Skip to Content
 

Battle Mechanic Help!!

5 replies [Last post]
wadenq
Offline
Joined: 12/28/2009

I am in the middle of designing a board game that has a lot of potential and is pretty original. The problem I'm having is coming up with an original mechanic for how the players will battle.
The game is split into 2 phases. The first phase is defined by forming a team or "fellowship" and battling against the game in order to kill beasts and monsters in order to build up to capturing a dragon. The person who contributes the most to capturing the dragon wins the first phases, and the measurement for contribution is victory points.
The second phase is defined by the remaining members of the fellowship coming together to kill the victor of the 1st phase. The winner of the game is the person who contributes the most (victory points) or the original dragon capturer.
So the mechanic I need is a way for individuals to gain VPs while on a team and a way to interact with the monsters, the dragon, and the victor of the first phase.

HELP!!!!

Gideonbob
Gideonbob's picture
Offline
Joined: 03/10/2011
Interesting Idea..

I dig the idea of having the first phase of the game effect the role you play in the second phase, 1 vs the mob, that does indeed sound original. The theme of fighting monsters and capturing a dragon is less exciting and original to me, but I know some people will like that.

In terms of mechanics, you could have different characters playing different roles with different fighting abilities, which are able to do more or less damage to different monsters. Each monster has 10 hit points, and you get VPs in relation to hit points erased, with a bonus for finishing off the monster.

For example, my character has a sword and I do 3 damage normally, but 5 against bigger monsters. You have a bow and arrow and do 5 damage against fast monsters. Etc.

Just a thought - there are lots of ways to do this, but the central idea is pretty cool. 1 other key will be to keep the phases balanced, so that people aren't sabotaging the early rounds to get in the group part of the second phase.

-Gideon

wadenq
Offline
Joined: 12/28/2009
Thanks for the feedback. The

Thanks for the feedback. The big reason I like this game theme is like you said, 1 against the mob. I think it will create some wonderful results. I've had a few people give me some ideas. One other that I like is have each player lay down their attack cards and special cards relative to who they are playing face down once a round. The damage is dealt out and the monster has a chance to fight back if it isn't killed. Each monster will have special abilities and send specific damage to specific players based on their secret motives.
I've also thought about giving each player mini goals or objectives during the game based on their secret motives. I think this would add a lot to the game.
You mentioned that dragons isn't too exciting for you. What do you think would be more enticing?

Aquilius
Offline
Joined: 04/08/2011
In order to design a battle

In order to design a battle mechanic you must first define a set of strengths and weaknesses. The usual approach is to give players a limited supply of life points to manage. And there are many ways to build weakness and fragility into player characters, giving them limited action points for example. Since players are competing against each other in your game even when they are a team, this makes it possible to give each player a measure of control over the opposing forces in the game. There would be a fine line between gaining points, taking hits and having the npc units inflict hits against other players.

Hope this helps you.

wadenq
Offline
Joined: 12/28/2009
That does help a lot. Thank

That does help a lot. Thank you. I am actually working on establishing in character in the game along with their appropriate strengths, weaknesses, and motives behind wanting to capture the dragon. I think it will provide a great playing arena for both the 1st and 2nd phase.

Aquilius
Offline
Joined: 04/08/2011
Drag-on

wadenq wrote:

You mentioned that dragons isn't too exciting for you. What do you think would be more enticing?

I have to ask, how are the monsters (common enemy) related to the dragon (boss)? If they are part of a single opposing force (same side), you can exchange them with anything. Your players could be knights fighting other knights (common enemy) to get to the king (boss). You can even go bigger, make each player the general of a rebel legion that can become emperor if his legion survives fighting loyal legions and the Preatorians in the end. Then there are ninjas and samurai and the shogun, or gangsters.. for what you have in mind you have many theme options.

How does the secret motives of the enemies work? You could maybe use a bidding mechanic to determine who the main target of each enemy will be.

Syndicate content


forum | by Dr. Radut