This is the game I've been working on for a while. It's my first attempt at board game design so I don't expect it to be great but I'm quite pleased with it.
Galactic Battlecruisers is a game of capital spaceship combat.
The objective is to disable the enemy ship or at least cause the maximum amount of damage before running out of energy.
Each player gets a ship that’s divided into six subsystems, and a hand of six “energy” cards. During play they use the energy to perform different actions like advancing, rotating, attacking, launch a torpedo or activate shields. Each of those actions have a energy cost.
Each subsystem can withstand two hits, once it receives a second point of damage it’s considered destroyed.
A player achieves victory once he destroys three of the six subsystems or causes seven points of damage overall.
Besides being used for issuing orders cards have a value attached to them that’s used to resolve an attack. The attacking player after declaring his action chooses one of his cards and places it face down. The defending player can use one card from his hand or the card that’s on top of the deck in order to defend. The card with the highest value is successful (in case of a tie the result favours the attacker).
Cards also have special abilities tied to them, so a card might allow a player to destroy a torpedo or to perform a “jump” and relocate his ship to another part of the board.
Right now I’m balancing abilities with the card value. The idea is that in order to use one of the most dramatic abilities you’re sacrificing a high value card that could be used to cause a sure hit. So the game becomes an exercise in using the cards wisely.
I don’t know how original this is, I looked at the boardgamegeek database and looked into several games, from Star Wars armada to Battlefleet Gothic and even some old stuff like Leviathan and there was lots of good ideas but I found most of those to be quite complex, so overall I aimed to develop a combat game that was simple and with as little bookkeeping as possible.
Turn example:
It’s blue player’s turn, so he picks up two cards from the deck and puts them into his hand. He doesn’t have any high value card, so he uses one of low value to rotate the ship one angle. Now the front gun is aimed at one of the opponent’s sectors that’s unshielded. So Blue calls in an attack but Red uses one of his tactic cards that allows him to use another system shield to defend from this attack.
Blue picks his highest value card and puts it face down on the board. Red doesn’t want to spend the few cards he has in his hand so he tries his luck and picks the card on top of the deck. The cards are revealed. Red got a good card, a four. Blue picked a three but the front gun has a +1 to attack so he ends up with four. Since a tie favours the attacker Red has to put on a damage pip on the system. If it were a normal defence the shield should stay in its place but since it was used because of a tactic card it specifies that it should be removed whether the attack succeeds or fails, so Red removes the shield pip too.
Blue decides that he doesn’t want to spend more cards so he finishes his turn.
I'm attaching an artsy photo of the prototype and an image of the reference card which if I made it well it should be self explanatory even if it's in spanish. The main picture is a mock up of the full game.
I've ran a few playtests but certainly not enough.
I've still got to see if I can get torpedoes to be fun and usefull. Floating mines seems like a great idea and they would make the board more interesting. And boarding could work well, maybe a high risk - high reward manouvre.
I've got ideas about adding more ship types to allow 2vs2 and 2vs1 play and maybe bonus objectives but for now I want to really nail the core mechanics. I have to playest a lot, but sadly I don't have much time and neither do my friends so it's going slow.