Hi all,
This is another project we're currently developing, a co-op strategy game tentatively called 'Shaolin Temple'.
From Wikipedia:
"Perhaps the best-known story of the Temple's destruction is that it was destroyed by the Qing government for supposed anti-Qing activities. Variously said to have taken place in 1647 under the Shunzhi Emperor, in 1674, 1677, or 1714 under the Kangxi Emperor, or in 1728 or 1732 under the Yongzheng Emperor, this destruction is also supposed to have helped spread Shaolin martial arts through China by means of the five fugitive monks."
Players choose different characters who specialise in various animal styles and special abilities, and work together to defend the temple and it's surrounding lands from the Emperor's invading forces. Both the enemies and the players are represented by miniatures/pieces on a hexagonal board.
Enemies attack in 3 waves, with each wave becoming more and more difficult as they make their way from the outskirts towards the temple in the centre of the board, burning barriers and buildings as they go, before the enemy Warlord arrives in the 3rd and final wave. If the players can defend the Buddha statue in the temple until the end of the 3rd wave, they win. Otherwise, the players lose.
The number of enemies is determined by the number of players, and are drawn randomly each turn and placed on a space on the outskirts of the temple grounds, where they steadily make their way towards the centre. Which way the enemies move each turn is determined by a dice roll.
We've playtested this a few times now with an early prototype in both 1 player and 2 player modes, and we've had a lot of fun with the concept. Things certainly get tense by the time the 3rd wave of enemies comes through.
I'm very interested to hear people's thoughts on the theme and the concept of the game, and I'm happy to go into more details on the different systems/combat if people are interested (though they are still in early development).
I've attached a mock-up of the board for visual reference.
Thanks for your time!
So players have a choice of different characters that use different fighting styles, and each character has a special ability that only they can use - nothing mind blowingly new there.
For example:
- Striking Snake can move 2 spaces instead of 1;
- Leaping Dragon can reroll their Attack dice
- Roaring Tiger always deals +1 wound
Players begin in the centre of the board, and at the beginning of the game each player rolls 2 dice and places 2 enemies from the cup on their corresponding spaces. The players then go first.
Each turn, a player can move 1 space, and then fight any enemies in that same space.
Combat at the moment is very simple - the player rolls 2 different coloured dice (1 for themselves, 1 for the enemies). The player adds their Attack score (which is noted on the character card) to their roll, and the number of enemies in the space is added to the enemy dice.
For example: Striking Snake has an Attack of 3, and she's moved into a space with 4 enemies. She adds 3 to her dice roll, and adds 4 to the enemy roll.
If the player wins, the difference between the 2 rolls is the number of enemies they've slain. If the player loses, the enemies have managed to fend of their attacks.
In the above example, Striking Snake rolls a 4, for a total of 7, and the enemies roll a 1, for a total of 5. This means that 2 enemies are removed from that space.
After the players have all moved and attacked if they can, the enemies have their turn. They start by having the players roll for each space the enemies are in, and moving the direction the dice indicates, starting with the centre-most spaces and working outwards. If the enemies move into a space with a player, they then attack in the same fashion (the player rolls 2 dice etc.) If the player wins, they have defended their attacks, but if they lose by any amount, they take 1 wound. A player can suffer 3 wounds before they are out of the game.
The board is designed so that enemies will group up into larger and larger numbers as they move towards the centre, becoming more and more difficult to fend off. A Shaolin Monk is going to have no problems taking down 1 or 2 enemies, but fighting 8 or 9 on their own is going to be tough. Players can also support each other by moving into the same space to fight/defend. When this happens, the players decide who is going to fight, and the supporting players each add 1d6 to the attack/defence roll of that player, so there's going to be times when you'll need to get help from your friends to fend off large groups of enemies. If multiple players are in a space and are attacked and lose, they must decide who among them is going to take the 1 wound.
Fences and buildings hinder the enemy advance - they need to break those down before they can continue to the next space. If an enemy rolls to move but there's a fence in the way, they instead stay where they are, and the fence is removed. Buildings work in a similar fashion, but take 2 hits to burn down.
Building that remain standing at the end of the wave may give the players some bonuses, such as rebuilding fences, repairing burning buildings, healing wounds, or they may betray the players and do the opposite.
Things certainly get tense by the 3rd wave, when many fences and buildings have been destroyed, giving the enemy a clear run up to the temple.
The game is all about working out where to move when, when to fight and when to retreat. There's always tough choices to be made 'Do I move over here and support my friend? But if I do that, these guys will destroy this building. Should I stay and defend this fence, or sacrifice it to stop this building being attacked instead?' There's a lot of those moments throughout the game.
The combat system is something we're currently working on. It works incredibly well and quickly, but we feel it could just be a little too simple and monotonous. It feels a bit like Talisman. We're trying to think of ways to make the combat more fun, but still work as quickly and efficiently as the current system does.