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Hyper Realism

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Tbone
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Joined: 02/18/2013
Clizmal Freight.png

Hello everyone, I've been silent on here for a few weeks now because I have struggled with the make up of my game Monumental Resolution (formally known as Battle of the Monumentals). I have tested the game with JUST units and the game works great. There are two other types of cards that are being introduced to the game: Augments and Event cards. Units will be stationed in your territory and move across the grid and activating abilities, fighting etc... Augments are items, weapons, enhancements etc given to units/events/resources to give them an added affect. Events range from instant effects to triggered abilities to permanent additions to help you achieve victory.

The game is complicated... But it is settled on something VERY simple: Tactical movement. The base game can be explained in less then 10 minutes but the cards are very realistic in terms of how they would react with one another in reality. This came up mostly with the Weapon Augments. I didn't want spiders wielding weapons, and I wanted to give specific kinds of Units unique Augments that would make sense!

For example... Every Unit has a Class/Race and then a Super Class or what I call their "Form".

Take a Space captain for example... Class: Human Form: Being
The class is the race/class of the Unit, allowing for synergies between specific groups of units (Give a human units +1 Intelligence). The form is pretty much the physical make-up of the Unit. The "being" form is the basic form for Units that have 2 arms, 2 hands, 2 legs, and a head in a human like form.

More examples...

Rabid Dog: Class: Canine Form: Beast
Space Shuttle: Class: SpaceCraft Form: Vehicle
Xenos Creature: Class: Xenos Form: Being
Exploding Barrel: Class: Barrel Form: Object

Is this too much? When played it doesn't take away from the game, in fact it makes interactions more interesting because they make sense even when looking at the art. A spider can't wield a sword but I can attach an arachnid battle turret on its abdomen. And to be honest there isn't much to mess with in the arachnid family but you get what I mean...

Above I have included a Unit card for the game. If need be, I can whip up a card breakdown of everything on here. Basically the card is broken down by Card Type which here would be a Unit. Subtype, or in this case, Unit Type which is either Mechanical, Flesh/Bio, or Elemental. Then belloe that is the class and super class. The purple words are Attributes that uniquely define common characteristics such as Armor, Speed, Quickness, and other defining features. Attack is the red star, defense is the blue pentagon type shape, point value is the purple star. The red arrows show the direction in which the unit can move and attack. The letter inside the circle stands for the size of the Unit - this one happens to be (H)uge.

I would love some feedback, Thanks!

Jarec
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Joined: 12/27/2013
It's always good thing to

It's always good thing to have the classifications of a unit in the cards or sheets to quickly see what can and will affect what.

How many different races will there be? I can see the amount of cards get out of hand pretty quickly if you want to have multiple meaningful equipment for all the different variations, and the more the pile grows, more harder it gets to get any usable weapons at all for the specific guys you happen to have.
Some of this could be remedied to have the Swords get full bonuses when used by humanoids, and half bonus by everyone else; and Body-mounted turrets full strength with arachnids, and half strength with others.

Will there be a real benefit to limit the weapons and gadgets? Are the arachnids so good at close combat that you want them not to have swords?
If there's no balance or mechanical reason for the limits, I'd consider the whole thing as excess fat to be trimmed. In my mind there's no doubt that a sentient spider, when having a need to wield a sword, could have the sword made in such way to fit in its legs, or have its legs modified to wield it.

Black Table Games
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Joined: 08/13/2015
This sounds fine on a surface

This sounds fine on a surface level but I guess my immediate question is who you target audience for this game is. A lot really depends on that in my opinion.

If your audience is people who are already immersed in tabletop culture then you can introduce a lot of different classes and forms. We're more used to dealing with this kind of thinking and it'll come more naturally to us.

If, on the other hand, you would like to tap into a wider market then I would limit yourself to three forms and classes at most. Just to keep things simple.

It sounds like you want to market to other gamers so I would REALLY focus on some kind of easy visual cue (a colored border, a flag, an insignia) that will let people know class and form just by glancing at a card. I would NOT count on players' common sense to agree with yours. You also state that your game is heavily strategy based and if players have to struggle deciphering the basics of the cards in their hand, they won't be as focused on their strategies.

Look forward to hearing more.

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