I have just completed the first draft of the rules for a game I am curently working on called "Solar Flare".
They can be found here: http://www.bgdf.com/files/My_Uploads/Infernal/Solar_Flare_Rule_Booklet.pdf"
The game is about masive warships engaged in combat in space. The players must command their ship, assigning crew and manageing power usage. They must use the available cover and tactical advantages of various obstacles Planets, Moons, Asteroid Fileds and Nebula.
Also there are rules that allow a player to create a ship to their specifications.
The feel of the game dictated the unusual turn structure. By placing weapon then movment then power. It slows down the combat and requires the player to make tactical and stratigic decisions that will only impact the game during later turns and giving a feel for vast ships trying to out manouver their opponent.
The game should progress at first with each opponent wereing down their opponent untill one player manages to inflict significant damage onto their opponent. Then the game should move to a hunter and prey style where the attacker is trying to puch through the defenders outer ship sections and damage the core while the defender is trying to prevent this from happening.
This switch between play styles should emerge from the gameplay and not as part of a specific rule.
This switch between the War of attrition and the Hunter/Prey play styles may switch back and forth several times during the game as players utilise defensive and offensive positions.
The basic mechanics of attack resolution is fairly simple, Roll a number of 6 sided dice equal to the strength of the attack and any that equal or exceed the shield charge or armor value drains 1 point of charge from the shields or does 1 point of damage the the hull.
Players must assign crew teams to charge the engines, lasers and other ship system. The amount of power a crew team can assign each round is determined by their skill level.
Each game should last around 2 hours.
What I am interested in is:
1) Do the mechanics fit the theme of massive space ships trying to out manouver each other.
2) Is 2 hours too long for a game of this type.
3) Will there be enough tactical and stratigic decisions in the game or are there too many.
4) Are the rules too complex/too simple/or just right
5) Would any one actually play a game like this
Thanks for the replies.
I agree, The font is hard to read. I should have used something other than the default font, my bad :oops: .
I am also going to work a bit on the layout, moving the images to apropreate positions and Rearanging the sections (I am also going to add a tabel of contents.
Yes. I have tried to construct the rules to allow for deep strategies.
It took me around 2 hours (including doing the advanced setup) to solotest this game. This involved a lot of fixing on the fly as I tested, so I should have put 1 to 2 hours as a maximum.
This is one of my main goals. I am trying to make a rules light space war game.
Good point. I will include this in my review of the rules.
Thanks for the input. BGDF and everyone here is an invaluable resource.