics.
Maybe the pieces are standing up too. Perhaps, you can get up to 6 designs this way.

2.
Each body can get at least 1 weapon. But there is room for only 6 pieces. They are placed clockwise, so it is clear which body carries which weapons.
If you have bodies without weapons, these can be used as fodder. And I am willing to let the defending player decide the damage placement.
The cost of each piece should be exactly the same.
The backside of the pieces have the statistics.

3.
As mentioned before. The designs are on the side of the table. But each player gets a unique symbol.
The statistics are also on the side of the table. There is more room for information too.
After all, they can now be printen on cards.
The cost of each piece could still be different.

So, what do you think? Which option would be best?

X3M
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Braining about all 3 options

1.
Feels like the most lucrative.
However, the body and weapon will be having a lot of variation.
Perhaps players will not like certain combinations at all. While I am an advocate of balanced play.

A weak body will most likely not get an expensive weapon without good reason.
Therefor, if I continue this path.
I must change the combat mechanic a bit, allowing players to distribute incomming fire. But only by the rules of covering each other. This means that players need to look at the piece value's in order to determine what can or cannot get hit during combat.

2.
Somehow, this method doesn't work that well. Players simply get multiple bodies. As fodder. While this is ok. I should make sure that players do not perceive multiple bodies as one.
This means that players will not have a super unit.
As soon as sufficient fodder has been removed, the weapons suddenly can be removed.
Players most likely will be applying this strategy.
And in order to prevent this. The game should be more like the first option. 1 body, 1 weapon.

If players still don't want a weapon to a body. Simply have an empty spot. The squad is smaller and cheaper this way.

3.
Unchanged so far.

X3M
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Equal costs...

Seems to be harder than anticipated.

I already set up some rules of that each unit and structure is going to cost the same.
Which means, every unit and structure that serve as wall, will have a doubling in health.

Speaking of health, this is the factor in which bodies should be balanced.

But the body consists of health and movement speed. Nothing more, nothing less.

The movement speed is a divider of the health, IF we want equal costs.
The divisions are 3, 4, 5, 6, 7, etc.

The types are multipliers. Where each tier is exactly the maximum ammount of damage. I can now set this at 1, 2, 3, 4, etc. Yip, the 1 has returned as 1, not 2. :)

If I pick for example, 60 as main health for minus 3 movement speed.
Tier 1 has the following optional health value's, ranging from 0 to 9 movement speed:
20, 15, 12, 10, error, error, error, 6, error, 5.

Other tiers are simply a multiple of these health value's.
As for the combat stat mechanics... these numbers are still squared. Meaning that tier 2, has twice the health. But takes 4 times more damage from most weapons.
Still, most weapons will deal less damage due to their balanced costs. Thus while a tier 2 weapon does 4x damage on a 2x health, it will do only 50% damage in the long run. So, a simple 2x damage on tier 2 body, while 50% damage on a tier 1 body.

Ok, I am sure no one get this. But let's put it this way. The damage value's themselves are squared.
So, 1, 4, 9, 16 etc.

***
Ok, the "error's" are the new challenge here.
The first error is a division by 7 (movement of 4). Only tier 7 has good health value's here:
140, 105, 84, 70, 60, error, error, 42, error, 35

And tier 11 has this with the division by 11.

Clearly I need to think of something, in such a way. That I can use tiers with certain movement speeds. And yet maintain the balanced cost of.... 1=1

X3M
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Very high health value's

I am sure you realized by now that these "balanced" value's have very high health value's.
Perhaps I should return to either:

1. Cards linked to a squad number.
The squad number would be on the board.
This way, I really should allow a maximum of 6 cards per squad. But we get this awesome deck building.
And health can be tracked with transparent damage cards.

2. Limiting myself to very low numbers.
But then the options are truly limited.
Not digging into the math behind it.
But let's say, some units would show health value's half that of their armor/damage value's.

***

Next time, I should look into using threshold again.
So there is this basic health, very linked to movement speed.

Another option is to....
QUIT!!!
Trying to use my RPS mechanic as it stands.

When I was a little kid. And C&C just got on the market. I also liked to use another system. This system was a linear RPS mechanic.
It feels strange to me, but perhaps I could apply this mechanic. Where armor and damage is no longer compared.

No, this mechanic would be "table" based.

X3M
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Super simple?

I am going in circles constantly. When trying to balance the cards into perfect equal value's.
Main issue is trying to get the health managable.
But now I am thinking that it would be better to have a 3 digit health. And cards. Or else the game wouldn't work.

