What combat system or mechanism employed by a board game do you find most appealing and why? Feel free to cite examples. Some basic ones use paper, rock, scissors principles, die rolling, just to name a few. I enjoyed the tile laying / counting system used in Tigris and Euphrates currently, but there are probably some better ones out there people could remind me of.
What is your favorite combat system and why?
I sort of enjoy the AH Civilization "combat" system, which is more of a "how much can this space support" system. The fact that multiple players can share a space peacefully (and watching the ramifications of someone breaking that
"Dune", what an amazing and deep combat system!
You choose how many units you are willing to sacrifice. (Sacrifice more, you have a highest chance of winning, but fewer will be left after the battle)
You choose a chief. (Value from 1 to 7) (Choosing a high value chief is not always a good idea. He can be killed, more likely to be a traitor...)
You choose 1 Attack and 1 Defense. (If you have them, if you lose that battle you
I like lots of different mechanics. I like tile-laying, for example, and very much to my surprise it turns out I like crayon rail games (which I thought I
The combat system in Axis and Allies is not too bad. It has that right mix between luck and calculating odds. The amount of dice needed can be a bit cumbersome though.
Cosmic Encounter has a combat system that I enjoy also, which is much more psychologic. Perhaps the difference between the number of you ships you take in to a battle and the number of the cards is a little too big here.
As for other clever mechanisms, I absolutely adore the rotating role mechanic in Puerto Rico. It
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25-04-2003 at 01:17, zaiga wrote:
The combat system in Axis and Allies is not too bad. It has that right mix between luck and calculating odds. The amount of dice needed can be a bit cumbersome though.
Despite my recent "conversion" to German games, A&A will always be my favorite game; I love the epic scale. There
Hmmm, the Dune game seems to be a really cool game.
Gotta try it out sometime.
Speaking about mechanisms, im really a resource management junkie.
It doesnt matter if we are talking balancing mana or creatures in magic the gathering or if we talk optimizing in Settlers of Catan.
One thing that i really would like to see more of is sabotage in different forms.
Many games could need a couple of ways to sabotage/destroy the plans for the opposition, many really dull games would definately get a boost from this.
Sabotage is really a fun way of interacting :-]
There are often many subtile ways of sabotaging but im looking for mechanisms that are well balanced and more straight forward.
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24-04-2003 at 10:59, Mind4u2c wrote:
What combat system or mechanism employed by a board game do you find most appealing and why?
Button Men has a good combat system, one that can be applied to big armies (rolling dice of various sizes- bigger dice represent strength, smaller dice represent speed).
I read an article somewhere talking about how that system can be used for large scale combat.
- Seth
Hmm I think it depends on the game, of course. I also play A&A now and then and like it ok but ... I just can
Why do so many people think a combat system needs to involve dice? There are lots of ways to incorporate combat systems into games that don
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23-06-2003 at 05:13, zaiga wrote:
For example, instead of rolling dice to determine the outcome of a battle you could let players simultaneously reveal a card from their hand. Add the number of this card to the attack/defense number of your unit, highest number wins.
That
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23-06-2003 at 05:13, zaiga wrote:
Why do so many people think a combat system needs to involve dice? There are lots of ways to incorporate combat systems into games that don
I am not against dice as a method of handling combat, per se. I mentioned in an earlier post that the method used in Axis and Allies is fair enough and that game uses a lot of dice rolling.
I can also see how you have to play the odds in games with randomness (either rolling dice or drawing cards or whatever) and how that requires skill. Heck, I played a lot of high-level Magic and have seen many a player complain about an opponent
I've never seen/played/read anything about Cosmic Encounters in general so I'm glad to know that the idea I had it's not a bad idea and it has been used before satisfactorily .... I was hoping that "my" idea will be original but it was so trivial that I knew it couldn't be ... Few days back I read some postings about a combat system and someone (jwarrend I think) had almost exactly the same idea: 2 unit types: peasent and warrior and similar attack/defense numbers. Again, I must be on the right track :)
That's interesting that you came up with a similar combat system independently. What I think it shows, in some sense, is actually that neither of us are being super original. As you point out, the idea of comparing unit strengths and supplementing with power cards has been used in Cosmic Encounter, Dune, LotR: the Confrontation, etc. I think it's a nice way to get variability in combat without randomness. It's funny that we both have 2 unit types, and similar values for them. For me, I didn't want a situation as variable as Axis and Allies or Sid Meier's Civ or Age of Mythology where you have lots of different unit types; I think you can get enough meaningful decisions out of that in the context of the game I'm working on.
