This is a game that I have in concept. Its called Augmentors.
Its a heads up battle game for 2-6 players.
There are 6 characters to choose from. Each character has 18 augmentation slots.
There are 2 sets of cards and one dice.
The first set of cards are the augments that you can place on your character to "power" them up, either offensively or defensively.
The second set of cards are the "battle" cards.
I figured that I would make the character sheets on regular 8 1/2x11 paper, with a drawing of the character, ghosted on it. There would be outlines on the body parts that could be augmented.
Then each character sheet would have a vault on it where the player could store augments for future use. I am thinking of setting a max that a player can store, say five extra augments.
Also on each character sheet will be a four digit counter. What I am thinking here is the old matchbox car counters. A round disk that you manually turn to your desired number, imagine four of those in a row.
The counter will keep track of the characters life points.
Lastly the sheet will be divided into six sections to determine what part is hit from attacks.
The augment cards will be body specific.
example-Helmet of time disruption +50 to shield, would be a defense card that would fit in the out line on the head part of the character sheet.
example-Head mounted lazer guidance system +50 to damage, would be a offensive card, and also would fit in the head slot.
Only one augment can fit in the head slot, so the player would have to decide on what one they wanted. The other could be placed in their vault.
Game play is turn based. The player draws an augment card and places it where they desire. It is up to that player to attack or pass.
If they attack they draw an attack card from the pile.
example of an attack card-Ray of searing 80 damage+augment bonus from head. If you have the Head mounted lazer guidance system on, you would have a total attack of 130.
After the attack points are figured, you roll the dice to see what section of the body is hit.
Say, a one is rolled and the head is hit. If you have a defensive augmentation on it absorbs as much damageas the card says.
example - The player getting attacked is wearing the "helmet of time disruption" + 50 to shield.
130 points of damage is going to the head. The defensive player can choose to take 130 points of damage to their life score, or use the augment and reduce that total to 80 that will hit their life points. Using the augment for a shield will destroy it if the total attack is more than it can shield. Shields renew after each turn so there is nothing to keep track of there.
Life points are deducted after each attack. Some attack cards will have global effects.
I would like to make it as a boxed set. Nothing torques me quite like having a good vampire deck, and some guy start popping squirels all over the place...sorry for the MTG reference. But I'm sure we all know what its like to play and find out that we didnt buy the new expansion cards.
Thank you for taking the time to read this. I know its long. Please feel free and leave comments, good, bad, ugly, all are appreciated.
I always like to put these quotes at the top of my replies as a friendly reminder. :)
Alrighty then, lets do this...
There was a published game like this, with a character card and outlines where cardboard BUFFS went on... I have been trying to recall this game for weeks now, searching on BGG like crazy, but no luck. Late 80's... and it was old school dinosaurs that you kind of *mechanized* - it rocked... hope its still in my parents attic with all my other secret treasures.
Anyway, I like the idea of using standard cards for this... i'm like that - standard cards, 6 sided die, i'm all about this kind of old school classic equipment and approches to cutting edge games.
Your THEME is hot, made me look twice.
Seems like way too many, would get so complicated so fast, and you could never get to use all your toys.
I'd limit it. Keep it simple and realistic (so to speak)...
maybe head, torso, left arm, right arm, feet (combined).
This may also be more practical when you consider your character sheet and a standard size playing card.
There are 2 sets of cards and one dice.
For each player right? Or shared deck?
not a fan of this concept... i liked your realism (each body part represented can be augmented) - but the idea of a fighter carrying around a vault shatters that illusion for me.
Why have BUFFS in storage anyway, I mean you'll draw a new one soon enough, if u like it, u use it (or however that will work).
not familiar with matchbox counters, but is this easily pulled off from a production standpoint? Maybe use a track instead and scale down your damage amounts?
Plus wasnt following this to well... you'd have 4 dials but 6 different places u can be hit? Hmmmm...
This is a cool idea. I played around with this physically, and if u wanna stick to cards (which I think is the slickest part of your idea)... then it would get a little tight... plus I think you have to combine the left and right leg/feet... the idea of a Knee Machine Gun on one leg and one Anti-Gravity Boot on the other is a little rougish to me... combine 'em.... for simple Boot Cards.
you could have 5 body parts and a roll of *6* is a called shot (the attacker gets to choose where he hit!)
Now what is the effect of a certian body part getting hit? Doesnt damage just come off of life points no matter how its dealt? Or perhaps certian pieces of equipment can be damaged or lost. As far as shields and armor, i think that should mostly go to the TORSO section and its effects protect ALL body parts while its intact... from a *making simple sense* point of view.
Okay here is where u may have to re-examine...
Attack cards may need to be much broader... heres why... what if I draw a RAY OF SEARING and my guy is equipped with a wrist missle launcher, a vibro-sword, Body Armor, Jump Boots and A helmet of Psionic Attack.
All that gear but a *RAY* has nothing to do with any of it.
I think this situation would plague the game quickly.
I would re-think... heres one angle...
The Attack card is more broad... it simple says Hit or Miss... or a bit deeper maybe Melee Hit, Ranged Hit, Dodge, Heal. (plus your special and global cards u mentioned)
Now the player would need to have a Melee Weapon to use the Melee Attack card, a ranged for the Ranged... Jump Boots, Jet Pack or Speed Boosters to dodge, A Super Soldier Serum or Medic Pack in one hand to utilize the Heal.
Then you load up the actual Augmentor/Equipment Cards with the specific info on it:
__
ITEM: Helmet Mounted Laser Beam
LOCATION: Head
TYPE: Ranged Attack
DAMAGE: 4
SPECIAL: ?
__
or
__
ITEM: Inviso Belt
LOCATION: Torso
TYPE: Dodge
DAMAGE: -
SPECIAL: ?
__
or
__
ITEM: Nuclear Powered Chain Saw
LOCATION: Hand
TYPE: Melee Attack
DAMAGE: 2
SPECIAL: ?
__
You can still have your other sort of enhancing buffs by either stacking cards (not sure about that tho, hard to tell what a guy has going on) - or BETTER YET - have broader themed enhancing Augmentors - like a GPS HELMET that buffs ALL ranged attacks, an Exoskeleton Suit that buffs ALL Melee attacks... and so on. Players would have to decide wether to equip an extra weapon on the head, or a helmet that can buff multiple attacks, etc... will create different strategy possibilities.
Then, attacks that get thru cause damage, but shields and such apply (exactly like u said sounds great) - Also, love your idea of shields renewing so u dont have to keep track of something else (damage, etc)... very efficient!
Anyway... theres some ideas, opinions and thoughts off the cuff.
Sample Character Sheet: