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  1.  
  2. ________________________________________
  3. From: Drac Onis
  4. Sent: Tuesday, January 23, 2018 4:30 AM
  5. To: icgamer@hotmail.com
  6. Subject: Tactical Board Game
  7.  
  8. Hey icgamer, its that guy from badwolfchat that wanted to discuss some ideas on games.
  9.  
  10. Id be interested to hear any thoughts you have on some of the things Ill be talking about. Maybe later you could show me your own working game if you'd like. Mine is still in the rough stages and ive only ever made a single working game for me and my friends enjoyment long ago. So, bear with me lol.
  11.  
  12. A two player game played on an 8 x 9 rectangle board where each side fights until one side suffers 70% casualties and is declared the loser, or capturing and holding the opposing sides backrow for two turns. (A row is declared captured when only one sides armies are on it but more about that later lol)
  13.  
  14. Now the game is somewhat complex in that a unit is made up of a general card and a number of unit cards all with their own statistics and abilities plus agent units. This coupled with extra rules for terrain, magic, special buildings, time and seasons can make things somewhat hectic when the full game is in play so i'll just focus on the core for now.
  15.  
  16. First off I will look at the general card. Each army on the field must be commanded by a general card. If a general is removed but the unit cards are still around they automatically retreat to the back of the board and if something is not done any unit at the back of the board without a general is automatically taken out of play. So it's important to keep generals safe.
  17.  
  18. Generals have four main statistics that represent their capabilities. Battle, Training, Stealth, Observation.
  19.  
  20. Battle respresents the tactical prowess and leadership in conflict that a general posesses. It's the capacity for a general to organize and make plans under pressure and actually do the fighting. It is the statistic also used when a general is in a 1 v 1 fight that can sometimes occur during the game, such as in an assination or capture attempt. Battle also determines how many tactic cards a general has access to but more on that later.
  21.  
  22. Training abstraticly shows how well the general gets units drilled and ready for battle. In game terms this translates into how well an army resists certain effects and traps. Training is also a direct one to one on how many spaces an army can move in a turn plus two. So a training score of 4 would see an army able to move 6 spaces a turn. It acts somewhat like endurance.
  23.  
  24. Stealth measures how well a general is at hiding his or her intentions and keeping army composition secret. Let me veer off real quick an go into what that means on the actual board.
  25.  
  26. For example. Player one has seven armies represented by seven tokens. These tokens are face down at the beggining. Each token has an identifying mark upon its bottom directly keyed to a general card which is face down on its players side. So token 4 represents army 4 the goblin general (or whoever).
  27.  
  28. So say player one moves token 4 into contact with players 2's token, which is unknown at this point. When they come into direct contact both players reveal the token and number and in doing so which general is keyed to which token. Tokens are kept face up once revealed. The actual units which make up an army are still kept secret until an actual battle occurs (or a successful scouting action is done but thats later lol) The important thing is that the general is revealed and stays revealed throughout the game (barring some advanced game options having to do with magic and stuff of course)
  29.  
  30. Because things are done this way it makes things exciting and leaves room for some mind games and unusual strategies on the over-arching game board. Say player one has an excellent general revealed early on due to a scout action. Now, it's very likly that that army is composed of some powerful units and player two may avoid it or focus on it ot whatever. But maybe the excellent general is commanding only mediocre troops while more powerful troops are still out there that have not been revealed yet lol. It leaves things open for bluffing and all kinds of fun strategies. Yet it is still depedent on the general cards statistics for the most part which I felt was important, just to give them proper character and flavor and stuff.
  31.  
  32. Ok back to stealth.
  33.  
  34. Stealth also measures the generals ability to take advantage of special locations and terrain. It is primarily a defensive statistic.
  35.  
  36. Observation is the generals powers of deduction, scouting potential and raw intellect (intellect because i wanted generals to have only four main attributes that were easy to manage). When two armies meet or when one army is in scouting range of another a player can elect to attempt a scouting action. A single six sided die is rolled by each side, the scouting players adds his roll to his generals observation attribute while the general being scouted gets his roll added to his stealth attribute. If the modified observation is higher than the opposing generals modified stealth score that general must reveal all units under command to the opposing player. Quite an advantage to know what cards your opponent holds, especially if you are able to keep your own secret lol.
  37.  
  38. So those are the four attributes that make up a general.
  39.  
  40. Tell me what you think so far and i'll dive into units, tactic cards and how battle actually works. if you are still interested of course lol.
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