I better give this a pause.

Asking me to continue on this is simply asking for it to be stalled even longer.

questccg
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Why can't you just go with a RPS System ONLY?

Some kind of comparison of the "Attack" Value and the RPS-Type? Like "8" Tanks can beat from "1" to "8" "Infantry", "9" is resistant and therefore survives and RESISTS the Tank's "Attack".

Something SIMPLE like that???

And make the RPS simple like: Infantry => Vehicles => Tanks => Infantry.

That's the REAL RPS. Now all you need is VALUES from "1" to "9" which define the "Military Power".

Again based on your desire to make things "really simple"...

This is just an idea, feel free to use, ignore or adapt it in any way, shape or fashion for your game.

Cheers.

Note #1: Also have three (3) NATURAL RPS also like:

Infantry => Infantry
Vehicles => Vehicles
Tanks => Tanks

Again you wanted something SIMPLE... I don't think it gets much simpler than this... So a "3" Tanks can beat Tanks <= 3 and Infantry <= 3. Something like that. Again it may be too simple for your design. I'm just explaining one type of RPS and NATURAL RPS that can evolve (maybe) into something FUN to play ... And that's the Key: "Who cares how SIMPLE it is ... As long as it is STRATEGIC and FUN to play...!"

X3M
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I could go back to my pre-teen years

Had these paper tanks. It wasn't balanced though. Basic balance mistakes if you will.

Anyway, the basis would be having 6 health.
And then 7 flavours of weapons, against 3 types of units.

The armor types are light/medium/heavy.
The damages would be:
2-2-2 Explosive
3-2-1 Rifle
3-1-2 idk
2-3-1 Missile
2-1-3 idk
1-3-2 Cannon
1-2-3 Rocket

There isn't room for a flamethrower or sniper or anything with this.
It is a bad design. Fun for me, just personally. But not good for a game or others.

But honestly, I am just very tired at the moment. So I am just wandering around with my thoughts.

questccg
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That actually sounds cool TBH!

My suggestion (to include BOTH Flamethrower and Sniper) looks like this:

1-3-2 Mortar/Artillery
1-2-3 Rocket/Missile
2-1-3 Explosive/Mines
2-2-2 Bullets/Machin Gun
2-3-1 Fire/Flamethrower
3-1-2 Explosive/Grenades
3-2-1 Sniper/Sharpshooter

Instead of ONLY Armor = Light/Medium/Heavy
you could also have Unit Type = Infantry/Vehicles/Tanks

Maybe you can BUILD upon this...?

I think there is definite POTENTIAL. Keeping it SIMPLE, there could be rules as follows:

Take the Sniper: 3-2-1. He can kill ANY Infantry (3), some Vehicle (2) and only specific Tanks (1) "Probably where the driver's head sticks out of the tank... Light Tanks (1)"...

So a very HEAVY TANK (3) cannot be defeated by the Sniper, nor can a MID TANK (2)...

Simple RULES, logical conclusions and MAYBE(?)... FUN TOO!

X3M
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Even further back

I could cut even further.

Only allowing 4-0, 3-1, 2-2, 1-3 and 0-4 as weapons.
With 12 as being the minimal health. Nice round numbers.
Naming the 2 damages, against which of the 3 armors they are effective. With leaving the third one as an average of 2.

I even could introduce "armored".
Thus subtracting 1 from any damage. Thus we get a 2, 1 and 0.
Great for certain walls etc.

Special things like healing and repairing would cost the same. And the negative damage would be 6 or 3.
That is, if I would have infantry and vehicles/tanks.

A cannon or sniper would be 3-1 for sure. Aiming for the wrong target would simply mean a factor 3 in duration.

But really, we would be having this 12 as minimum health system. And higher tiers would be multiplies of 12.
24, 36, 48 etc.

You know, I kinda had something like this on a starcraft map that I made myself. But then, the game calculates for you. It was fun.

I think I should give it a rest. The health is the main issue. And maybe I should discard everything and start from scratch. With health being a single digit. In such way, that is is very easy to track.

questccg
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IDK if you thought about this... or not?!

X3M wrote:
...The health is the main issue. And maybe I should discard everything and start from scratch. With health being a single digit. In such way, that is is very easy to track.

