Made a rough mock-up of the spaceship player board (each player will also have a board representing a colony.)
Each ship will be separated into 6 main areas:
-RESEARCH: Each player will start with one scientist meeple, moving it around according to the area which they want to research. Possible effect on this area might include additional scientist or blocking a wedge.
-FIRE CONTROL: Combat may only be initiated when this module is available. May be upgraded with add-ons that provide combat benefits, such as modifying dice rolls or drawing additional cards.
-SENATE: (maybe I can think up a better name) Necessary for political maneuvering, such as alliances or spying. Add-ons will allow for more of these actions, as diplomats (and spies?) can be dropped of on colonies belonging to other players.
-CARGO BAY: The trading module. Can store various goods to be traded with other players or otherwise. I need to do some thinking about this mechanic. More space for goods can be added.
-CONSTRUCTION YARD: Needed to build colonies, ship add-ons, repairing damage, etc. Add-ons would add more of these actions.
-BRIDGE: The core of the ship, destroying this module will force the player to rebuild a ship at his home planet. I don't want any player knocked out of the game, especially due to an unlucky roll, so how much he suffers would need to go down to play testing. Might just go back home and lose one turn to rebuild, or lose goods and add-ons as well. This part might have some add-ons as well, perhaps parts that would protect the bridge or additional improvements.
I may rearrange the parts, as they are linked to combat. Once you lose a fit, your opponent rolls a die to determine which module gets disabled. With a dice modification mechanice, a roll of 2 might be changed to a 1 or 3 to disable a different area according to the winner's wishes. No such ability would apply when losing to anything other than another player's ship.
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