Ikim's Boardgame designs

In this blog I will talk about my current design projects. The complete games featured in these pages are: -Shadow Agent -Dystopian: the manhunt plus random ideas and WiPs

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and the design continues

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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Lately I had a lot of things to think about, and game design wasn't actually my priority.
though, I have come up with a solitaire variant (easy and very truthful to the original gameplay) for Android: you can read all about it here: Simple easy solo variant
I have also continued my solo adventures in the Star Wars: Age of Rebellion universe, combining Star Wars Miniatures, RPG elements, Star Wars PocketModel TCG, to create a 360° gaming experience.

But, back on topic.
Yesterday I thought about how the maps could be, and, as I already said, I want to create something that is easy to follow and is easy to understand, without clunky LOS rules and movements.
So, I had a look at the next best thing: the Pathfinding systems seen in Tannhäuser.

The way I have thought it will be, is that the tiles will have a square grid, similar to the tiles seen in Descent: Journeys in the Dark (Second Edition), but, with an added element: each square (or space) will show 1 or more colored dots. The dots will indicate which other spaces the character on such tile will be have LOS to.
Just like in the pathfinder system, if a character is in a space that has the (for example) red, blue and yellow dot, such character will have LOS to other squares that show a yellow, red or blue dot.
If there's only one colored dot, you can only see squares with that colored dot.

It is not colorblind friendly, I know, but if it works, I will come up with symbols, instead of colors, to accommodate the color blinds.


Another feature I have thought about is encounters and NPCs. These will be the villains the player(s) will confront with.
Each encounter (that in the prototype will be shown as a token) will have 2 faces: 1 friendly and 1 aggressive.

The Tile card will determine how many encounters will show up, where, and their alignment. Aggressive encounters will tend to attack; while friendly encounters will be more keen on interacting with you.
Why would you want to interact with an encounter? to gain information.
Yes, because, ultimately, I have decided the game will be set in the Dystopian: the manhunt universe and the players will be investigators who will have to search the underground locations of Dystopia, to look for evidence and find the criminal.
Not for nothing, the game will be called: DYSTOPIAN: UNDERGROUND

I will create the tiles, that will represent bars, pubs, stores, markets, streets, sewers, inside of buildings, and every city location I can think of.

The AI will also be determined by card draws, but instead of using the IF-THEN-OR mechanic, seen in Gears of War: The Board Game and in my Solitaire variant, Gears of War style AI, I will create a sort of flowchart, and the NPCs will follow simple instructions, according to their alignment.
This is still all in my head, but soon I will try these ideas.

BTW: I have learned, from the Print and Play Games News that the 2015 Solo PnP contest will begin from the 1st of January. Expect something more consistent, then.

stay tuned.

cheers
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Mon Nov 10, 2014 5:19 pm
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What if events happened AFTER?

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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I took a small hiatus from game design, as I am doing some fiddling around with Star Wars: Age of Rebellion Beginner Game and the Mythic Game Master Emulator, mixed with Star Wars Miniatures (you can read all about it here and here, so, as I am mixing three genres together, to have the most compelling and complete experience, I am, actually designing a game.

But, getting back on topic, I have thought about a few ideas, to add to this new Dungeon Crawl design, I am thinking about.
The idea came to mind, while thinking of a way to play Dead of Winter: A Crossroads Game solo using the crossroads mechanic and Descent: Journeys in the Dark (Second Edition), trying to come up with a simple way to implement AO cards in the solo game.

If you don't what the crossroads cards are, it, I'll tell you: on a player's turn, another player draws a crossroads card that has an effect (bad or good, that might or might not involve a vote from the players) that triggers if something specific happens during the current player's turn.

This mechanic, that seems all the rave, these days, involves at least 2 players: one that plays his turn, and the other that checks if the crossroads triggers. As the effects of the event are supposed to be a secret, knowing if the card will trigger or not should remain secret, for it to work properly.

So what I thought is to have the event trigger after the player took his turn, and have the event card say:
IF the player did this "action", then THIS event happens;
or
IF this "thing" happened, then THIS event happens;
or
IF the player moved in "this" place, then THIS event happens;

This would resolve the problem with games like the above mentioned (Descent and DoW), having to have at least 2 players to fully play them.

What has this got to do with the game I am designing? A good solo experience relies A LOT on the opponent you're facing, which should be strong, smart and variable..
Strong, because every solo game should let you win no more than 20% of the time you play it;
Smart, because the AI should resemble as much as possible a real person playing, to provide a compelling opponent to go up against;
Variable, to avoid the solo game to be a puzzle, that, once you know how to beat it, the challenge has faded away.

