hello
I am planning a battle card game between two factions. One of them will be more flexible and mobile, other more brute force type stronger but less mobile. I planned some place cards(sth like places of interest) to bring resources to armies, these resources will be used to deploy soldiers on places
movement between places are allowed. Each player deploys two place cards at start. (from a pool of 9 cards)
I want to give losing player some comeback chance so he will be allowed to deploy an extra place card if his army at his place is exterminated. (max allowed place cards will be 4) (if a place is occupied, that place's owner get less resources thus crippled)
I am kinda stuck at ending the game. I dont want the game run too long and want everygame different from each other. Any recommendations for victory conditions? In the games I know like risk/catan, victory consitions depend on sth which is always present in game (like capture some particular land or make longest trade route)
but here not all place cards will be in game
thanks in advance for your valuable comments
hi
thanks for valuable comments
by "sth" I meant "something", a shorthand notation I am used to from a very old text based mud
Players can deploy soldiers from their decks so soldiers running out before deck running out is impossible.
Some places are very inaccessible in game by opposing player (think it like a very entrenched fort which is very hard to attack). If there are no victory conditions, a griefing and losing player can minimize on using the cards, staying at very defensive position and go on playing the game to a crawl
By using victory conditions, I want to discourage situations like this
Would you please elaborate on scenario-based VC ? What can be scenario based VCs can be? Some examples in similar games maybe.
thanks again.