Hello!
Im fiddling around with a game that im trying to get as strategically challenging as possible without going over the edge and get the analysis/paralysis syndrome.
The thing that really is the problem here is the movement mechanics.
To make things easy to visualise without slaping your head with a 20 page rulebook i can explain it like this:
The gameboard consists of 40 squares all connected (monopoly style).
Some of the squares contains resources that you need and others contain things that you are trying to avoid.
Movement is possible forward and backward.
Every player has multiple pawns that can be moved each turn.
Game ends when you get a certain amount of VP´s
The question is, how do i make this as strategically challenging as possible ?
The ideas that i have come up with:
* roll 2 D6 move either 1 pawn the total amounts of steps or two pawns the numbers indicated by the dices.
* Card driven, every player has cards ranging from 1 to 3 and could play as many cards he wishes each turn.
Any numbers of pawns could be moved.
at the beginning of your turn you draw a card.
Every player has a separate "movement deck" with the exact same cards.
Do you have any ideas on other ways of doing this?
Am i on the right track or do you think the mechanic´s listed above is bad choices ?
Hello! hello! ello! llo! lo! o! !
Hehe...echo. :)
I wouldn't say you aren't on the right track, but one thing that makes a game strategic is how you can effect your opponent. For example, instead of moving one of my pieces using a card, could I force my opponent to move a piece using a card and send his piece onto a sqaure that's ment to be avoided? Things like that. And you would then include some kind of counter to a forced move. You might make it so that a card like that could only be used if you've achieved so many VPs by that time. It's all about how you structure what can and can't be done, how its done, and why you would do it.
Now, what I just mentioned isn't necessarily something want to do, but its intended to illustrate what could be done. You might also consider the use of both cards and dice and how these can be made to effect your own need to move as well as how you can hinder an opponent.
Well, I don't know if the game cards Knightmare! would do you any good for insight or inspiration but I'll bring them up anyway. The game cards Knightmare! by Steve Jackson at Steve Jackson Games are cards used during a game of Chess. These cards allow you to change the rules, effect your or the opponent's pieces, and more. I mention this because of your questions about strategy and how to attain it in your design. A few other things that might help give you insight and inspiration are the methods used in other games of strategy.
First and foremost, strategy comes from what the goal of the game is and how that goal is to be attained. This brings up another idea. Like Chess, your players have multiple pieces. Each piece could move a different way. One can move by jumping every other sqaure while the other must hit every sqaure but can move multiple times. Things like that. You can come up with other unique ways of doing this I'm sure.
Well...I've rambled...been trampled...and its time to scramble! :)
I hope this helps some...have fun!
-Vexx