Why not make it ALL-OR-NOTHING??? Meaning like in my example: 3 beats 3, 2 and 1. No health tracking only EVERYTHING or the units survive (no damage or health tracking)?!?! But it obeys both a NATURAL and a regular RPS system.

I don't think you NEED to track health and damage TBH...

All you need is the Damage Types.

For example: "2-1-3 Explosive/Mines", can beat 2-Levels of Infantry (1 & 2), only 1-Level of Vehicles and 3-Levels of Tanks (Any Tank).

And that makes sense since Mines are effective against Infantry but also Tanks.

It's a simple matter of comparing one squad versus the opponents and do "damage" and DEFEAT the units given the units on your side of the battle.

Again, you don't need to track Damage NOR Health... Just simple comparisons!

X3M
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...

It would be threshold again. lol.

But very hard to balance though.
The game should still feel like combat.

Just like how ASL feels like combat.

questccg
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What is ASL???

X3M wrote:
The game should still feel like combat.

Just like how ASL feels like combat.

What us ASL? Threshold indeed ... But IF I have 3 Units and you have 2 Units. And I am attacking 1 of your units. Let's assume that I have higher value that your unit, it DIES. Leaving you would 1 Unit left over (of what Type... Doesn't really matter for the example).

But basically it would be 3 against 1... And when a Counter Attack occurs that 1 Unit may NOT be able to kill any of the 3... And then then another 1 of the 3 can attack the remaining 1 and DEFEAT that army. 3 to 0.

It'll feel like combat alright. Especially when one Army attacks another and the End Result is 3 to 0...

Note #1: ASL = Advanced Squad Leader??? And the ASL System. Like this VIDEO:

https://www.youtube.com/watch?v=UqLMhntLHDk

Did I understand correctly??? Like I said I'm NOT a "wargamer". And I don't have all the BAGGAGE of a "wargamer". I design GAMES... And look for SIMPLE yet effect mechanics for my games. I'm not expecting a SYSTEM ... As I create my very own METHODS of Combat and Combat comparison (RPS for example).

Anyhow... If I am correct well it's not something that interests me ... Especially when I think that as of last WEEK ... I've got to come up with a NEW strategy for making $$$ since Board & Card Games isn't doing it for me... Especially with the TOO HIGH pricing I mentioned in an earlier chat.

It's nice to support people's dreams... But at some point there should be some kind of reciprocation. If there is none, well then it's purely a CASH GRAB and I don't want to waste my hard-earned money on things which make $0 in return.

Game Design was never just a HOBBY for me. But that is off-topic and I will not continue to explain... Besides we chatted and I understood your perspective. You made some excellent points and gave me something to think about... Cheers.

X3M
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Yip, that's the game

When playing a wargame, it should feel like war.
And war is several combats linked together.

If it is a 1 hit kills game. You get something like Risk.
Those games aren't fun from my perspective.

questccg
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Not RISK but not ASL.

X3M wrote:
When playing a wargame, it should feel like war. And war is several combats linked together.

I don't use systems in my designing. I design fresh from personal perspective and not from a derived work. So I'm not into Wargaming and I would not take the time to "research" such a Game System.

X3M wrote:
If it is a 1 hit kills game. You get something like Risk. Those games aren't fun from my perspective.

That's because you don't understand or see the nature of the "problem". That's where the STRATEGY LIES. If you KNOW one (1) HIT will kill a unit which is more realistic in REALITY (like if a Missile Hits a TANK... Most probably it is done) and if you compare things like the Ukrainian War ... One (1) artillery shot and the tank is dead... Same goes with a Soldier... One (1) hit and usually dead. Not ALWAYS they can be wounded... But for the most part one hit = death.

Getting back to the "1 hit kills" scenario... Is unlike RISK. What you don't consider is the RPS NATURE of the system. What it becomes therefore is HOW to BETTER design your army of units to maximize the damage and increase the resistance of your army versus a opposing army. That becomes a BALANCING act...

It's STRATEGIC in a different way. Like I said, I don't design with EXISTING systems... Because what is the point?! The system exists, all you need to do is use it.

And it is NOT RISK either. "1 hit kills" perhaps but it depends on the makeup of your army (or squadron). And the RPS nature of the relationships between the units. Again it is a different TYPE of strategy which affect THAT particular game. Again this is no comparison to RISK or ASL. It is it's own system or mechanics about how to compartmentalize an army configuration to be the most effective as possible versus an opposing army.

