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Sky Sailor (ideas/notes)

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Tbone
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Theme: Earth has become uninhabitable although humans have found a rare mineral on mars that natural levitates. They use this to essentially building flying buildings and ships above earth. You are a fleet commander and want to control the skies.

Sky Sailor

Goal: destroy enemy Capitol, acquire the most treasure, or kill off all enemy ships and ports

Ships: ships starts with one speed and one plunder (except Quaker)

Piper- small voyager ship
2 hull
2 spots
2 integrity
1 cost

Quaker- engineer boat (3 plunder)
(Special) can build townships and repair ships
6 hull
0 spots
3 integrity
2 cost

Viper- battle cruiser
3 hull
3 spots
3 integrity
3 cost

Borage- naval bombardier
4 hull
4 spots
4 integrity
5 cost

Devastator- heavy marine attacker
5 hull
5 spots
5 integrity
8 cost

Action:

Sail- move a ship by it's speed
Gather- put gold on villages cities and the capitol
Capture- take a ship or township
Plunder- take resources from townships or ships
Attack- damage ships or townships
Barter- buy upgrades, townships, ships, repairs and treasure cards

Upgrades: can only be given to ships at ports with open spots

Cannon- adds 1 attack roll
4 cost

Crew- adds 1 capture roll
2 cost

Crate- adds 1 plunder roll
1 cost

Thruster- adds 1 speed
3 cost

Armor- roll higher than three to destroy, integrity of ship not affected
4 cost

Townships:

Port- allows you to build two ships and holds gold brought back from ships (Can only buy things with gold at ports or capitol)
Unlimited storage
3 integrity
4 cost

Tavern- allows for one more action per turn
0 storage
1 integrity
7 cost

Village- allows for I gold per gather
4 storage
3 integrity
3 cost

City- allows for 2 gold per gather
6 storage
4 integrity
5 cost

Capitol- your headquarters, start three gold, 1 gold per gather, counts as a port
Unlimited storage
5 integrity
0 cost

Starting:
One Quaker next to Capitol with the Capitol having three gold on it

Factions: (optional)

Clastics
Start with two ships
All ships start with one attack roll

Lodid
Start with a tavern
Treasure cards can be used twice

Zoids
Start with double gold
All ships have one more hull

Riolites
Start with a treasure card
Can move buildings

Dezmos
Start your first ship anywhere
If one rolled, re roll

Treasure:
8 cost

Special cards that give you abilities or advantages. Also if you acquire five treasure cards you win the game. When you use a treasure card you lose it!

Attacking:
If your ship is adjacent to a neutral or enemy township or ship you can role to attack. If your roll is higher than the integrity the enemy will bring the integrity down a notch.

If there is armor any roll bellow three isn't counted, anything above removes the armor but doesn't affect the integrity.

If you don't get higher it's a miss and you don't affect the enemy ship at all

Plundering:
If your ship is adjacent to any ship or township you may try to plunder the area. You will roll and if your roll is higher than the township or ships Integrity you can take one gold if integrity lower than four and two when higher than 3 from the ship or township

If it doesn't roll higher you lose a gold from the ship

Capturing:
If you are adjacent to any township or ship you can try to capture it. If you roll higher than the integrity you can take the ship or township as your own.

If you don't roll higher you lose an integrity point

Bartering:

There are a couple ways you can acquire gold; through ships and townships

The only way you can barter is with gold in your ports

Comment, critique, criticize

Tbone

Tbone
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Feed back?

Would really appreciate some feed back! :)

eviljohs
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Define hull, integrity, spots

Define hull, integrity, spots and cost?

Back ground? These factions, are they human? Or alien? And this battle is taking place strictly in the skies of earth?

Also briefly describe the game board layout. What did you have in mind. Card game, tactical with little models, or what?

questccg
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Also...

You defined "Thrusters" as +1 Speed... But none of your ships that you defined have a *Speed*?!

I would avoid having all the detail about the ships, townships, upgrades, factions, etc... You don't need that amount of detail when presenting your game.

You can maybe have one as an example and say there are others. That gives you the option to add some more or to remove some. Again we don't need that level of detail.

