I'm creating a game that allows combines base building with dungeon crawling. You play a leader of a base and send a unit out on missions but I want the missions to be played out on a modular tiles. Example there could 8 to 10 locations each with it's own unique set of modular tiles. I would like the modular portion to resolve rather quickly with interaction between traps and a few enemies on the tiles. You gather your resources etc on your mission then return to your base to build based on what you return. The base building part consists of building weapons and buildings for protection. The problem is usually these are made as separate games and it hard to find mechanics that would combine the 2 and still provide strategy.
What mechanic would work for your base building and navigating a modular board. Action points? Mission cards? Are there any games like this that?
Hey guys,
Thanks for the great replies. If the game is set to be 3-6 players. Could you realistically have each player exploring a different location yet still have them effect each somehow? Example: Player 1 wants to go to dungeon 1 that has X rooms tiles and but players 2 and 3 are going to dungeon 2. So players could go to the same dungeon or different ones. The dungeons wouldn't be very large 8-12 tiles so hopefully the overall board game space wouldn't be too large.
Also if I wanted to a have a system where there are 8 types of weapons you can build with unique stats and 10 upgrades for buildings/weapons/units and then 8 buildings. Whats a good way to implement that system where you would send a unit out on a mission but the player chooses which one of those types he wants. I would like to have it where you know what you are looking for instead of searching a location and then randomly drawing treasure cards. I could use cards but it would have to be a generic "Get Weapon" mission card. and you'd have to declare which one you are after. Is this a good approach? Or I go could go with a completely different mechant that most games use and have a level system where you need building A to get to building B and so on.