Hey everyone, we're a new game company and wanted to get a little bit of feedback on our latest game idea.
Our major en-devour at the moment is a game called Warforged. It is a competitive 1v1 strategy game. Each player is allotted 200 points with six unique classes to upgrade and maneuver. There is little to no luck involved in each game so the better player wins each game. The classes are the Knight, Archer, Assassin, Marshal, Warhound and Wizard. Each class starts with basic stats and a basic cost, but can be upgraded by spending the banked points that you start with. Each class has six unique abilities that you can also purchase. The game ends when the other player's army is defeated. There are maps with terrain and that terrain is changeable.
Thanks for your time in reading. We welcome any and all suggestions/opinions ans other thoughts. You can email us at threefatesgames@gmail.com. Thanks again
For the first set, there will be six pieces. Each piece will have a base cost and base stats. Stats will be upgradable for more points. (This applies to every class) Each class will have six abilities that make the class fun and unique that will also be able to be bought with points. You will have a 200 point limit for your army.
Here, friends, is a teaser for the Knight.
The Knight is your tank piece that can, with a heavy point investment, become a juggernaut with the highest basic statistics in the game. It's a basic, bread and butter piece with a few tricks up its sleeve to help it soak up damage, establish a tactical front line, and debilitate other powerhouse pieces on your opponent's side.
Every piece has four stats: HP, attack, defense, and speed. The knight's base HP and Defense are quite good, but its attack needs a fair amount of points to get competitive; since its maximum attack is high as well, however, it can be a serious threat on all fronts. The knight's speed is its only true weakness: it is only allowed four squares of movement per turn. However, pieces like the Marshall can help maneuver the knight to where ever she needs to be.
The knight's six special abilities are:
Shield: makes the knight invulnerable to any ranged attacks coming directly from her front.
Sunder: allows the knight to penalize an enemy unit's attack or defense, at your choice, for a short time.
Block Movement: the knight prevents enemies from moving straight past her from the front (ie. they cannot breeze past her sides to reach units behind her) this allows the knight to both protect units on your army, and prevent enemy units from reinforcing a skirmish going poorly.
Regeneration: hit points are a seriously valuable commodity in WARFORGED; very few units have the capacity to heal anything. The knight makes herself into a self-sufficient war machine by healing one point of health every time she takes her turn: since health values range from single digits to mid-twenties, this greatly increases her staying power.
Guard: a slow and seemingly low-power ability with huge strategic value in the right hands, the knight opts not to move or fight for her turn and instead take half damage from all attacks targeted at her during the round. This includes magical damage from units such as the wizard; magical damage is (almost) never reduced by statistics or abilities, by any character.
Unlimited Potential: the knight's signature ability is really three abilities in one. At the cost of paying 2:1 for stat boosts (instead of 1:1), the knight may double her normal HP, attack, and defense caps. This allows her base stats to reach levels other units can only dream about, making her your ultimate center piece unit...for a price. Of course, you only pay the 2:1 premium once your stats have reached their normal cap.
As we move this game towards its fully-developed prototype, we will continue to answer questions and give more information. We plan to have WARFORGED posted on Kickstarter by April, so keep an eye out! Our basic game set will include a play map, stat cards for every unit in the box, a rule book, and 5-10 (depending on the cost to us, we're going to do everything we can to ensure 10) copies of each of the 6 units in WARFORGED's first set. Our rules have balanced the game so that a player can run up to 10 of each unit, so if we hit every note right in our negotiations, then players will be able to run every unit combination for every army, right out of the box, for around $50.
We will release expansion sets regularly and often, with more units, play scenarios, rules for 4 or more player games, maps, and more. We have the units developed and ready for more expansions already, in fact. Their names are:
Pirate-a dirty sea dweller with some equally dirty tricks up her sleeve.
Warhawk-a fast moving unit with the capability of banding together into a flock for massive blitz attacks
Viking-a powerhouse glass cannon that likes to drink while he fights.
Apprentice- a sorceress with powerful magic effects to boost her surprising close-combat prowess and deceive and destroy her enemies.
Steamstuit-a SLOW unit, with HIGH DEFENSE, that possesses the capabilities to increase its normally horrid movement speed and glorified armored transport, and blast foes with beams of steam.
Shaman-an enigmatic figure with terrible arcane spells that can create massive tremors, curse hapless enemies, and even re-animate your dead soldiers to fight again.
Looking forward to playing with you all soon. Like us on facebook, in the meantime! We'll have our homepage up soon, but you can email us at threefatesgames@gmail.com.
Three Fates Games