First off, thanks RookieDesign for presenting Homini Terra. Looks like a very deep game with a lot going for it. I hope you got some good comments from the GDW.
This week I'd like to present a game based on something I read here in the forums. A member who hasn't been around much recently, galeninjapan, posted some ideas about a Samurai themed tile laying game. I had some suggestions and I talked about it with him a bit, and asked if he wouldn't mind my making a prototype of 'my version' of his game. He said "go for it", ao I did. Here's the result. For those that followed the threads about the Samurai game, the combat system in mine is completely different- I incorporated my "simple combat mechanic" which I posted about some time ago.
Without further ado, here's a Tile Laying game which I'm calling Castlegard. All comments are appreciated, in particular on unit abilities and how to go about hiring mercenaries.
Thanks in advance,
Seth
After a little discussion with emxibus last week, there are actually a couple small updates which I didn't get a chance to add to the rules on that link. I'll try and summarize them here (and update them online when I get a chance).
The cards: The cards will simply have 1 of the 3 main units (Farmer, Archer, Knight) depicted on them. I don't know what kind of distribution, probably something to match the supply.
Mercenaries: Mercenaries didn't really seem good enough for their cost. I liked them as they were, and I liked their cost as it was, but they didn't match. As a compromise I'm leaning toward the following: Mercenaries are hired by discarding a card (Recruitment action), as it says in the rules. They cannot be lost in combat. They leave (go back to supply) anytime you retreat from a skirmish they're involved in or lose all of your units in a skirmish they're involved in. If you win a skirmish they stick around. That makes them a little beter and (hopefully) worht the cost.
Mercenaries: Also, I don't know if I specified the number of Mercenaries to go around. I'm thinking there will be 3 total in the supply. If they're on the board already then you cannot hire them. The idea is supposed to be that they're pretty good (extra unit, extra unit type, don't need to be supported, extra combat bonus for being good fighters) but they cost a lot (fewer options during Recruit action, can only do it 2x/game), but there's some time pressure to hire them lest you not be able to hire them (until you defeat one and it goes back to the supply).
Champion: Looking for a way to make the Champion better, to incentivize getting them out on the battlefield. One suggestion is to put them on a horse (can move 1 extra- so 2, 3 along a road). Another is to give him a static ability that somehow rallies troops (maybe all troops in spaces next to him are considered involved in any skirmish the Champion is in)... something like that. I'm looking for suggestions on this one.
Number of units: Another thing I'm wrestling with is a good number of each type of unit each player should have access to. I think there needs to be Farmers = Archers + Knights, with 1 Champion. This is because you need to supply all your Archers and knights. So at first I figured 4, 4, 8, and 1 for 17 units each. Would 3, 3, 6, and 1 (13 total per player) be enough?
Thanks,
Seth