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Single player expansion scenario

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questccg
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Joined: 04/16/2011

Hi all,

This thread is about an "expansion idea" I had for my WIP ("Tradewars - Homeworld").

Let me briefly explain (in very short form) the game:

Players choose a "scenario" to play. Each scenario has different end-game goal. The game features a solo one (1) player scenario. The one player scenario that comes with the First Edition is called "The Derelict". The player must survive long enough in order to destroy a mysterious Alien Starship.

Okay so I have been thinking about an "expansion" scenario that would be called "Space Invaders".

I am thinking that the scenario could be one (1) player (solo) or co-op multiplayer (up to four players). Here is where in need some designer input:

  • The game would feature one (1) deck of 15 alien starships.
  • At the game progresses, the alien starships become harder and harder to destroy.
  • When a player destroys all 15 alien starships, he must then destroy "The Hive".

That's the general concept/idea. It's about defending yourself from the invading alien starships. It's similar to "The Derelict" - but that is only ONE (1) POWERFUL starship... So there is a difference. Also "The Derelict" is ONLY a one (1) player solo scenario... I am thinking that "Space Invaders" could be co-op multiplayer ALSO.

So my question is, I want to somehow keep the identity of "The Hive" player unknown... So if you have four (4) players, only one (1) player has "The Hive" in their deck.

Anyone have ideas how to randomize this?

Some game specific information:

  • Each player has his own deck-building piles.
  • It's a deck-building game, so each player builds his deck.
  • I want to somehow have "The Hive" defeated by a community (co-op multiplayer). So it would be impossible for only one (1) player to destroy "The Hive" in a four (4) person game. However in a one (1) person game, "The Hive" may be destroyed by one (1) player...

So something like "The Hive" has 9 Resistance (Defense) points PER PLAYER... So you would have to join together to defeat "The Hive"...

Ideas welcomed. Comments also.

questccg
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Joined: 04/16/2011
If...

If anyone needs clarification or has questions don't hesitate to ask, I will try to resolve them as best as I can!

Ekobor
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Joined: 10/27/2008
Decoy Cards

All I can think of off the top of my head is that you could have several "decoy" Hives. Shuffled together with the real Hive and each player takes one. Without more knowledge of how the game works, that makes the most sense to me.

Then perhaps as the game has more people shuffle in more Hive cards compared to decoy cards, to make it so you need to team up against this now bigger and more spread out Hive.

It would also let players customize their difficulty, as they could add or subtract Hive cards to make it stronger or weaker.

questccg
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Player elimination

If you are wondering WHY I want to have the player with the *real* Hive secret is because of "Player Elimination".

That's just a fancy way of saying, when a player dies, he loses the game.

So what I wanted for the co-op game is that when a player dies (Homeworld is destroyed), players check the remaining Invader Deck and see if "The Hive" is present. If YES, all players lose the game! If NO, the game can continue with one less player.

This means that each player is an integral part of the game. Losing a player is a *risky* situation because all players can lose the game when this happens.

@Ekobor: So the "Decoy Cards" could that be like three (3) BOSS cards (Very Hard Invader Starship) and one (1) Hive??? Something like that. Players each draw one (1) card and it will remain a secret which player has The Hive?!

I think that could work...! :)

Note: I think I will need to introduce NEW combat mechanics for co-op play.

Ekobor
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Joined: 10/27/2008
Yes, that is exactly what I

Yes, that is exactly what I was getting at :)

ruy343
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Joined: 07/03/2013
Check out Sentinels

Sounds to me like you're making a game that's somewhat similar to "Sentinels of the Multiverse": a co=-operative game where there's a deck of cards that behaves as the villain's henchmen or powers. I recommend going by a game store and trying it out if you want a clearer idea of how to make a game work when you don't know how many people you'll have playing.

One thing it does with elimination is it allows the downed players to still contribute in a small way even after they're eliminated, depending on the hero they have chosen to play. Consider looking into that for your races/homeworlds.

Also, when it comes to the "villain" deck, they hit you for more damage each time the more players you have playing. As a result, it's pretty easy for the players to get killed when there are more heroes in play, but there are more ways to work together to take out the enemy in fewer rounds as well, so overall the playtime stays about the same (and you lose just as often).

questccg
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Thanks!

ruy343 wrote:
Sounds to me like you're making a game that's somewhat similar to "Sentinels of the Multiverse": a co-operative game where there's a deck of cards that behaves as the villain's henchmen or powers...

I checked out Tom Vassel's review of this game to give me an idea.

I will conduct some more research - maybe see if I can read the rulebook.

Sentinel's is more expanded in that players compete to defeat one Super Villain. Each Hero has a deck and so does the Super Villain.

I'm trying to have an IDENTICAL deck for each player (for the Space Invaders), once a player conquers his deck, he either has a Boss or The Hive. If it's the Hive, each player pools their Fighter starships to try to defeat the overall power of the Hive.

What I am thinking about the Boss Invaders is that ONLY a SPECIAL weapon can DESTROY them... So what happens near the end of the game, players must buy up as many of the weapons as they can until they get the special weapon. When they have that, they can destroy their boss. Obviously when they DON'T have that, they are prone to getting destroyed (Homeworld)...

It's still a WIP!!!

Update: I have downloaded the Sentinels rulebook. I will read it tomorrow to get a better understanding how the game works. From there I'll see if anything inspires me with the "Space Invaders" scenario!

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