Like I said STRATEGIC but DIFFERENT. It is not ASL either. Because those systems involve more than just combat... They propose things about LOS, Hex Movement (Point-to-point), terrain cover (obstructions), etc. Stuff that is all about "Wargaming" and I'm not into that.

But I guess that's what you LIKE... I on the other hand am busy designing a NEW card game based on some of our earlier convos. Still working on it. I'll share a pic on Discord... Cheers!

X3M
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Henceforth

I said from my perspective.

Sure I can have a 1 hit = 1 kill.
And multiple rifle's can't kill a tank if they all hit. Unless you got 9 hits at once.

I can try to work with that.

But the threshold might need another push in a certain direction.

If a cost of 1 vs 4 is considered.
Then a game with health tracking would roughly have this unit of 4, having 16 health.
And the little guys, if you have 4, you deal 4, then 3, then 2, then 1 damage. And you deal a total of 10 damage.

If I keep the effect of 3 attacks in 1 turn.
And an average hit of 1 per 1 turn per soldier. Then I know that I can keep the 4 riflemen per heavy tank.

12 riflemen against 3 heavy tanks.
3 battles can roughly have 50% survive of the riflemen.

But this is the RPS at its sharpest.

I can discard health.

X3M
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But would it be fun?

Having a couple of units on the board. And roll 3 times, while tracking all the hits. Eventually removing those that are hit or "damaged" enough for that round.

Medics and Mechanics can still remove a hit.

And the riflemen with 1 tank against only riflemen will still have a better chance.
Although, I would like to test this out.

Anyway, would it be fun if a couple of different pieces are together, and after a roll or 2, 3, some pieces are removed "permanently" ?

And in the next round, the remaining pieces are at full health.

questccg
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That actually sounds cool TBH!

X3M wrote:
...Anyway, would it be fun if a couple of different pieces are together, and after a roll or 2, 3, some pieces are removed "permanently" ?

And in the next round, the remaining pieces are at full health.

This would be a bit like in essence with Pokemon. Not exactly... But similar. How? Well in Pokemon if your main Pokemon gets some kind of Effect like Burn, Poison or Confusion, etc. You can bring that main Pokemon on the Bench and EXCHANGE for another Pokemon.

All Effects get discarded when the main Pokemon (with an Effect) is withdrawn from battle and placed on the Bench. The NEW Pokemon (from the Bench) also suffers from NO Effects.

So (in essence) it feels a bit like that (at least to me...)

But yeah, I think that could be FUN. Again the supposition is that you are designing a Board or Card Game and (less) of a Wargame. Perhaps you can place HEX Tiles... Or some kind of tile connectivity (like the Puzzle Pieces which you can make STANDARD so that ALL FIT universally)... That could be cool too.

Maybe be more of a Building Game too... Like you build your Terrain and then you ADD Units and only... THEN do you CONNECT with your OPPONENT's Terrain and then a battle ensues...

Something Cool and DIFFERENT like that.

Like mini-skirmishes which may seem MORE FUN for YOU too...?!

Maybe there are rules to the Puzzle Pieces... Like six (6) pieces to a Squad and 3 Units per Squad. And then you can connect with your opponent. I guess you need some rules to prevent "turtling"... etc.

Different than a "Wargame" but using some of it's principles and then seeing how you can make it more FRESH to the NON-Wargaming crowd. More mainstream with some kind of BLENDED concept "Wargame"-Light ...

But yeah what you are proposing does sound like it could work...


This NOW with the Puzzle Pieces STANDARD and can connect with your opponent... Reminds me of those Japanese Mech Fighting Video Games. Like Gundam and/or Robotech... It was HEX-Based Turn-Based Video Games. But with Puzzle Pieces it could be something like the "Cloud-Wars" (where the Tiles are on Pieces of Clouds) and could be EVEN more different ... In that maybe you could have Roman Gods Sky Battles.

I know the Puzzle Tiles (I am thinking about them...) would make it a bit complicated... But maybe you can make it work.

You know it doesn't NEED to be Riflemen and Tanks... Could be Cupid vs. Hercules... Haha! And maybe use Anime/Manga/Japanese Art. But GODS battling each other.

Like I said, I'm not a big ASL Fan... Designing with GODS could be different and make the game DIFFERENT (in a good way).

And of course Apollo can be the Medic in the group...

Just some ideas... Different. I like making things that don't resemble anything "out-there" but then it would 3-Gods vs. 3-Other Gods... I don't think you will LIKE these ideas... But you've got to admit... They do SOUND original (TBH)!


