I've designed a board game (maybe a mini-game) featuring a battle for control of "resource nodes". It's played on a hexagon field with 6 hexagons on each side (or some another hexagon field). Each player controls the same amount of units (4-6), represented by a card in front of him and by a figurine on the battlefield, which occupies one hexagon. The goal of the game is to control a central "tower", where a unit can produce winning points, as there are four options a player can do in his turn: move a unit one hex away, attack with a unit within the range, deploy a new unit at your starting line or produce the winning point (if the "tower" is captured). When one player gains ten winning points, wins.
Battle mechanics
There will be three types of units: melee, ranged and "magical". When attacking, their range increases (melee:1, ranged:2, magical:3 hexagons away). So, if an enemy unit is within range of a unit, it can attack it. To make it complicated, and somewhat more realistic, i added a specific number for each unit. At melee units it ranges from 4 to 10 and represents armor of the unit. At ranged it ranges from 11 to 17, representing accuracy of the unit. The magical units are a bit different: the number ranges from 3 to 7 and means, how is the spell of the unit reliable. So, if needed, the attacker will roll a d20 and realizes what happened. No counterattacking. The units have three "lifes" and you can have only one unit of each type (card) on the board. Here are some examples regarding combat:
Pikeman (melee, 4) attacks a Risen (melee, 5): roll d 20: less than 6: no effect (absorbed), over 5: hit (risen takes 1 damage point).
Sharpshooter (ranged, 17) attacks a Knight (melee, 10): roll d20: less than 11: no effect (absorbed); more than 17: no effect (miss); 11-17: hit (-1 knight's life).
Bowman (ranged, 14) attacks a Fire mage (magical, 3): roll d20: more than 14: no effect (missed), les than 15: hit (damage to the fire mage).
Demon caller (magical, 6) attacks an Axeman (melee, 8): roll d20: over 5: hit (axeman takes 1 damage), under 6: failed (demon caller is hit); the same for ranged units or magical units attacked by a mage.
The other combats don't need a roll, attack is always succesful.
Now i would like to hear your opinion: Do you think the game is interesting? What is unclear (i couldn't remember all the details) or useless? What strategy would you choose to win? Why do you think one person i've playtested it with likes and the another two dislike it? Could this "game" be included in a greater one, or is it enough to leave it like it is?
Looking forward to read your input :-D!
First, thanks for opinions. Geikamir, it is really possible, because it's the simplest and most general,I could imagine. :-)
Good to remember, how much this would cost. So far, during the playtesting, I used paper and as figurines only numbers of the units. I didn't think about real figurines yet, but I don't intend to divide them into the three types of units, just adjust, to recognize, which is which, as there can be only one unit made from each unit card. The folded "standups" figures are also probable.
Well, I said it in the introduction, but the "resource nodes" is meant to be the tower (or more in more players, a larger castle perhaps). In fact, there are no resources to be gathered and used to produce units. The only tokens you use, are the winning points and damage points, just to know, how the unit is healthy. As to number of the nodes, there are one less than there are players to enrage the combat. That's why I worked with only one tower in two-player game. In a three-player game, the castle is a possible option - it can be occupied by one unit only (like a tower), but contains three central hexes.
The original intent was to find a use for a d20, because it was a new element to me :-) I'm not going to remove that, the math behind is not that hard, I think players can count up to 20 and compare. I wrote the combat rules a bit too complicated. There are three points:
Melee have armor: if hit, they can avoid damage (under 4-10);
Ranged have miss: there is certain chance to miss the target (over 11-17);
Magical can spell wrongly: do damage to themselves (under 3-7).
The only action per turn seems good, there cannot be done much damage, so that the first player isn't too advantaged. I think you were counting the resource collecting as an action, but it's out of question.