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Augmentors

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Anonymous

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.

Anonymous
Re: Augmentors

Quote:
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.

Quote:
Each character has 18 augmentation slots.

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.

Quote:

There are 2 sets of cards and one dice.

For each player right? Or shared deck?

Quote:

Then each character sheet would have a vault on it where the player

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).

Quote:

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.

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...

Quote:
Lastly the sheet will be divided into six sections to determine what part is hit from attacks.

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.

Quote:
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.

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:

Zzzzz
Zzzzz's picture
Offline
Joined: 06/20/2008
Re: Augmentors

Brahmulus wrote:

Sample Character Sheet:

That is a great image Brahmulus.... :)

:( I had something like this on my list of TODOs, but you beat me to it TheCopperRail. Your game idea looks very interesting...

Quote:

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.

Why would a player want to pass on attacking? Is it not always in my best interest to attack you and try to damage you? What do I have to lose?

With that said, I would worry that your players might sit there waiting for that "perfect" set of augmentations and the game might be viewed as boring. Which brings me to another question, what is my goal as a player?

Taking into consideration some of the ideas from Brahmulus, which simplify some of the ideas, it might be interesting to consider tossing in add character cards. Which when drawn by a player, allows them to create an additional character. Ah... maybe not but might be a fun twist to help a player get an advantage.

Well I did not help much.... but maybe more thoughts will come to me later.

Hamumu
Offline
Joined: 12/31/1969
Augmentors

Quote:

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.

You mean Gammarauders? Sounds fairly similar. You mount weapons all over your peacenik turtle or giant killer hamster. But the things you stuck on were actually normal cards, not cardboard. You could also have human troops around with your monster, which were affectionately dubbed "popcorn".

Anonymous
Augmentors

Quote:

You mean Gammarauders?

AHHHHHHHHHHHHHHHH!!!!!!!!!!

YES!!!!! YES!!!!! YES!!!!!!!!!!

You have made my week!!!!!!

Thank you thank you thank you!!!

DSfan
Offline
Joined: 12/31/1969
Augmentors

I really like the simplier mechanics Brahmulus came up with. I think you should go with some of those (or something similar).

Anyways, I also think you should go with some smaller numbers. By this, I am refering to the agumentations, attacks, defense, and such. Having smaller numbers would allow a variety of people to play. Instead of Helmet of time disruption giving 50 points to shield, it could give 5.

What if players actually had to make a choice between attacking or not. Let's say that if you don't attack, you get to heal your character by a few. He's resting!

Otherwise, this sounds like a fun game.

-Justin

Anonymous
Augmentors

Brahmulus, you sure sound interested in this idea! If you haven't already, go check what an essay your wrote! LOL!

I actually like this idea. I remember reading a series of fantasy books that had a "board game" like this. It worked something like this:

Players would draw different body parts from a deck to create their character. For example, I might draw a Dragon's head from the deck, but a unicorn's wings. The players were required to, on each turn, play one card into one of the (I believe it was eight) different parts. Once a card was laid, there was no changing it if you drew a better one later on. After each person created their monster, a battle would take place (and in the book this was done with some sort of Star Wars type pop-up screen, if you know what I'm talking about. The shady blue images of the characters talking to people) that would not end until one monster defeated the other.

Not exactly sure if that is what your game is like, but it may give you some ideas to work with. As a matter of fact I had a similar idea for a game using some concepts similar to your type of game. The players would draw cards that each gave their character a boost in a different stat (For instance, one such card is +2 Speed, and when played it gives me just that). Players would play one card per turn, and after X number of turns their characters would play a random game that would rely on most skills, but one or two skills more than the others. So the ideal situation would be that you get all of your skills equally balanced so that your character could win any one of these random games, but some players may choose to juice up one stat in the hopes that the random game chosen has something to do with that stat.

Feel free to use any of these ideas, I'm busy creating a different game right now (which I will keep a secret until it's closer to being done, I know you're all going to hate me for that, lol not).

Good luck with it, let me know how it's coming along!
-Aaron

Anonymous
Augmentors

Thank you all for your input. Oh, where to start.

First off Brahmulus, that is a very cool image you posted.

Clarifications is probably best before mechanics.

2 decks,
One deck of augments - shared
One deck of attack cards - shared

Damage should destroy the augment if its defense isn't high enough to withstand the attack.

Quote:
Melee Hit, Ranged Hit, Dodge, Heal. (plus your special and global cards u mentioned

- Great idea

Brings me to the question though.
Do I incorporate a game board?
For ranged attacks or in case you want to run because you are getting the lillys kicked out of you and need to heal?