You can have a BATTLE between the Titans and Olympus:

Titans vs. Olympus

Some other research I did to know: "Who battled the Roman Gods of Olympus".

Cool stuff... And surely different.


I personally think some kind of "sparring idea" between the Roman Gods would be a better concept. I know the Battle of the Titans has more realistic LORE... But Roman Gods vs. Other Roman Gods sound interesting enough if you bring enough VARIETY to the Party (Hehehe... Double-meaning intended!)

Cheers... These are just some crazy ideas. You don't have to work with them. Like I said I was just getting bored to too many TANKS. I'm not really into War Simulators (neither in Video Games...) unless they are Fantasy-Based like "Warlords":


If you made it with Roman Gods, you could have RULES like: "Only ONE instance of a God may be in play. If your opponent chooses Apollo, you cannot choose this god for you Army..."

And there can be STRONG and WEAK points with another kind of RPS system-maybe?

Anyhow I'm sure you get the idea. I know it sounds VERY different. But I like to design VERY different GAMES. "Quest AC" is different from "TradeWorlds" and BOTH are different to "Crystal Heroes" (CH).

I'm just proposing ideas. I know you LOVE ASL and "Wargaming". It used to be that way back in the day... "Wargamers" were not invited to BGDF. From some convos and comments I read somewhere (can't remember exactly where...)!

Nowadays "Wargaming" is fine. It's a type of TableTop Game... It may be very narrow in SCOPE. But no worries, your comments and threads are welcomed. I don't feel like it's the exception. And it does lead to some interesting convos... On the topic and off the topic too!

So don't worry... I won't be offended if you don't want to do God Battles! Hehehe.


With regards to the Puzzle Piece terrain tiles. Maybe you can inspire yourself from Video games ... And start with a "3 Tiles vs. 3 Tiles" and then go to a "6 Tiles vs. 6 Tiles", and lastly a "9 Tiles vs. 9 Tiles" ROUNDS. Winner of 2 out of 3 Rounds is the Victor...

That could also be cool too... In the 3-Tile Round only 2-Units vs. 2-Units. And then in the 6-Tile Round 3-Units vs. 3-Units and lastly in the 9-Tile Round 4-Units vs. 4-Units! Something NOVEL to make the ROUNDS different too...!

Something like that as a Puzzle piece. You can probably re-work it and make it smoother... IDK. This was like 30-Minutes of editing and designing.

Best!

Note #1: BTW the Puzzle Piece GOAL was for it to be UNIVERSAL. But... You can maybe have terrains such as Mountains, Rivers, Lakes, Sand, Forests, etc. Maybe terrains affect things such a LOS Penalties or High-Ground Bonuses, etc. Just something else to think about!

Here's what a 3-Tile connected terrain "could" look like (Other configurations possible too):

Note #2: And BTW I realize that this is SIMPLE... But it's the easiest case: 6 or 9 have even more combinations. Some combinations are MORE flexible (multiple attack paths) other are unary (only one attack path). But I'm sure you get the idea. I just wanted some VISUALS so people can understand what I meant and how it could LOOK like.

Note #3: I just did 2 "colors" (Red & Blue) and I did not simulate any kind of terrain. I just wanted to show some combinations of the player connectivity. These images serve as real VISUALS into how the two (2) sides come together (only samples, more possibilities definite too!)

X3M
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post dissappear again?

I left the post in you know what...

questccg
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I read it... Some key take-aways are...

X3M wrote:
I left the post in you know what...

The three (3) ROUNDS with incremental build-time are of interest and I also think that the "terrain pieces" with UNIVERSAL connectivity will allow a lot of flexibility from a "configuration" POV.

I know "3-Tiles" seems like a lot of "serialization" but it's a very small amount of tiles. In the samples that I've shown, you can see that in example #2 this is the MOST "flexible" and OPEN design in terms of "Combat". Because there are multiple Attack Fronts (so-to-speak).

With the Unit Statistics Card (USC), that seems okay. But you can use TOKENS with Values like 1 to 4 (as per my example). So you have TWO (2) TOKENS with the SAME value. On the Tiles, you play one (1) Token and on the USC you play another Token. It's a bit like a FOW (Fog Of War) if you keep the cards hidden (backside) and reveal ONLY then that card is engaged in battle. Which means there is an ELEMENT of "surprise". And there is no confusion between which UNIT matches which USC.

I think you misunderstood Tiles = Terrain and Tokens on the Terrain = Units.

