Hi guys
I setup a goal of creating a boardgame based on DotA, popular Warcraft III mod. Looking for some feedback and thoughts.
Some challenges to tackle
- game board (hexes?)
- controlling creeps
- fog of war
- turn dynamics (movement and combat)
It is very difficult to try to achieve dynamics of Dota which is a fast paced action game but some key elements can be captured.
What is so addicting about Dota is team play opportunities, leveling up heroes and feeling the hero grow and chance to turn the tide and win a nearly lost game.
My current design consists of having just one lane along which the towers are laid. Each tower position is a place where action takes place, and also between every two towers we have one more action space.
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Base
Game mechanics:
- Heroes on both sides start in the center place, between the two middle towers. They are accompanied with their 5 creeps on each side
- Each turn players play their action facedown which can be to hit enemy hero, creeps or tower, fall back, or return to base
- Creeps always hit enemy creeps, then tower then heroes. Tower always hits creeps then heroes.
- Dice is used to determine hits. Creeps are hit on dice roll of 4+, tower on 5+, heroes on 6+. Creeps 'have' one combat dice, towers two and heroes depending on abilities (by default two).
- Each hero has 4 wounds, tower has 5, creeps 1
- One round lasts until creeps are dead, in that case if there are no enemy heroes or tower the action progresses to next step toward the enemy. If there are enemy heroes/tower present and neither side choses to fall back then they exchange hits for one more round after which 5 new creeps are summoned. If there is a tower players need to destroy it before moving on.
- Players can chose to fall back and wait for enemy advancement or retreat to base to heal up/buy improvements in which case they lose two rounds. When a player dies he misses two combat rounds of action.
- Heroes: can be ranged, melee and spellcaster and based on that default skills are given (number of dices to throw and modifiers).
- Heroes can buy improvements (these are equivalent of weapons and skills). For example splash damage (hit other creeps on 6+)
- Heroes earn improvements if present in the round when a tower or hero has been killed
This is what I've been toying around in my head so far.