Oopsies. This is a different game. And so far, it is only a thought experiment. Since no one is going to play it.
A 4X space game.
Let's talk about the board first.
The players are going to play with fleets. This means that up to 6 pieces per player can be on the board of where their fleet is.
The board is a hexagon grid. But everything is unexplored.
Players can explore by sending a fleet. And can only go faster through a hexagon once it has been explored.
At first I thought of having the unexplored area's to be placed face down on the board. But a better idea occured to me. What if the unexplored area's are cards of a deck? Meaning that an area will only be placed on the board once explored.
You cannot reach other players if there is not an explored path!
Should I keep a separate deck for this? For easy shuffling?
Or shuffle the hexagon pieces? And thus removing the deck.
If a space is empty, this too should be indicated. Or else it remains unexplored.
Thus if I use a deck, it has always be equal to the hexagons.
Space can contain one of the following:
- 3 stars, these are always placed around a prefixed location. It may vary by 1, 2 or 3 locations.
- A home planet, are placed in the same way as a star. The home planets equal the number of players.
- Empty space. Will always switch places with wandering objects.
- A (wandering) planet, thinking about 1, 2 or 3 times the number of players.
- 1 Dark hole.
- (wandering) Debris (minerals or ice).
- Pirate fleets.
- A Pirate planet.
Once discovered, and once determined it is wandering. It will change location every round. A die is rolled in order to determine 1 of the 6 directions. Then another die is rolled if the number of places is to be determined.
A pirate fleet will choose clockwise direction if something deadly is in the way, like a star or dark hole. If all directions are bad, the movement is reduced by 1.
The heavier the object, the higher it is in the hyarchy.
The hyarchy of swallowing or destroying:
- Dark hole with a gravity pull of 2, it wanders with only 1 place. A gravity pull means that any object near, might start falling with 1 place at a time. A die roll should determine if this happens. The pull of 2 means the distance is 2 on which it happens.
- Stars with a gravity pull of 1, do not wander. Unless the Dark hole is nearby.
- (home or pirate) Planets, when wandering, 1 place
- Debris, while being destroyed by a planet, anything on that planet will be destroyed as well. If it wanders, it can wander up to 3 places.
- Player fleets, are not harmed by debris and can use it as cover.
- Pirates, while being destroyed by a player fleet. They return fire. The pirate fleet is a random size around the biggest fleet present in the game. It will however, not grow unless it joins another pirate fleet by accident. Upgrades for the pirates only happen if the player has upgrades. But it immediately means that all pirates are upgraded.
I don't know about the size yet. But the hexagons can be small since only 1 piece will be standing on it.
It is also possible that the Dark hole goes around and destroys almost everything. The game can even continue if all 3 stars are swallowed up.
Wandering rolls:
1 die to determine direction.
1 die to determine the distance. 123 gives 1, 45 gives 2 and 6 gives 3.
***
Once the board is a solid plan. The following subjects can be discussed:
- Combat mechanics
- Resource managment, based on distance to the nearest star.
- Kolonisation
- Goal of the game...what is the winning condition?
- Exploration, do's and dont's and concequences.
- Upgrades and research.
While i like the idea of ammount differences of tiles per game. The fact that more cards are to be included is more or less a no go. What we get is a double randomness. And sure, it is possible that one player gets all the bad stuff around. I plan to make as much as possible to be a double sword.
A double randomness can create more balance to a game. But it is too fidly i think.
I also would like to have a clear limit on certain tiles. This in order to reduce imbalance.
Note 1: exploration as a double edged sword. Has been noted. As result...The more powerful player will get out hunting? I don't know how other space game designers think about this.
Note 2: what if i leave the wandering objects to just 1 out of a maximum of 6?
The die roll determines which object.
Then if it wanders.
Then what direction.
And if anything is in a gravity well. Again a roll of if it falls. And this chance will be less than the gravity well changing location.
There are no orbits. The thing about wandering is that something is in an unstable location.
Also, if a homeplanet starts to die. It is up to the player to move to a colony and make that the new homeplanet.
If i use a deck. I could ask the players to have 2 decks shuffled. 1 contains the dark hole and more than half of the pirates, the other one does not. The safe deck will be used first.