I'm not proposing as before where the tiles where some combination of a Unit. I actually forgot that I had explained that before (when we were talking about the whole configuration of a body + weapon). Thus the Terrain tiles are much more "flexible" as connecting Tiles than Units in the previous case.

I figured that from one perspective the MAIN problem is that with "Wargames" the terrain is a LARGE configuration issue. Much like Heroscape and so forth. With these connecting Tiles, I am suggesting a SIMPLIFICATION to reduce the amount of "build time" to "Making a Map". It's also very STRATEGIC in that you only have THREE (3) DISTINCT ROUNDS. And 2 out of 3 is the winner.

So yeah, I was aware of the SIZE of Terrain in "Wargames" could span a TABLE or even MORE... But you are correct, LARGER terrains are for Computer Games. If you plan to do something board-game-ish, you would need to reduce the size of terrain and limit it to more MANAGEABLE sizes.

As for Gods... No worries. Hero's and Sci-Fi are good too. I would just suggest something different than "Riflemen" and "Tanks". That seems like the ONLY two (2) Units we talk about... Hehehe.

I understood your "centerpiece" concept... And yeah maybe you can BUILD two-sides from it. Like Player #2 connects to Player #1 with the "Centerpiece" and you build around that. That is another solution too... Could work but again like you propose you must "limit" the number of Tiles so that there is a TIME to BUILD and a TIME to BATTLE.

Again... Very constructive talk. I'll let you TRY to figure out what is good, bad and average, this will lead you to figure out how you divide the BUILDING and BATTLING.

Cheers!

Note #1: I (personally) took out the concept of the HQ because I felt no NEED for it. I had already established a VICTORY GOAL which would be to defeat 2 out of 3 Battle Waves. And so I felt that there was NO need for a HQ to exist and simplified the overall battle.

But you could have a HQ TILE! And that tile is buried somewhere deep in YOUR territory (assuming the "centerpiece" as a division of territory. And so that each players can either DEFEAT ALL opposing Units or one (1) opposing Unit makes it to the HQ and the winner of that ROUND is declared.

Make it something SIMPLE. Like what I mean... Nothing about DESTROYING or HP for a HQ... Just last man standing or rush for the base.

Again this plays into the whole "Best of 3 Rounds" type of style of play. And yeah maybe you could use more "Terrain Tiles", my examples were BASIC but it was to get the point across and to figure out how this could work.

So yeah, I would SIMPLIFY the HQ as a TILE and first player to REACH his opponent's HQ is the winner of the ROUND.

Best!

X3M
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A portion of balance

Would be stationairy defences.
The player gets them for "free" at the beginning of a game.
And they only go down.

If we want constructing these.
In a radius of the HQ.
Or, we need something like a mobile HQ.
Maybe that is better.
That would call for some interesting strategies.

To bad my other post didn't reach here.

X3M
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The other balance trick

The costs of the cards will probably be double digits.
The squad slot will keep track of accumulated damage per turn.

Then if a squad compiled, every round, they also get strategy points. The squad might cost 57, then they get 3 SP per round.
If the total of the squad is only 3, then they get 57 SP per round.

If they loose units, the SP will increase.
SP can be used to buy an extra turn during a round for that specific squad.
You have to buy more turns if the squad has a salvo.
You may only buy a new turn if a previous "round" has been completely bought (no cooldown abuse).
You may only play this extra "round" when it is the players turn again. Or buy the extra turns at the end of the round in case you want to return fire if the enemy will fire on you.

The extra round costs like 3 times the worth of the squad if you think about it.

1 man squads can be very fast this way. Bigger squads become naturally slower.

The 57 squad needs to gather 19 rounds.
The 3 squad can play 1 round and then another 19 turns. Of which 6 are complete rounds and the last one is just 1 turn.

I doodled this for now. If it works, I might return later with making this into proper rules.

questccg
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Some additional thoughts

Tower Defenses may sound good... But they just "complicate" the game IHMO. I was more thinking that someone could pierce through the "defenses" (Units) and make a RUSH for the HQ to win that Round. Remember if you ONLY have like 3 Units it's most likely that the combat will be quick and resolve fast and then each player will be left with limited Units (as per your own message and concept).

I know we also talked about Mobile HQ... But I think I suggested that when we were talking about the Video Game. Why? Because of FOW the opponent can MOVE his/her base and the opponent will be forced to LOOK for it. But in a physical Board Game... You would see the Mobile HQ and ALWAYS KNOW where it is... So I see no tangible benefit in a Board or Card Game.

