Showing posts with label variable player powers. Show all posts
Showing posts with label variable player powers. Show all posts

Friday, July 25, 2014

Everyone likes lists

Things to possibly include in my game:

Galactic map - possibly modular
Tutorial - A short explanation of game mechanics that would double as a set-up randomizer
House of Representatives - area control type deal for various combos and end game victory points
Multiple victory paths - with some randomization available
Variable player powers.
Different ways to add cards to deck, i.e. playing an action that involves the house of reps may allow to add Politic cards, visiting cantinas may allow to add smuggler cards, visiting a starport for ship upgrades.
Player pieces moving around the board to collect cards and change spheres of influence.

Wednesday, June 18, 2014

Tutorial Level

An abstract idea has popped in my head, fallout from a past Ludology podcast, I believe.

Ryan and Geoff had been talking about the difference between board and video games, and how most people would want to jump straight into the full board game experience, without messing around with truncated versions designed to teach the game...

...What if a compressed version of the basics of the game would change how the main game would play out?
A simple example could be one timed lap of a race to determine pole position, but that would have a lot of player downtime, not cool.

Single cells organisms competing with each other to evolve into complex creatures, changing the game map and gaining special abilities according to performance is more along the lines of what I'm going for.

Thursday, April 4, 2013

Syrupy Soldiers

Came up with some preliminary unit types and distribution for 4 players for my Candy Land reconstruction game, in a handy visual aid.



Naturally this would need some play testing for balancing, but the basic idea is this:
Whenever an equal number of forces meet, they are both removed. When one side is stronger than the other, only the loser removes his pieces, giving the winner a chance to advance on his next turn.

King Kandy's Knights are equal to 2 foot soldiers, but follow all normal rules of movement otherwise.
Most units will have to stop at a space where there are other units, even if the player picked up a card that would move him beyond these soldiers. Princess Lolly's spies may ignore this rule.
Gloop doesn't have special units, instead relying on superior numbers of footmen.
Lord Licorice's Legionnaires can push units back at one unit per legionnaire, breaking enemy formations, i.e. a legionnaire moving into a space with 2 footmen can make one of them move into the space behind it, leaving one in the space it is occupying. If it also came with a footman, the Licorice player would win.