I have a dragon on the center tile of the board that is completely passive. It will only move if you put units in two of its adjacent squares and then it will move away from them. I'm looking for other games that use this type of mechanic. I know someone has... surely
Looking for games with the mechanic I'm using
I have a bunch of questions:
1.) So...if you consider the dragon square like the center of a clock, are you saying the dragon will move if two units occupy (in any combination) the 12:00, 3:00, 6:00 and 9:00 positions?
2.) If that's right, do the units have to be from the same player to make the dragon move?
3.) I have to switch from the clock to a compass for this question. Let's say the dragon square is the center of a compass. I believe he moves if units occupy North, South, East, or West. Does he stay put if units occupy the NorthWest square, the NorthEast square, etc.?
4.) How many players can play this game?
5.) How many units does each player get?
6.) Since the dragon moves away when units are adjacent to him, is the object to capture him? What does the dragon do in the game?
Off the top of my head, I can't think of any games that use this mechanic, but I'm sure you'll get other responses from far more seasoned players than I.
-CB-
Pegasi,
This is really excellent! I like how simple it is, but deep in strategy. You've done a great job! I like the story and everything. Well done!
-CB-
PS I think you need to have a worded explanation AND diagrams to show the basic situations as you've described. The combination will make it clear. You should ESPECIALLY be clear about situations where the dragon doesn't know where to run and she attacks one of the player's units.
Pagasi, are you in Arlington, Texas? If so, will you be attending Dallas Games Marathon this weekend?
I will be there tonight (7pm to 2am) and Saturday (10am to 2am).
http://dallasgamesmarathon.com/
It would be awesome to try your game there.
well the reason I didn't post all that information you're asking for is I wanted a quick succinct post that people could quickly read and answer if they knew a game like it. But the rules are still listed on the right under "Dragon's Field: The current revised rules (minus formatting and images)", PLEASE take a read if you don't mind! But I'll answer these questions here... for no other reason than It'll be fun :)
1. I used the concept of fronts instead of a clock. There are 8 of them which makes it more like a compass than a clock. The three blocks to the north form one of these fronts. If two units occupy any two squares in this front(the northwest, north, and northeast squares), then the dragon will move south. Same for East, West, and South. Likewise there is a Northwest front which is only two blocks: the one block directly north and the one block directly west. Two units in those squares will send the dragon running southeast. You'll notice I left the block to the actual northwest empty. That's because if you have a knight in the northwest block and the north block, then you are actually occupying the north front, not the northeast front, and if you have one in the northwest and the west block, then you're occupying the west front, not the northwest... so in practice its only the north and west block that comprise the northwest front. Mind you, I'm doing serious work to find the easiest way to explain this in the rules. I haven't yet succeeded in what I'm trying to do there.
Edit: Brainstorming again, I may just create an image showing how the dragon reacts to basic situations and let the pictures do the talking. That may actually work! So much better than a page and a half of explination. I'll still need to talk it out a little but not nearly so much.
2. Any unit of any color will work\
3. only one unit does not intimidate the dragon enough to move it. there must be two
4. I am play-testing a hex board right now that would allow up to 6 players to play. as of now the prime number of players is 4 on a 9x9 board, each player takes a corner as their barracks to produce units, and the two sides of the 9x9 board touching your barracks are your responsibility to defend (This is what gives the game its real KICK because you are forced to ally, plot, and back-stab depending on where you want to send the dragon as your neighbors have a wall in common with you and a wall NOT in common with you, if it hits the wall you are both connected to, then you both lose, but if it hits the wall only connected to them, you win and they lose.
5. Originally there were unlimited units, which I still my fall back on, but currently there are 6 knight units, 3 wizard units, 3 assassin units, and 2 courtesans. If one dies, you may not retrain it.
6. The object of the game is to drive the dragon into an opponent's city wall, thereby destroying their city because they dared oppose your rise to power. She doesn't actively do anything but occasionally go primal on the hapless unit. If you simultaneously drive her west and south, she will not know where to run and instead attacks the knight who just moved to give the double instructions. The backstory is the dragon has been living here for thousands of years, and some cities just started popping up around her lair. A local farmer discovered it. She tried to keep it secret, but the secret's out and now the cities are out for blood. But she's old and powerful so they can't kill her. Instead they decide to use her as a tool to destroy their enemies.