Quote:
Why would a player want to pass on attacking? Is it not always in my best interest to attack you and try to damage you? What do I have to lose?

I actually thought the same thing after I typed it. I had no concept of healing in place, but I thought, thats not to say that an augment couldn't do it, so I left it.

Quote:
After each person created their monster, a battle would take place (and in the book this was done with some sort of Star Wars type pop-up screen, if you know what I'm talking about. The shady blue images of the characters talking to people) that would not end until one monster defeated the other.

- I wish

Quote:
What if players actually had to make a choice between attacking or not. Let's say that if you don't attack, you get to heal your character by a few. He's resting!

- Resting or running away, I think there shoud be at least a chance to get a partial heal on your next draw or augment.

more later on this....

Anonymous
Augmentors

Quote:

Brings me to the question though.
Do I incorporate a game board?
For ranged attacks or in case you want to run because you are getting the lillys kicked out of you and need to heal?

I would say no, only becuase I am envisioning this tight self contained straight forward shoot 'em up of a game... but...

I think if you have the cards dictating what weapons can be used, it shouldnt matter, its imagined on teh battle field so to speak.

So if I gear up with close combat gear, and I am not drawing any MELEE ATTACK cards, it means I cant get in close.

And along teh lines of *why woudl I not want to attack* - is kind of like *why would i wanna run* - in this BRAWLER type of game at least.

You would hope for a DODGE or a HEAL card to get away or rest up.

Just my opinion tho, and i have no idea why i am so into this game... weird.

If I am loaded with ranged weapons, and only drawing melee cards, it means I'm in too close to use them, etc...

this is of course if you leaned towards my model of how attack cards could work.

Anonymous
Augmentors Version 2.0 (In other words, with lots of help)

Augmenters

A 2 player game

Object – To reduce you opponents life points to 0

Game Pieces:

2 red dice, 1 white dice

One deck of Augmenting cards (100 Cards)

2 Player Sheets

Game Play:
Shuffle the deck of augment cards.
Each player rolls a die, the player with the highest roll starts the game.

Play is turn based.

A player draws a card off the augmenting pile.
The player can choose to equip their character with the new augment or not.

Player can only have one augment per body section. If they do not want to use the new augment it goes to the discard pile.
Augments will either increase attack or defense.

The player then attacks.
To attack, the player rolls all three dice.
The two red dice (added together) are the attack total.
The white dice determines where the attack lands: 1=head, 2=arms, 3=torso, 4=legs, 5=feet
Rolling a 6 is a missed attack. (Perhaps a backfire, if both red dice are the same.)(Sometimes my best plans go this way)

The damage is taken by the augment first, in the area where the attack lands.
If the damage is enough to destroy the augment, it goes the discard pile and the remainder of the damage it subtracted from the life points of the defending player.

If there is no augment in the area where the attack lands all the damage is subtracted from the life points of the defending player.

Then it is the next players turn.

Life point start at 250, (augments can increase this.)

*****

I think I like this idea enough to start playing around with making cards for it, and doing a little test play with my kids to see if they are even interested in something like this.

I still want to use the dials to keep track of health. (I hate the idea of stopping set up to find a pen and paper)

Again please feel free to leave all comments, I gained so many new ideas and concepts from everyone I want to say thank you again.

I did kind of miss the mark of my original idea.
I was thinking of more, weapon – sword (augment: hilt bash +3 damage), or Helmet of life +30 shield (augment: +10 shield to rest of body.)
This line of thinking will make the game much more involved. More decks of different kinds cards to be sure.

KyRez
Offline
Joined: 12/31/1969
Re: Augmentors Version 2.0 (In other words, with lots of hel

TheCopperRail wrote:
The white dice determines where the attack lands: 1=head, 2=arms, 3=torso, 4=legs, 5=feet
Rolling a 6 is a missed attack. (Perhaps a backfire, if both red dice are the same.)(Sometimes my best plans go this way)

The sort of roll that you really want customised dice for!

TheCopperRail wrote:
One deck of Augmenting cards (100 Cards)

So you've got rid of the attack deck? That will simplify things nicely.

Anonymous
Re: Augmentors Version 2.0 (In other words, with lots of hel

Quote:

The sort of roll that you really want customised dice for!

Indeed.

__

Quote:
So you've got rid of the attack deck? That will simplify things nicely.

One deck is nice, forget the attack close or attack range weapons cards...

(did Gammaruaders have close range attacks?)

But i would still throw global event cards in there, and u could even do things like put a DODGE card on your torso that you can *spend* if you have to.

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