It also means that the map/play area ... Must be bigger (like maybe you suggested 19 Tiles you can connect). But there can be STUPID strategies too... Like 19 VERTICAL TILES one after the other... To make for a straight line with the furthest distance... That's META Gaming and you need to account for player stupidity! (LOL)

Moving HQ and Defense are better for a Video Game (IMHO)... I don't see either of those 2 options working for a Board or Card Game. In a Video Game... Sure. Both add complexity to the mechanics and because of FOW, it makes it harder to beat the opponent.

That's it for now... Good comments and dialog. Remember the META Gaming. Players can invent and do all kinds of stupid sh!t in the game breaking the original concept. Remember that too... Because it can make a good game broken and unplayable when one opponent goes from logical play to something arbitrarily dumb... But possible per the rules of the game.

Sincerely.

X3M
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It's not really a tower defence, not really, but still :)

But it is a defence against your mobile HQ.

Of course, the towers are fixed. And running forever might not be an option.

Also, the towers can only be rebuild if they are destroyed.

***

Well, if the units are 1 piece and different in costs. I think it would be on average... idk, 6 squads 12+8+8+6+6+4+4+3+3+2+2+1= 59
On average 10 pieces per squad. And this roughly the same as Risk.
The difference is, there is RPS in the combat.

***

Overall, this would look a bit like C&C4. I don't like that fact.
Especially if this goes in the direction of a video game. No one is able to make my game. AND I CANNOT do this myself either. Especially since I have only 1 hour a week to actually play test or design.
Anyway... the mobile HQ would be 1 piece that moves around on the board. You can trap it, or hunt it. There is a certain extra strategy connected to this.

After all, we had a lot of fun with mobile resource gatherers. The best designs where those that brought in resources while being on target. But could always run away when needed.

***

I always try to cover every possible stupid idea of the players. (Also the very smart ones that bring imbalance)

***

But hey, enough of this. We reached a point where I have to work a 60 hour week now. Only because people are yelling that no one listens to each other.
I am going to grab the money, since some hours are calm and relaxing. And it can bring me much more in life too, than just sitting at home playing with a paper game for which other don't have time for anymore.

I await the video game. And will relax now.

questccg
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I am working on my "Card Game" and will send you a copy!

@X3M I will send you two (2) sets of the "Card Game" I am working on when the game is fully developed and playtested many times over. Maybe in January 2024. We'll see if that is a realistic timeline... I too have to prioritize doing the training and finding a job ... Since making games is NOT viable.

Even if I sell to stores locally, I'll make like $5 bucks per Deck... Nothing exciting in terms of income. But I want people to EXPERIENCE the game and make the conclusions that I have done: "Duel Botz" is an amazing and FUN game to play!

That's all I really care about nowadays. I will keep you updated as to the progress of this game and send you some copies once they are done.

Like I said it may take some time... Because there is a LOT of work to be done and the art also takes time to do too.

Keep you informed as to how things progress and share some tid-bits here or there with regards to the project on "Discord"!

Sincerely.

X3M
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I will look forward to it

Also, I need a break.

questccg
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Nothing soon... But I'm working on it slowly

X3M wrote:
Also, I need a break.

I think we all do...! I'm taking more time these last few weeks. Most people have been on holidays for the last "couple" weeks (2-Weeks)... I'm going to a CON on Friday (Anime and Manga mostly). See if I can find some interesting crafts with CATS or maybe a Yoshi Keychain... Something like that ... We'll have to see when I go to the CON and see what is available (and for how much...)!

It's a SAD day. My Aunt's sister died today from 4th Stage Lymphoma (Cancer). She was not coherent so we don't know if she died in pain or not. But she did die and that is sad news.

Can you imagine she had knee surgery earlier this month and they checked her blood and that's when they made the diagnosis: they said she only had days to a few weeks to live! Imagine THAT! Holy cr@p... Leaving this world and life is so full of suffering and pain... Sad to hear.

Anyways from all of you... She will be in my thoughts tonight: Linda may God take you into his Kingdom and may you forever rest in peace.

Sad day today for sure...

X3M
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Maybe...

I tried having more health and stuff. But it seems that for a board game, I need to stick to some basic rules.

So, perhaps I should go for a 1 on 1 match between units.
And allow players to design their own units.

