the game
This game I am working on is inspired by Flash Gordon, Buzz Lightyear, Zathura, Buck Rogers, you know... corny space drama. I love it! Its totally free form and ANYTHING is possible, fantasy meets scifi and anything goes! The games theme has a bit of twist on it with such characters as Colonal Sleeze, and Luna Sluta.
The games board uses a hex grid. Shaped in a spherical manner. I am thinking of making this into a sort of futuristic gladitorial arena. I have yet to work out how I want terrain features to work, perhaps just utilizing them to block line of sight.
Each player chooses a character card and this determines how the player moves, attacks, etc., during the game. Each card has the following:
-
the name of the character and description
the number of dice in the players dice pool
maximum move
and any listed powers/abilities of the player character
the turn sequence
- 1. Allocate your dice into 3 piles. Those used for movement, those used for attack, and those used for defense
2. Attack, move, use abilities to their limits
combat
The number of dice you add to your movement pile is how many spaces you may move about the board per turn. If you set aside 5 you may move 5 spaces. You may NOT set aside more than your maximum amount allotted indicated by “maxMove:6”, for example.
The number you set aside for attack can be used for any ranged attacks you have or for melee attacks. All players are assumed to be able to attack from melee range. Ranged attacks require line of sight which can be blocked by terrain or other players. When rolling to attack, declare the target or targets, and roll your dice. (All players are assumed to only be able to attack one character per turn unless otherwise noted [shoudl I keep this?]) When attacking, you must declare the target before rolling for attack. For every 4, 5, or 6 you land a successful attack and the opponent receives one damage and must remove one dice from his/her dice pool permanently! This damage can be prevented however…
When defending yourself you may roll all the dice you set aside for defense. For every roll of 4,5, or 6, you may nullify one successful attack of the attacker. These dice never decrease. If you are attacked by one player you may use all your defense dice and may use all of those dice again if attacked by another player on his/her turn.
If you ever roll three 1’s when attacking you lose one die. This indicates that your attack somehow backfired and hurt you instead.
When your dice pool runs out of dice, you are considered knocked out. Last person, alien, robot, or cyborg standing wins!
example characters:
Name:XR17 Kill-bot
Description:Out of control breather hating automaton designed by a mad man with a bloody agenda.
Dice:9
Max move:3
powers/abilities:
- Buzz saws if a 6 is rolled in melee roll an extra attack dice
Ray gun ranged: 6
Missiles ranged: 10, minimum range of 4. Units around target take half the attack dice in hits as the target
Armored out the Ying Yang! you have one extra dice to only be used for defense does not count towards dice pool
Name:Luna Sluta
Description:Sexy space slut from the moons of Saturn. You’d think she was from the sun because DAMN is she hot!
Dice:7
Max move:5
powers/abilities:
- Seduce target cannot attack you during their next turn Requires 2 attack dice, one use per turn
Moonbeam ranged attack with range of 10 (I may need to add some limit to how many attack dice you can use with this attack)
Nimble re-roll all failed defense rolls
Jetpack move up to d6+2, 3 move dice No other moves this turn
Name:Colonel Sleeze, Space Squad
Description:Super macho horny space captain on a mission from his pants. 3,2,1... pants off!
Dice:8
Max move:4
powers/abilities:
- Ray gun slinger ranged: 6, you’re such a crack shot that all hits land on a 3+ instead of a 4+ so long as you fire from outside melee (I may need to add some limit here too but the short range seems to balance it I thnk... playtesting will tell)
Jetpack move up to d6+2, 3 move dice
Outfox ranged: 4, target loses one ability this turn of your choice this requires either 1 defense or one attack dice
Name:Bruto from Pluto
Description:Space bandit cyborg and general intergalactic ne’er do well. Born to be wild!
Dice:9
Max move:4
powers/abilities:
- Scattershot ray gun ranged: 4, hits all opponents in front of you that you can draw range to in a 45 degree arc. divide the attack dice used on this attack between all players infront of you evenly.
Jetpack move up to d6+2, 3 move dice
Outfox ranged: 4, target loses one ability this turn of your choice this requires either 1 defense or one attack dice
I am considering removing the maximum movement thing. It may create a kiting situtation. The more I think about ti the mor eI think it will promote a inability to run away and will make ranged characters more dominant. Of course the max move thing was an afterthought and born of concern that ranged characters need to be able to get thier shots off before melee characters close in. again I need to play test with my gaming buddy.
Another concern here is maybe adding some other function to the game. Perhaps creating some card drawing system that work like items and events. Giving you one time use abilities or somesort of random event thing that happens. Perhaps the arenas obstacles and terrain shift at random this way, you get a health restoration item, or everyone takes some sort of random damage... Maybe these cards can be drawn at the begining of everyones turn and you never draw a card so long as you havent used the one you have... kinda liek a maximum and minimum hand size of one. Maybe this could even add some bargaining or trading between players.
maybe i shoudl do this during the day instead of late at night.. i thikn i am rambling... and so, goodnight. haha.
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With a hex grid the smallest increment that you can readily work with is 60º. Not a big note by any means, but it jumped out at me.
~Josh
whoops... my bad. i meant to say this sort of pattern...
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does that make sense?