Hi everyone, this is my first post outside of the introduction page. Been lurking and reading the forums before joining; seems like a really creative, insightful, and helpful community. I'm in. :)
Game I'm working on: Junker 'Bots
(Working title; could easily reskin the game as a wizard battle game!)
The world ended around 100 years ago, or so they say. Things are still goin' on, just not like they used to. Gotta keep up on radiation meds, sure, but otherwise life ain't so bad. No big governments or corp'rations in these parts to hassle with. Only a few mutants. Some mangy rats. Water tastes okay. Worst bit is the boredom. We got all this scrap lyin' about, and we got creative. Built us some robots; now it's a sensational sort of thing. Folks come from all over, competin' in the scrap yard arenas. You got what it takes?
Summary: The game is optionally a cooperative or competitive game (depending on scenario) based on the concepts in turn-based strategy tactics video games and tabletop RPGs. 2-6 players, variable playing field size (4"x4" square tiles with four 2" square grid on each), emergent complexity (a number of basic rules, with strategy & cards modifying play from there), and a more fluid initiative order based on an Endurance/Fatigue/Exhaustion mechanic (similar to Star Wars Saga Edition RPG's "condition track"). Victory conditions would vary based on the type of game played (capture the flag, king of the scrap heap, mutual annihilation, mutant mayhem, scavenger hunt, gain X Victory Points, etc., etc.).
*Currently, players can choose from 3 types of combatants: Junkers (human mechanics), Raiders (human fighter types), and 'Bots (large robots). Each base "class" will have 3-4 abilities in 3 tiers. Each tier costs a few more points for team construction, but unlocks the color-coded abilities of that tier. Sort of like a level 1 warrior vs a level 2 warrior. Anyway.
Still with me? Cool.
So, the game is set in a near-future, semi-post-apocalyptic landscape where people have gladiatorial fights in a junkyard with robots and skirmishing combatants. PvP play is 2-6 players. Cooperative play is about the same (players team up to battle waves of mutants, controlled by either another player or a simple horde mechanic).
Players can upgrade their combatants and robots with cards (new weapons, skills, abilities, gear, etc.), alter combat with event and luck cards, manipulate terrain (set piles of tires on fire, build barricades, knock over junk to create rubble terrain, etc.), and operate a 3D crane that can be used for attacking, grabbing and moving robots, etc.
There will be multiple decks of cards (all 3.5 x 3.5 square cards, or 4x4 if I can manage it). Each player chooses a Faction, and uses the corresponding deck in play. Communal decks include the Shop deck (divided into 3 piles) and the Survival pile. Decks all have different backs to tell cards apart at end of game, for sorting. There is a communal discard pile for ALL cards, called the junk pile. This pile can be drawn from in a number of situations.
Some cards are equipped to combatants' stat cards (robot upgrades, character skills and gear, etc.), some are events that happen instantaneously or remain on the table until X happens, some cards are terrain tiles, that can be laid over a tile on the board, some cards are instant effects (boosting action points, hindering a foe, whatever), and some cards have other effects (traps and triggered effects, for instance).
The play area will be modular, but the default size will be 6 tiles by 6 tiles (24" by 24"), which creates a 12 square x 12 square play area. Each square can accommodate up to 2 small creatures (humans) or 1 large creature (robots). Creatures occupying the same square are "engaging" or "engaged." Movement, effects, range, etc. will be based on squares.
Etc. Etc.
Thoughts?
no longer applicable. :)