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Friday Night Fragfest - America's Favorite Past Time

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GitfaceryGames
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Joined: 02/10/2011

Story: "Everyone remembers the Romans, right Jim? Brilliant civilization - better sanitation in ancient Rome than New York City had until 1986. Baths. Pantheon. Lead for aqueduct pipes. With all of the engineering marvels around them, did the Romans have the sense of wonder that we do when we look back at them? We here at FNF would like to think not. But why, do you ask? Simple! They were too busy taking in the bloodsports at the Coliseum! Man, beast, and perhaps even machine duking it out for the right to live for another battle."

"That's right, Hank! Friday Night Fragfest invites you to discover that pulse once again as the Ace Hardware Jackrabbit Gang takes on the Minister of Mayhem itself, the Grand Overlord!"

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Friday Night Fragfest is a turn-based tabletop strategy game in an alternate timeline that has mastered robotics. Several companies, realizing the potential of a totally legal bloodless bloodsport, have created the FNF Corporation. Reaching back into the primitive and visceral roots of mankind, Friday Night Fragfest became a huge hit almost overnight, quickly supplanting baseball as America's Past Time and draining professional racing of its advertisers.

Players control small squads of customized Gladiators as they duke it out in classic, commercially successful games such as capture the flag, king of the hill, and chainsaws-only deathmatch.

FNF is totally customizable through the use of cards, rather than models. Players choose one of a small standard set of unit chassis and build onto it using hardpoints and point costs as limiting factors. All weapons and units are made of high-quality, thick tagboard and allows for every unit to be unique based on what it's carrying rather than it being one of a million different types of units.

Rather than taking the limited and collectable approach of such games, however, FNF offers the entire game in one package, thus subverting the money sink that is Privateer Press or Games Workshop while also subverting the gotta-get-them-all nature of the now-defunct MechWarrior.

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I'm attempting to get this idea off the ground for a reasonable theoretical price rather than the mess that Kobolds ended up being. Any advice as to how to keep the cost down (particularly in the model department) would be appreciated. I'm aiming for a MSRP of about $40 so that it can sit next to a box of 20 plastic goblins made by GW and compete quite nicely :P

Jackhalfaprayer
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Joined: 09/29/2008
Quote:Players control small

Quote:
Players control small squads of customized Gladiators as they duke it out in classic, commercially successful games such as capture the flag, king of the hill, and chainsaws-only deathmatch.

FNF is totally customizable through the use of cards, rather than models. Players choose one of a small standard set of unit chassis and build onto it using hardpoints and point costs as limiting factors. All weapons and units are made of high-quality, thick tagboard and allows for every unit to be unique based on what it's carrying rather than it being one of a million different types of units.

So it's a mini's game with customizable units that you want to be affordable and all fit in one box. It might be easier/cheaper if instead of minis you represented units with tokens or just cards.

What do the mechanics look like?

le_renard
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Joined: 10/08/2010
As I'm pretty interrested in

As I'm pretty interrested in this game and discussed about it with Bradley these days, I will give you my opinion...

Jackhalfaprayer wrote:
So it's a mini's game with customizable units that you want to be affordable and all fit in one box. It might be easier/cheaper if instead of minis you represented units with tokens or just cards.

I guess there are two ways to go :

  • the figurative way : we want the units to really look like what they're supposed to be
  • the abstract way : we're just using them as "references" ( sorry for my lack of english vocabulary )
  • To me, the way to go definitely seems to be "the cheapest one" ! Once said, I'm sure we can do great things with cards and tokens instead of minis...

    I think Bradley will soon be able to show you some of the mechanics...

    cottonwoodhead
    cottonwoodhead's picture
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    Joined: 03/02/2011
    I like the card idea as well

    I like the card idea as well but I think you should make sure that the way the cards lay out in the game at least somewhat figurative, so arm cards go next to torso cards and legs go below and so on.

    Clay
    Clay's picture
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    Joined: 08/30/2010
    Cards are awesome

    I am using 2" hex shaped cards for my game. It plays on a 6x6x6 (hex shaped) board and the size of the cards allows for them to double as both cards and "pieces" (when on the board). I've had a lot of fun with this and would recommend using the card/piece combo to anybody :)

    You could make the generic units cards and then have the purchased "weapons" be models that could be no bigger than Risk pieces. Each card could have "fillable" areas on it and the models could be sized so they took up different numbers of "spaces" based on how powerful the "weapon" is.

    This is just a first impression and I REALLY like cards so maybe you can't trust me:)

    disaac
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    Joined: 02/26/2011
    Just a thought...

    Just a thought... what about something like the Pirates Constructible Strategy Game from WizKids?
    Cards and miniatures in one!

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