This week a new idea for a boardgame started to surface for me, but I am still trying to figure out what the best approach might be.
The main idea is that each player controlls a hero, and each hero has their own set of servants, abilities and equipment available so they play differently. You get everything from the start, but putting it to good use would be where the strategic part is.
The wizard for example has an apprentice and a familiar as his servants.
All three characters can be given tasks across the board. The familiar can only do the most basic things so its not that hard to judge correctly what he can handle. But some tasks the apprentice can handle, the wizard would be wasted on. But the apprentice might also fail when the task turns out to be more difficult than expected.
The knight on the other hand would have a squire and a number of guards at his command. He can place more characters on the board, but he has no spells. He gets some other abilities, but less of them to balance it out.
Generally it would be that the hero themselves would have the full skillset of their class, and their allies would be able to perform a portion of those tasks.
Aside from abilities I am still thinking about giving each hero a set of items to use. They would all have at least one servant that has inventory slots available. The squire would for example, but the guards wouldnt.
This wouldnt be for basic stuff as armor or weapons since its assumed they wear that anyways.
But the knight for example would have a horse. The horse gives a movement bonus on the map, if you plan to keep the knight in the city, he can give the squire the horse.
Inventory slots would be limited for both the knight and the squire, and all items would be kept at their starting location. Each hero has their own starting location.
This also allows for theft of items if they are left unguarded.
For the setting I am leaning towards these heroes serving a king, and that the map would be the castle with city around it, three small villages and some areas around and in between there like forests, swamps, mines, docks, etc. Pretty much just representing this entire kingdom.
I am thinking that it could allow for coöperative gameplay with a possible traitor mechanic, but could also be competitive.
The goal of the game is still something I havent come up with though!
I'm thinking that there should be some stacks of cards for small events across the board, minor goals that are always available in addition to a larger goal.
And there could be several large goals available.
Quelling a possible rebellion could be one of them. Stuff would need to be done across the board to gather goodwill and show the king is not that bad, as well as hostile forces would need to be fought.
Another possible scenario would be an undead uprising. It would involve more fighting than the rebellion scenario, but would also include creating a way to stop the dead from rising.
Typically each scenario would involve multible tasks and players can decide amongst themselves who takes care of what, and a traitor could wreck some serious havoc and could create mistrust.
Like with other games, cards kept upside down could be used to determine who is the traitor before the game starts, but the chance should remain that there's no traitor at all.
Some sort of progress track of the enemy force would be needed I think, to give an indication when the game is lost.
For the competitive game, I imagine that there should actually be different scenarios offered to fit with it.
Like proving their worth to the king for a special position.
As for death in the game, I think that all servants could be killeable, but not the main hero themselves, they'd be knocked out instead.
I havent thought yet about combat systems, movement systems and stuff like that, I like to get it sorted out first what the players need to do, first the actions and then how those actions should be handled.
I agree yes, I do need to work on the goal. I suppose I mainly am thinking out loud in this topic and comments are always welcome.
It might also help for myself if I draw the map on my computer, with all the locations.
For movements I think I wont go with dice, but instead allowing a player to only move to the adjacent region by default. Each region would have locations to visit and stuff to do though.
Like, you could move from the city to the forest area, which could be in between the city and one of the villages. And a character on a horse could move to the village in one turn instead of two.
So there'd be a movement phase, and then an action phase to interact with the board, that could be followed by "the board" having its turn.
I gues I might be a bit inspired by Flying Frog's usual game mechanics, but instead of working to build out your character, you start with them having their allies, items and some abilities.
The goal is definatly something I need to work on, but once I have the map drawn out it might help give me fresh ideas and notice new possibilities I havent considered yet.