Starcraft II the Board Game
Map:
A map that has a layout reminiscent of Lost Temple. The map is divided into square hexes. Modular board with terrain features such as rivers, forests and cliffs.
Economy Phase:
Each Faction begins with a hand of 6 Control Cards, or 8 Control Cards if you are Zerg or Protoss.
Worker tokens are placed at Mineral or Gas patches in order to Mine or Gather that particular Resource. High Yield Minerals count as twice their amount. Harvested Resources can only be processed by a Base within at least a distance of 3 hexes.
To build Buildings or expand into further Resource Nodes, a Worker has to be placed in the Active Employment Area, from the Worker Pool. You can build as many Buildings, Bases, Units, Workers and Upgrades as you want, as long as you have enough Workers working the required amount of Resources, with any Building or Base being purchased requiring the movement of an available Worker to the Active Employment Area, to show it being occupied with the task and unable to be diverted to another one. A Base must first be built at a Resource Node, before further Buildings can be added within that region, which includes Defensive Buildings like Spine Crawlers and Photon Cannons. Terrans though have the versatility of being able to build anywhere, allowing them to fortify a position before expanding. Defensive Buildings have their own Stat Cards, denoting the Damage they can inflict, and the Armour resistant to the Damage they can sustain before being destroyed.
You can use your Resource two ways, either to expend them to draw additional Control Cards, called in this way Research, and might also require you the purchase of certain Buildings first, or to purchase that particular Unit, Research, Upgrade, Building or Base, adding them onto your Faction Sheet Interface, to show what particular Units are purchasable by you, and as a record of the advancement of your Faction's technological state and level. The purchase of new Units gains for you the Stat Card for that particular Unit, delineating certain values and special rules for that Unit purchased: Damage, Armour, Range, Speed, Reflexes, Energy, and Cost, and Ground or/and Air Attack Capability.
An explanation of how the statistics listed in a Stat Card works this way: the Damage value refers to how much Damage it inflicts in a single attack, which is subtracted from the Armour of the target enemy Unit. Damage Counters to record the amount of Damage suffered and inflicted before the Unit is completely destroyed, is used by placing them on the Stat Card of the enemy Unit. Range refers to the number of hexes the target Unit must be within, for your Unit to be able to attack it. Speed refers to the number of hexes in distance your Unit may move, when mobilised over the map. Reflexes is a very important feature, that will be explained in greater clarity, later. Energy is only relevant to those Units with Special Abilities, reflecting the amount of Energy they have in the casting and usage of their abilities. Cost refers to the amount in Minerals and Gas those Units require, in order to be purchased. And the last statistic, Ground/Air Attack Capability refers to whether the Unit can attack ground only, or is able to attack air Units too.
Protoss Units have the Racial Trait, Plasma Shields, which is a statistic that only they have, separate from their Armour, these Shields having to be reduced and damaged first, before Armour health level can be subtracted. Plasma Shields may be regenerated, but Armour may not, unless you are Zerg, with their Regenerative Healing Racial Trait.
There is one final statistical attribute, being the Energy Cost of spells and abilities. A Terran Ghost for instance, may have an Energy capacity of 5, and the use of separate abilities like Cloak and Snipe requires different Energy Costs, for Cloak being 1, while with an upkeep of 1 for the duration of the Cloak, and Snipe might have an Energy Cost of 2.
Military Phase:
All actions taken during the Military Phase are decided by Control Cards, drawn from the Combat Control Deck. New Cards can be added into the Control Deck through researching technologies and upgrades during the Economy Phase, of which find their use by the initiation of any Military Conflicts through the encountering of enemy forces by opposing sides. In such a case, depending on who is the Attacker or Defender, they draw a corresponding amount of Control Cards, 3 for the Attacker and 1 for the Defender.
Combat Control Cards include Move, Attack, Focus Fire, Overwatch.
Move your units according to their Speeds. 1 Speed equals 1 hex.
Each unit can only move once, unless otherwise stated in its special rules.
Attack a single model within Range of your unit's weapon. Each unit can only attack once, unless otherwise stated in its special rules.
Attack is done this way: Damage of your unit, which is displayed in its Stat Card, subtracts from the Armour of the targeted enemy unit. The damage done is the difference, of which Damage Counters will have to be placed on the Card of the target unit, denoting its remaining vitality or lifespan. A single Stat Card represent the vital hit point values for all units of the same type, of which the Armour acts as the lifespan, with Damage being substracted from the Armour value, having it reduced to zero signifying the death of a single unit of that particular type.
Logistical Phase:
(These are my bare few general ideas, which will be added on in time to come, laid here now for your scrutiny and aid in improving and further refining the mechanics of the game. Hopefully we will get to sell it too.)
Thanks guys for responding and offering constructive criticism. I do imagine making an entirely new franchise with my ideas, but somehow, I feel it is more fitting for these mechanics to apply to a board game version of StarCraft II. I understand too, the troubles with having too many Statistics to follow and note, but I can't see any other way of implementing it. Also, some of the ideas here that I have, can be applied to another game design idea of mine, that is based on the Space Pirate War RPG custom map from the first and original StarCraft computer game. At the moment it is called Space Drama or Space Cowboys, probably the latter. Space Cowboys is a game about completing guild missions and earning credits to spend on military hardware, and finally beating and destroying the opposing Space Pirate faction.
Any input or ideas for my work will be greatly appreciated. At this point, I am more interested in making a StarCraft II Board Game with certain influences from the StarCraft the Board Game that is already out by Fantasy Flight Games. To me, it is the best board game I have ever played, at least until I implement my rule variants to it. In this sense, it is the best board game I have ever "designed", and it has become quite a fashion with me, that most of my creative works have been implements and editions to established works and franchises, like Warhammer 40,000. I can show you guys some of what I have done with StarCraft the Board Game, if you want, mainly to do with refining the Leadership Cards.
Also, if any of you are interested in working on an original work with me, add me on Facebook, my name in full being Calixtus Ashley Wee.