I'd be happy to hear more about your Civ game; it would be interesting to compare notes and see what else we might have come up with in common...
Good luck with your design!
-Jeff
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That's interesting that you came up with a similar combat system independently. What I think it shows, in some sense, is actually that neither of us are being super original.
Actually, I don't consider coming up with an idea similar or even the same as someone else in the process of design "not being original". It is more that during the process of design, the designer encounters a "problem" that requires a solution so the design works. It just so happens that many people come up with a similar solution to similar problems.
Maybe I worded it poorly; my point is that both of us are treading ground that is well-worn. The fact that we may not have been aware of the previous designs that used these mechanics just means we came up with it independently, but if we tried to market our games, people won't say "ah, this is the same combat mechanic as Cosmic Encounter, but at least he came up with it on his own." No, they'll expect you to be aware of what has gone before, and will evaluate your game as if you were. That's not to say that reusing other people's mechanics is "bad" or anything; we all like Puerto Rico, which has very little mechanical originality. The point is more that Seyfearth couldn't say "the character mechanic was completely my own invention". But whether he did or not doesn't affect the quality of the game. As you say, the mechanic must be evaluated for how it solves the particular problems of the design, and how it fits into the framework of the whole game.
Dice are still a favorite tool of mine. They allow for an element of randomness easily.
I would have thought this too until I played "Wallenstein" which uses a "cube tower" for battle resolution. Players commit forces, then throw their cubes into the tower, and the results are determined by which cubes come out. The kicker is that some will stick in the tower, and could come out in later battles. Thus, you don't have to rely on the statistics of "eventually, the dice will go my way". You go into future battles with the "dice" already somewhat "loaded", in a sense. I find this to be a much more elegant solution than dice. It still retains the surprise element of combat, yet doesn't require tons of battles or rolls for statistics to even out. It also leads to much more interesting decisions -- do I commit many troops to the battle, knowing that some may get trapped in the tower, thus giving me more "tower-power" but less "board-power"?
Of course, this is also a much more expensive and less accessible element than dice. But I'd like to see it in more combat-heavy games.
One of my absolute favourite "random factor" mechanics is used in an Alan Moon game called Andromeda. Players put coloured cubes on various locations and every so often you have to determine who has "won" a space. So all the cubes are covered over by a sort of plastic lid with a hole in the side, the cubes are shaken around and then the lid is pulled back until one cube comes out through the hole.
If there are six cubes on the space, five of one colour and one of another, then the major colour is likely to appear; but the glory of the game is that the other one might :) And because the number of cubes vary on the different spaces, you don't need complicated polygonal dice or tables to work out the result.
It's a brilliant device that ought to be revisited.
I've never seen or heard of the game that uses a tower for the cubes/dice, or the game Andromeda. They both sound like interesting solutions to the luck of the roll problem. I'd have to see them in action though; the descriptions make them sound kind of funny. Not that I'd dismiss those methods.
You can check out Wallenstein at http://www.boardgamegeek.com/viewitem.php3?gameid=3307
(There's a photo of the dice tower)
However, this brings up a good topic. Just what kind of uses and solutions to the luck of the roll can we work out? You two and others have mentioned the use of statistics, using lots of dice, and lots of dice rolls. Seems that some of the issues come from having too many stats to worry about. :)
I think you're using "statistics" differently than me. I'm not talking about statistics in the sense of "ratings" -- like "Haldor has a +1 to-hit, a Combat Skill of 24, a Defensive rating of 16, a Dexterity of 11", etc...
I'm talking about mathematical probability and statistics. It's very important in dice-rolling games. For example, statistically, over 6 rolls, I should get each of the numbers on a standard d6. But in practice, I usually won't. I'll need many more rolls than 6 to have the statistics even out.
