Hello all,
While working together with Larienna on a game concept and templates (TBA), I was struck by what I think is a nice, little idea. Now i just wonder - what do you think, is the market already over-saturated? Is the idea unique, or does it sound like a copycat?
What happens when you put the old computer game Archon, the discontinued WOTC game Dreamblade and a bit of Summoner Wars and Mage Wars into a blender?
THE MAGITECH WARS - concept
* Components: Rules, Board, Cards, Tokens and a few d6
* The game symbolizes the fight between light and darkness (with elements like fire, earth etc. mixed in)
* uses only card components and mostly "creature cards", represented by typical fantasy beings
* Uses a 37 hex tile board, each tile is big enough to place a card on it
* players build spell books (exactly 18 cards) from the available cards before the game
* there is no deck, you start the game with all cards in your hand
* during your turn, you summon creatures onto your side of the board (your starting row or portal row)
* in the middle are 7 hexes that grant victory points when creatures occupy them
* the center of conflict is control the 7 special hexes (called "power points")
* controlling hexes or destroying enemy cards grants you victory points in order to win the game
* creatures cost mana to summon, you have an increasing amount of mana available each turn
* each creature features at least one special ability, up to three at max. one ability is always a magic spell that can be cast and allows you to use your creature in a different way than just attacking/moving. so each creature is basically a creature-card and a spell-card in one.
* each creature can perform 2 actions per turn: move once and/or attack once and/or cast its spell
* combat uses dice: each player rolls 2d6 and adds his creatures power. the player with the higher total wins and deals one damage to the opponents creature.
* some abilities trigger only if you roll a 6 when attacking or defending (similar to the blade ability found in dream blade)
* the game is NOT centered around your wizard, it is also NOT centered around a tribe or faction - in fact, you can build your spell book any way you like (combine zombies with dragons with knights with trolls with phoenix with sorceress with shapeshifter and so on...)
* the game would be easy, fast, cheap, non-collectible but expandable and probably available for print-n-play. the art would be cool, but non violent and therefore also suitable for kids.
* Finally, see the attached sample templates.
thats it, in a nutshell... any thoughts on this? thanks!
UPDATE
My artist and I started realizing this project, you can follow us here:
http://facebook.magitechwars.com
http://twitter.magitechwars.com
http://www.magitechwars.com
-Fhizban (1manstudio games)
well, that is in fact a problem with lots of "build your forces" type of games. Dreamblade was also very slow during the first turns, and I know several RTS games on the PC that suffer from the same problem too.
But, i have tested this concept already (its based on a very old concept of mine) and came to the conclusion that it works. It was planned not to start with the full force in play. Why does it work?
* limited spaces on the board
* creatures can act the turn they come into play
* the winning condition is not destruction, but territory control (this makes you move forward)
Im a bit concerned about the combat system (2d6+strength VS 2d6+strength).
maybe split up attack and defense. maybe reduce to 1d6. im not sure yet.
the main reason for 2d6 is that it allows me to have "blade abilities" like in Dreamblade. This means, for every 6 you roll you can trigger a special ability written on the card (instead of using the value 6). if you have no special ability, you just use the value 6. some abilities require 1x6, but others require 2x6 to be activated (hence 2 dice are thrown).
thanks!
-Tobias (alias Fhizban)