Hello board game community!
I've recently, in the past few years, got into board game creation. Many of my projects are underway and I usually take breaks from them and work on something new-- allowing fresh new ideas to flow and generate while I work on other things.
I am currently working on my game called Imperial Battle: an RTS type game.
The game is split into two types of turns Macro/domestic turns and micro/field turns.
The domestic turns are played seperately by each player where they all pick from all identical decks of 130 cards(each player has their own deck). Each of these cards have different options on them: resources, research points, unit stats, action points etc. which the player will choose the pile the card will go into. Once it is in the pile the player can only use that card for that certain option... Then you can buy buildings units and upgrades after your cards have been put down...This part of the game is fairly balanced and solid.
The field turn is when turns are administered and the players start to move and micro manage their army through a number of different options:
Attacking, moving, using abilities, adding attack points, adding defense points, activating cards, and defending cards.
Let me explain...
On your domestic turn, one of the options allows you to use equipment to allow cards on the field. The field in front of you consists of five territories. These are where you put your buildings. Each territory has a specific building that goes there. These buildings will essentially give you more options to use on the cards, where in the beginning a lot of options cannot be used yet.
Base: use of materials
Barracks: use of equipment and attack points
Supply: more cards able to be picked up
Research: allows research points to upgrade buildings
Lab: use of defense points and unit abilities
Beyond the territories is the field. The first row is the defensive row where you are to put your cards first when allowing them on the field (in any territory you chose). Beyond that is no mans land where you can put your cards and the enemy can put their cards.
Now. Before you get really confused here is what it looks like
N=no mans land. D=defensive position T= territory
N N N N N
D D D D D
T T T T T
This will be mirrored by the other player.
BASIC FIELD MEXHANICS:
-Units can move forward, backward, and even from territory to territory.
-units can only kill units in front of them
-when moving from your no mans land to the enemies, you must stay in the same territory (Your Lab territory, to the enemies lab
BASIC UNIT MECHANICS:
-if the attack of a unit meets or exceeds the health of another it kills the card (both attack and health are fixed numbers on the card)
-using defensive points subtracts from enemy attack value (defense is also a fixed value on the card)
-moving, attacking, using abilities, adding defense and attack points to cards etc. cost an action points
After this it gets fuzzy...
I don't know how to make combat strategically fun and enjoyable without it being very complicated and so these mechanics are the bare minimum for minor managing your army.
I NEED IDEAS.
Thanks.
Yes I do remember reading about your game! And to an extent it seems somewhat similar in mechanics.
Eventually in my game you are allowed the increase the amount of cards you can have in each squad or space (starting at one card and you can have up to four when you have upgraded fully).
The way right now you are allowed to attack is by giving a card an attack point for a turn and then if an enemy card is in front of you you can use an action to use your attack (you may only attack a unit if you Attack points add up to over the other cards' Health)
The way you defend is when an enemy uses a turn to attack you, if a card in that squad has a defense card, you can use an action to defend with the defensive value on the card and subtract from the enemies attack. Health is always there and there are no "health points".
Defense points and attack points are put under cards and used with an action. Cards cannot use the defense or attack if they do not have a card under them or the actions to use them
Also, when you first put a card on the field, it is face down (deactivated), to create a fog of war type effect. A card cannot affect any card while deactivated but can still move. You can use one action to activate the card and three actions to activate an enemy card.
These are the scenarios I have for a given turn:
SENARIO 1: Limited Turn (used only once per turn): Attacking, using abilities, adding attack points, adding defense points.
SENARIO 2: Unlimited Turn (used as many times during a turn): Moving, activating cards
SENARIO 3: Counter Turn (when it isn't your turn): Defend
SENARIO 4: Extra Turn (buying an extra Limited turn): 4 actions (this can be brought down in price when the Base is upgrade)
Even with this I am not completely satisfied with combat.