What we get is that the covering mechanic is not used anymore. Byebye cover mechanic.
But we do keep the RPS mechanic, the one without threshold. Since the 1 on 1 battle's are without losses till 1 side dies.

While I am still trying things out. I am trying out squads.
This time, "armor" must return.
And damage dealt will be reduced to this armor value.
Yes, reduced to, not by.
Every hit deals damage own its own.

Health tracking will be needed.

***

Players will have "body" cards.

Infantry squad (Like the one in Dune2)
1 Armor
9 Health
2 Movement Speed
3 Value

A "body" card can have a value of 1, 2, 3, 4 or 5.
A balanced "body" card has a value of 3.

***

Of course, "weapon" cards are needed too.

Combat Rifle
2 Attack Range
1-1-1 Multiplier
5-5-5 Accuracy
1-1-1 Damage
1 Value

Grenade Launcher
1 Attack Range
0-2-0 Multiplier
0-5-0 Accuracy
0-4-0 Damage
1 Value

Rocket Launcher
3 Attack Range
0-1-0 Multiplier
0-4-0 Accuracy
0-8-0 Damage
1 Value

Flamethrower
0 Attack Range
4-0-0 Multiplier
5-0-0 Accuracy
1-0-0 Damage
1 Value

Players have a maximum of 6 value per design.
So, the infantry squad can get for example 2 Combat Rifles and 1 Rocket Launcher.

***

I included the Flamethrower.
Let's say, we got 3 of these.
Thus we roll one time 3*4=12 dice.
There is no adjustment of dice.
The specialist body of value 1 could have 5 flamethrowers. And thus 20 dice... Well, I got a solution for that soon.

As for the accuracy roll. We got the one by the weapon.
But we also need one that will give a bit of risk.
The average die value should be 1 and rolled after the accuracy roll.
In a sense, changing the number of hits.
111111
011112
001122
000123
So, which one?
I think I will go with...
000123
Or a d6-3

Now we can reduce the number of dice in a fair way when needed.
From 5 to 3 would change the dice into...
001234 or d6-2
From 5 to 2 would change the dice into...
012345 or d6-1

So, the following number of dice caused by the flamethrower can be reduced:
4; 4d6-3
8; 3d6-3 and 3d6-2 or 3d6-3 and 2d6-1
12; 2d6-3 and 2d6-1
16; 1d6-3 and 6d6-1
20; 8d6-1

X3M
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First weapon that has 1.5 as cost

A sniper rifle, the one costing 1, starts at an attack range of 4.
The sniper rifle costing 2 has an attack range of 10.
The one that costs 1.5 is at an attack range of 7.

If I also discover "body" designs that have .5 in their costs. I will mutliply all costs by 2.

Somehow, I feel like designing again.
And it is kinda fun how with 1 body and 1 weapon. You can already get 4 different designs.

questccg
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Furthermore...

X3M wrote:
A sniper rifle, the one costing 1, starts at an attack range of 4. The sniper rifle costing 2 has an attack range of 10. The one that costs 1.5 is at an attack range of 7.

If I also discover "body" designs that have .5 in their costs. I will multiply all costs by 2.

Can you therefore FIX the "Sniper Rifle"???

1 = Range 4. 2 = Range 7 and 4 = Range 10...

Something like that?! A MANUAL intervention??

X3M wrote:
Somehow, I feel like designing again.

Good to hear that something positive has come out of these Brain Farts in posts and online! I call them "Brain Farts" as a colloquial term ... just to mean some kind of random ideas generating something POSITIVE. Ergo the term...

X3M wrote:
And it is kinda fun how with 1 body and 1 weapon. You can already get 4 different designs.

I wish I could explain more about MY game... But I will SHARE this:

Quote:
In my game game, 1 body can be equipped with at most THREE (3) Weapons. In addition there may be also equipment or assets that can also be equipped at a rate of again THREE (3) assets/equipment AT MOST! 6 x 6 = 36 configurations.

Me too (About designing). There is something COOL about this concept and I want to share my version with people once the designing is done (cards and parts required to play)... And 36 is the TOTAL for 6 Bots. The number of VARIATIONS is so freaken hard to predict. But that's what the game is about!

Definitely VERY COOL... And I will continue my efforts to make for a more cohesive design. Thank you for sharing your ideas, like I said I'm NOT a wargamer ... But this is for the Design of a Card Game. Something to REPLACE "Monster Keep" (MK) because that game isn't going anywhere fast anytime soon!

Cheers!

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