Making one of each and being consistent with all the parameters would be much more clear.

BTW I like the theme - kinda like Space/sky cities. That is original. Definitely not another Merchant game - even though it borrows merchant mechanics.

Tbone
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A good place to start

Hull: the amount of resources/gold/minerals the boat can carry- from plundering other ships, your own townships, enemy townships etc.

Integrity: essentially the ships HP but it works differently. When attacking, plundering, and capturing you will roll the die to see if you've successful done so. If you roll higher it's a success, lower, a number of things could happen: if attacking, you merely mis and don't decrease the integrity- if plundering, you lose a resource- if capturing, you lose an integrity point.

Spots/Upgrades(not the best name): each ship has a number of spots to be filled with up grades. For example, the piper can only hold two upgrades, whether it be two thruster or a cannon and crew.

Cost: the amount of resources it will take to buy that item.

--The Theme--
Factions: I'm thinking more on the lines of another planet... And maybe not aliens but not human either. Robots? Not too sure.

Board: the board will be made up of 10x10 squares of about 1 and 1/2 to 2 inches.

Pieces: this is where I'm thinking there needs to be a change. Initially I was going to have community ships and townships where every player can buy from but I don't know an effective way to show who's ships are who's. Same with the townships. I started with the idea if having cards for each ship showing the integrity, hull and upgrades- these would be shown through markers to show the integrity etc. of ships. Not sure if it would works.

Cards: there will be minimal cards, around twenty for the treasure cards.

Tbone
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A good place to start

Hull: the amount of resources/gold/minerals the boat can carry- from plundering other ships, your own townships, enemy townships etc.

Integrity: essentially the ships HP but it works differently. When attacking, plundering, and capturing you will roll the die to see if you've successful done so. If you roll higher it's a success, lower, a number of things could happen: if attacking, you merely mis and don't decrease the integrity- if plundering, you lose a resource- if capturing, you lose an integrity point.

Spots/Upgrades(not the best name): each ship has a number of spots to be filled with up grades. For example, the piper can only hold two upgrades, whether it be two thruster or a cannon and crew.

Cost: the amount of resources it will take to buy that item.

--The Theme--
Factions: I'm thinking more on the lines of another planet... And maybe not aliens but not human either. Robots? Not too sure.

Board: the board will be made up of 10x10 squares of about 1 and 1/2 to 2 inches.

Pieces: this is where I'm thinking there needs to be a change. Initially I was going to have community ships and townships where every player can buy from but I don't know an effective way to show who's ships are who's. Same with the townships. I started with the idea if having cards for each ship showing the integrity, hull and upgrades- these would be shown through markers to show the integrity etc. of ships. Not sure if it would works.

Cards: there will be minimal cards, around twenty for the treasure cards.

Thanks for the feedback!

Tbone
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Sorry

Didn't mean to double post.

Tbone
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Noted

I see how it could be overwhelming but again these are my notes I'm sharing, not my clear cut presentation...

And yeah, it reminds me of a movie back in the day I used to watch, Treasure Planet? That's kind of where the flying boats caught me lol.

Dtay
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re:

How many ships would each player have? also what is the range of players be? I have been working on a game in which each unit has a card to track their stats and it got very cluttered quickly. I had to cut the number of units down to a manageable level. have you considered using a hex grid?

Tbone
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.

.

Tbone
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I was thinking the same thing...

That's my big issue: how to keep track of ships and upgrades. Seeing as though the ships and buildings are universal I don't know a good way to show the player as well as stats on each ship.

I did think about separate cards for stats but yes it would get cluttered.

Would individual ships and buildings for each player work? Still would need some way to show upgrades and integrity.

Not too sure, any suggestions?

Tbone
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Maybe?

Maybe forget the upgrades and just have different stats for ships?

Dtay
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communal ships

you could have a pool of communal ships and give every player a number of control markers that they would put on the ships (think the family pegs in life)

Tbone
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Expenses...

It would work but looking at the game crafter it would add a whole other level of money needed to be put into the game.

I don't know... maybe it would work. Similar to battleship but different colored pegs for upgrades and such?

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