Showing posts with label Board. Show all posts
Showing posts with label Board. Show all posts

Monday, May 13, 2013

Build it Up, Tear it Down.

Play Testing 2.0
Playing at Work
 
So after play testing our second iteration; we found things we liked, and found things we hated. The approach we took for our second iteration was to just add every idea we had onto the first iteration. Kind of like how in brainstorming it is said that you should write down literally every idea and thought. We put every idea and thought that we had time to implement into the physical game.

A lot of the things we liked, we liked because they added some interactivity to the physical game. Like Hit and Evasion rating added dice rolling. Using skills added some tactics and stat changes on the fly. On the other hand, some of the things didn't work in the physical game because it got way too complicated. Things like initiative, critical chance, Defensive skills, Damage Type and Attack Ranges. While these work good in theory, they take too much simultaneous attention and math to think about, and make actually playing the game less fun.

So in the end we really figured out that to maintain fun with a board you have to take complexity down a notch. Though in the video game the complex calculations are mostly handled by the computer, so we can keep a lot of the things that slowed down the physical game in the video game. Maybe we can even add more there. Skills, especially Defensive skills, kind of blew.

Cards in real space

It's hip to be square

Gem things make good counters




A few notes I took:
5 units is better than 10 units.
Map was a little large.
Square spaces were good.
Rethink skills, too complicated.
Take out Crits.
Passive abilities Good.

Tuesday, May 7, 2013

How Does This Shit Work?

How-To-Play
Rules and additional Information
Setting Up The Game
-Players create a map using any combination of tile terrain pieces.
-Next, each player chooses their pieces. (5,10,15, etc...) The amount is up to the players discretion, size is normally proportional to map size.
   *Each player must have an equal size team.
   *Note: each character game piece has an accompanying character card that represents the pieces stats on the board.
-Each player chooses a color for their game pieces bases.
-Now each player rolls a dice to see who places the first character piece. Then players take turns placing their character pieces one at a time.
   *The first piece must be placed within 2 spaces from the maps border.
   *Each following piece must be placed adjacent to another of your pieces.
   *Minimum distance between enemy set-ups is up to the players, and may influence length of game time.
-Lastly, each player rolls to determine whose turn it is first.
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Taking Turns
   *The player whose turn it is is the "Attacker", everyone else are "Defender(s)"

-Player starts their turn with all their alive characters cards in Hand.
-Each turn you may move any number of your pieces. From none to all.
-When you decide to move a piece it becomes active and any attacks or activated abilities will exhaust the card. Therefore, you cannot attack and then move.
   *When a piece becomes active, put its card into the active zone.
   *When a piece becomes exhausted, put its card into the inactive zone.
-Active Zone: When a card is in the active zone, it indicates which piece on the board is currently being moved, or is attacking, or is using an active ability.
-Inactive Zone: When a card becomes exhausted, it is moved into this zone where it can take no more actions for the rest of the turn.
-When a piece dies, move it off the board and put its character card into the Dead Zone.
-Dead Zone: Cards in the dead zone remain their for the rest of the game. No exceptions.
   *A piece dies when its health is reduced to 0.
-Your turn ends when all your cards are in either the inactive zone or the dead zone.
-When it becomes your turn again, grab all your cards out of the inactive zone and they become your Hand.
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Game Variants
Elimination: In this variant, the goal is to eliminate all Enemy pieces and be the last player standing. Do this and you win.
   *When all your pieces are put into the dead zone, you are eliminated.
Kill Count: In this variant players set a kill goal for all players (5,10,20,etc...). When one of you pieces kills an enemy piece you get +1 to your kill count.
   *When your kill count reaches the kill goal, you win.
Assassination: In this variant each player declares one of their pieces as their "King" before the games starts. When you "King" dies you're eliminated from the game.
   *The last player with their "King" alive wins.
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 Calculating Damage
Physical Attack - Physical Defense = Damage  ex: (9Att-6Def=3Dmg)
Magic Attack - Magic Defense = Damage
Range Attack - Physical Defense = Damage

Keeping track
Using a piece of paper to write down damage.
ex:
Karl Drogo: 18hp>13hp>10hp>5hp>Dead
Kal-El: 14hp>10hp>12hp
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Declaring an Attack or Activating an Ability
-Once per turn a piece may use an activated ability OR declare an attack. After the ability or the attack resolves, the pieces card is placed into the inactive zone.
-Only a piece whose card is in the active zone may declare an attack or use an activated ability.

-A melee attacker may only attack units in adjacent spaces. (1space)
-A ranged attacker may only attack units 2 spaces away.
-A magic attacker may attack units 1 or 2 spaces away.

-You cannot attack an enemy who is out of line of sight. (LOS)
   *Tiles like Mountain break line of sight.

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Shots From the 1st Go Round

Rawrg!
B-Team
Playin' Games
Games in Analogue