The art of designing a war game is one that not everyone has. I would like to think that I have a gift and i can make games that are crystal clear in the rules and easy to learn how to play. How ever my games dont appeal to my testers and they become bored and dont want to play the game agian even in an effort to inprove it.
My game is simple but after playing multiple times ive found that there there are many strategies. the rules are as follows. The board is set up with a river bisecting the board. The board its self is rectanglar about 1:2 ratio in width to lenght, the river runs the narrow way. there are two bridges that are equidistant from the sides of the board. There is a tree that functions as a road block one one each side at the end of either bridge.
The game play is extremly simple:
A player is alloted six squares of movement each turn and can subdivided these squares amoung any number of their pieces. There are two types of pieces, foot soldiers (fs) and calvary(c). C has the ability to travel two spaces and is only charged one square of movement, and can't change direction during a turn. The fs moves one square for one square of movement and can move in any direction(except diagonal neither piece can travel daigonally).
Any piece can take any piece the only limitation is that once a piece has taken a piece, it cannot move until the next turn. The object is to kill the opponent's "General".
I dont know why but the people that ive play this game with dont seem to enjoy it. I need suggestions on what to change to make the game or exciting. Ill take any idea, no matter how bizzare! Thanks for all the posts in advance!
Perhaps my explaination was unclear, but my game doesnt really play like checkers or chess. It has it own feel, but it is too slow, to start, and too quick when attacking. This might be caused by the fact that all of a players pieces start on opposite sides of a river massed together with infantry on the outside and calvary on the inside and all surrounding the general, this aspect is alittle like chess but not completely.
My game does encourage "building". By moving your forces forward it allows you to engage the enemy before they attack you. This is because if you are attacked then you automatically lose your piece(thats why I made it this way). And the strategy is pressent because you might sacrifice a footsoldier (which you start with more of), in order to set a trap to catch an enemy calvary. There are strategic positions on the board which, due to the lay out of the board, offer the ability to not be attacked from a bridge but can attack as soon as a piece crosses a bridge.
I realize that my game is centered around controlling a bridge. Could this be a problem?