Now that I'm getting settled into the new house, I am starting to slowly get back into the game design groove again. Besides working on a couple of new games, I am working on some tweaks to "Castle Danger". Although the game seems to click pretty well for abstract game players, other gamers find it a bit "constricted", and my own experience with it shows that it could use a bit of balancing in some areas.
I will detail some of the adjustments I'm thinking of below ... I will be play-testing some of them out during lunchtimes with a friend at work, but I'm curious if any of you might have some theory-level feedback for me.
If you need an introduction or refresher, you can find Castle Danger rules (and a free PC game version) here: http://www.mwgames.com/cd.htm
I see the following potential changes:
- Bigger Board ... I'm almost certain to make this change. Just by adding a couple extra rows and a couple extra columns, each player's area will grow about 60% -- from 28 squares (4 x 7) to 45 squares (5 x 9). This should help out the "cramped" feeling that occurs pretty quickly in the game.
- 2 Portals per Side ... Instead of a single Portal centered on the player's side, I'm thinking of putting a portal in each corner. Then, the question becomes, should the player get to add 2 pieces per turn? Or should they still only get to add 1 piece, but get to choose which portal to place it on?
- Wizard Power ... Right now, each additional Wizard on the board gives the player 3 extra moves to add to their base of 3 moves. Should the amount of available moves be raised? 5 base + 5 for each Wizard?
- Increase Defense Costs ... It's *much* cheaper to be on the defensive than on the offensive in the game. Each wall only costs a single move to build, while firing a cannon costs 1 move for each space that the cannonball flies. I was thinking of increasing the cost of building walls as follows -- building a new wall in a line of squares from the player's edge of the board to the river costs 1 move for every wall in the line (including the new one). So, the first wall will cost 1 move, the second wall in the line will cost 2 moves, etc.
- Decrease Offensive Costs ... In response to the same issue (either "instead of" or "in addition to" the previous point), I'm wondering if the cost to fire a cannon is too high. Should the cost be based upon how far the ball flies? Should it, instead, have a consistent cost (like 3 moves) no matter how far the thing flies?
In the meantime, any discussion is appreciated.
Thanks,
-Bryk
Here's a pic of the new (work-in-progress) bigger board:
![](http://www.mwgames.com/_uimages/CD_Board6x.jpg)
The inner rectangle encloses the original-sized board. The portals in the corners would be used with the bigger board, the ones in the middle would be used with the original-sized board.
-Bryk