Everyone knows space can be a big factor when creating games. To be more specific, the limitations it brings to the development phase when all of your ideas are coming together and you get excited and you end up not having enough space on the traditional card dimensions to fit all of your cool ideas or find that your "simplistic" war game takes up four tables. It can be a tiring process to dumb a game down to where players are not fiddling around with the design.
In my long journey through my trading card game i've found that one big problem is the space on the table. To give you some insight the game allows you to move cards in a grid like fashion to find the best position to attack enemy units.
First off I love and hate the grid like "interface" we'll call it. Very clunky and moving cards around from space to space is just annoying!
Second, positioning for the most part is limited. Since there isn't a lot of space (5 space by 6 space grid) you can see how unsatisfactory it can be when moving your units and either feeling trapped or uninterested.
Here's my question...
Is there a way to incorporate movement/speed/grid-like procedures without a grid? Enough where players can use different "positions" to signify their movement on the battle field.
Let me know your thoughts and Ideas
phonyamerican:
I viewed the game and it has some interesting move mechanics although this style of trading card game would be hard to implement such a system. But your suggestion still has me thinking.
The Professor:
I actually do have a Airship pirate game on the back burner that needs tending to. These ideas might help me there.
AdamRobinGames-ARG:
Though the idea itself sounds so fun and limitless, unfortunately I have tried and tried to incorporate this type of movement into a card game and the human error aspect of it typically turns me off... Especially in conflict scenarios where precision and accuracy of positions is CRUCIAL. Though, the pivot points intrigue me.
jasongreeno:
The game looks legit enough! a lot more structured than some of the things I have messed around with. I want to incorporate something like this but it seems awkward for my theme (Universe battles) I need to look into this more to see if it can work.
Zag24:
Believe it or not this almost completely resembles my current model. The tokens I have thought about a lot actually. My thing is though I want this game to be pretty portable. Preferably cards only!! I know, I little too picky I suppose. The thing with this though, with more complex conflicts I feel the confusion would turn people off.
Further Thoughts:
After review of your suggestions I came up with a hybrid model. One that doesn't constrain the players to a stagnant grid but rather a more fluid one.
When players initiate a battle they will either pick a singular unit/card to attack or the player themselves. Only then the players place units across from each other (with defender advantage they will choose where their units line up with the attacking units). Cards can then move according to the other cards' positions. The idea is definitely not polished yet. What do you think?