Hey guys, I've been working on my first game for about 2 months now and the first version has been up and running since a few weeks. However, I'm considering to change the game from a competitive setting, where the first one acquiring 100 points wins, to a cooperative setting, where players have to prepare to face a final challenge. This sounds more drastic than it actually is, but let me first explain the current system. I have included a picture of the current board. Explanations are down below.
Current Game Idea
In the current game, players pick a Hero (warrior, wizard, etc) and start exploring a world of hexagonal tiles. They can fight monsters and excavate artefacts to gain reputation, and along the way acquire items and spells and getting stronger (there are 3 levels for Heroes, monsters and artefacts). Players can choose to adventure together, making them stronger but diminishing the reward of each fight.
At the same time, every player has a settlement board, which enables him to develop a settlement. Players can build Lumber Mills, Quarries and Banks to acquire Wood, Stone and Gold, respectively. In addition, they can build an Academy, where new Items and Spells can be researched.
The game features one Boss and one Major Artefact; opponents of considerable strength that can be taken down solo in many turns or together in less turns. Taking them down solo gives instant victory whereas fighting together gives a lot less Reputation.
Players can also use their settlement to build a Wonder. This takes a long time but will grant players instant victory.
There are two major problems with the current game. First, the game involves many steps per turn but I want the game to be smooth to play. Therefore I considered getting rid of the whole Settlement Board, because it involves quite some additional steps but the reward for the player's Hero is marginal. Second, since there are only one Boss and Major Artefact, once a single player engages either, the other players cannot and therefore need to wait for the first player to either win or die. I could simply put in more Bosses and Major Artefacts, but after a major reevaluation with the people I'll principally play the game with, we think we want to change focus to cooperative rather than competitive play. Therefore, find my new ideas below.
New Game Idea
Players all play a Hero that lives in the city centrally located on the board. After a set number of turns this city will be attacked by a huge monster (e.g. a dragon) and players have to prepare to defend the city.
To do this, players can do three things. First, they can develop their Hero by slaying Monsters. This will give them Experience (= leveling), powerful Items (swords, armour, etc) and Spells. Second, they can build Lumber Mills, Quarries, Banks and Academies to gain raw materials, which can be used to fortify the city (build walls and siege weapons, hire troops). Third, players can go out to find artefacts, which will increase the Reputation of their city. I haven't thought of a proper way this might help the city, but I am thinking about boosts in Morale of fighters or help from nearby cities and villages.
Your opinion
I love to hear your ideas on this game. I want to give players the choice to either fight monsters, discover artefacts or build. By working together and dividing tasks, players can make sure their preparations are optimal.
Game Board Explanation
This is the board of the very first version. Each faction (humans, orcs, etc) has a major city, which is the starting position of each hero. Villages are where players can buy spells and items and hand in quests. The red circles with spade and pickaxe are tiles where artefacts can be found, the large yellow ones are for major artefacts. Red circles with a sword are Monster tiles, the large Dragon tiles are for bosses. In the beginning of the game all artefact and monster tiles feature level 1 opponents, these are replaced with subsequent levels after they've been defeated.
Players roll 3 dice (D4 at level 1, D6 at level 2 and D8 at level 3) and add their movement bonus (generally 3) to decide how far they can move. Each Terrain Type has a certain movement difficulty, which is indicated in the top left of the map (I think water will be impassable in the next version).
Thanks for your valuable contribution. Concerning the roles, if I want to avoid forcing players in a role, any strategy should be successful. So in a game of two players, both could choose to develop their Hero and use strong Heroes to fight the Boss. Their chance of success should be equal to a scenario where both invest in either city defense or archaeology (artefacts), or a mix (combat with city, combat with archaeology or city with archaeology). Perhaps this is very difficult to balance, but I think it would allow players to choose what they'd like to play.
Concerning the coop/solitaire, that might be more tricky. Players get a bonus if they go out and fight/discover together and if I make this bonus substantial, they will work together. The same could apply for city building (more efficient/quicker building with several players). The benefit shouldn't be too big or all players will choose the same strategy/task. What implementations would you make to have more interactions among players?