And that's what I'm talking about for combat games. You need to have enough rolls so that all of your probability space is sampled. Otherwise, "lucky" results could dominate your game. The reason I like Wallenstein is that the results of two battles are correlated; if I do poorly in battle A, there's a good chance I'll do better in battle B, because the tower "remembers" the results of A via the cubes being stuck in the tower. In Risk, every battle starts afresh, and I must rely on statistics every time. Nothing wrong with that, but I think Wallenstein and Andromeda are more elegant ways of solving the same design problem.
-Jeff
Some stuff to think about: a Risk variant that is very popular here in Holland is "Fanaat Risk". There are no dice in that variant. Instead, when you move your units into enemy territory, both players trade their units one for one. For example, John moves 6 units into Pete's territory which contains 3 units: both players lose 3 units. End result: John has now 3 units in what was formerly Pete's territory. Think about how this changes the dynamics of the game (for better or for worse, I'll leave that up to you).
Also, try to imagine a game of chess where you resolve a fight by rolling dice. The attacker rolls 2d6, the defender rolls 1d6. Highest roll wins. Ties are won by the defender. Would this change the game fundamentally? Would it be a better game or worse?
I've always had the opinion, right or wrong, that including a dice roll can sometimes speed up games. In a purely deterministic game, I've seen players spend a LONG time counting up units, etc, determining if they have enough 'points' to win the fight. When you know dice will be involved, you're forced to make a faster, more intuitive decision. Of course, once the number of dice rolled gets above a handful, the actual resolution slows down considerably.
True, having random or unknown quantities in a game prevents min/maxing. If all information is known, players might be tempted to analyze all the possible permutations before reaching a decision, which leads to downtime for the other players (analysis paralysis). That is the reason why I like to have at least a bit of hidden information and/or randomness in my designs. That way a player has to make a more intuitive decision, which is more fun.
On another note, I read somewhere about two basic ways of determining whether a given action succeeds. It was talking about an RPG setting, but the same concepts apply to other games. One technique is testing a random number, plus modifiers, against a target number. The good ol' roll the dice method. The other technique is to allow the player to allocate an amount of resources from a limited pool. If the player allocates enough, they succeed. The Dune game sounds like it takes this approach.
That's a good way of putting it. I think the second method is typically more satisfying for a player. Sometimes dice can give you something for nothing or vice versa. You have to play the odds, but sometimes the odds are against you. The dice rolls may average out in a long game, but not every roll is equally important. In the "resource allocation" method you can at least decide for yourself how you value each action.
To make it a bit more abstract, I think you could use any one of 4 methods in a game:
1. Perfect information & actions decided by resource allocation -> predictable outcome, may lead to analysis paralysis and min/maxing. Examples: Through the Desert, Puerto Rico, Chess.
2. Perfect information & outcome of actions decided by random means (ie. dice) -> uncertain, variable outcome, may lead to unsatisfying or unrealistic situations when the odds are against you in certain crucial actions. Examples: Axis & Allies, Formula DE.
3. Non-perfect information & outcome of actions decided by random means (ie. dice) -> uncertain, unpredictable and random outcome. Almost impossible to follow a strategy, you just have to go with the flow. Examples: ???
4. Non-perfect information & actions decided by resource allocation -> uncertain, variable outcome, but players decide when and how much they want to invest in certain actions. Examples: Magic, Lost Cities, Euphrates & Tigris, Settlers of Catan, Robo Rally.
I personally tend to go for method #4 in my designs, but I think any of these four methods can work in the right game and when implemented in the right way. Of course there are several gradations of "non-perfect information" and "randomness", so take that into account.
-Rene Wiersma
Good analysis there.
#3 is exemplified by "Can't Stop!". Although the players know the odds at all times, the game isn't a totally random affair, like, say "Yahtzee" (which, of course, also fits that category, illustrating your point about gradations of randomness very nicely :))
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I hate Risk with an insurmountable passion (...Yes, and if your TWO infantry continue to roll 6s on these six-sided dice, they can decimate my army of over a dozen units. Makes sense to me) - but it holds one of my favorite mechanics.
A War-Game with hidden Goals to be met. Players (supposed to be) actually doing something other than sit-back and camp-out until their army is an unstoppable juggernaut, then take-out all other players