So, I have thought that, on top of the AI cards, with the IF-THEN mechanic, seen in Gears of War: The Board Game, that I have used to create the Solitaire variant, Gears of War style AI for Tannhäuser, the AI will also have a "hand" of cards, from which 1 card will be drawn after both the player and the AI took their turns (namely, at the end of the round): this card will trigger an event that will add more variability to the game, along with some narrative and some backstory.

So, the game will make the strategy less predictable, both for the player and for the AI, as these events might turn things around; might introduce new elements to the current "scene" along with unexpected changes and variables, that will keep everyone on their toes.

This is a direct consequence to the "RPG moment" I am experiencing with Star Wars: Age of Rebellion Beginner Game and the Mythic Game Master Emulator.
So, a predictable and deterministic action selection and combat system, using dice allocation, will be countered and rendered more variable, with this event system, that might, or might not, trigger an event, according to what happened in the current round.

stay tuned
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Sat Oct 11, 2014 8:34 pm
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Dungeon Crawl: rambling ideas - part 4

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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At home, I have a lot Advanced Heroquest + expansions tiles and 3D furniture, plus I have a lot of sic-fi corridor tiles from Space Hulk (I also own Space Hulk (third edition) but this is untouchable).

As for miniatures, I have plenty to try things out, as a former Warhammer 40,000 and Warhammer Fantasy Battles (8th Edition) player, so I will try how things work.

The dungeon will work in a similar fashion as Descent: Journeys in the Dark (Second Edition) – Forgotten Souls, where you'll draw a card, and build a section of the dungeon and have a specific objective, within such section.
The map section will also show spaces where enemies will appear, and, for this, you'll draw a second card, that will tell you where enemies will show up.

So, the dungeon card will tell you, for example this objective: go into Room X, spend 4 Interact, and get out. It will also show 1 to 6 spaces in which enemies will appear, and to see where enemies will appear you'll draw a second card, that will show something like this:
1- A
2- A
3- B
4- B
5- C
6- D

where A, B, C, D are the enemies in your dungeon.

The AI will be similar to Gears of War: The Board Game. I already have a good experience creating such type of AI, with Tannhäuser with my Solitaire variant, Gears of War style AI variant.


Another important thing to add, is how to add tactical play, where movement and LoS really counts.
For this, I have thought a lot of what gives tactical decisions, and, as a former Warhammer player, I figured that, what made movement in Warhammer matter was LoS (90° or 180°), flanks and ranks. Having a particular unit facing a certain way is key, and having it misplaced (showing flanks, or having its LoS blocked by other units or terrain) meant defeat.
This is what I am looking for, and what games like Descent: Journeys in the Dark (Second Edition) and Mice and Mystics don't provide (and what makes them - at least the second one - lighter games).

So, there will be rules that won't allow shooting at an enemy, if there's a friendly character in an adjacent space (you don't want to hit your friend), and if you do, you may hit your friend); and if you attack your enemy from out of his LoS, you gain +1 or +2 attack bonuses. This doesn't mean you'll succeed in the attack, but it will make it easier to attack, as you might concentrate on allocating dice to slots that provide MOvement, instead of slots that give ATTACK.

The only (well, not "only" ) thing that needs to be settled is THEME.

Here are my ideas:
- generic Sci-Fi (ala Space Hulk), where you are a party of space marines against aliens
- Sci-Fi in the Dystopian: the manhunt universe, where you investigators following a suspect within Dystopia
- generic Fantasy, with the usual lot of monsters and heroes
- Star Wars (I am into the Star Wars: Imperial Assault craze
- other

I will create a pool, so, please, have your say

Poll
What theme would you like this dungeon crawler to have?
Generic sci-fi (marines VS Aliens)
Generic Fantasy (cleric, fighter, mage, rogue, VS skellies, orks, goblins, dragons, zombies
Sci-Fi in the Dystopian: the manhunt universe
Star Wars
Other (please elaborate
      11 answers
Poll created by Ikim
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Sat Aug 30, 2014 1:12 pm
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A new (?) dungeon crawl experiance - brainstorming new ideas, part 3

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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After thinking about and reading the ideas posted in my previous brainstorms, I like a few, but I think the there's is a main issue with the eventual future game: there are no in game choices, and a combat will be so deterministic that, apart the random monsters, there is nothing the player can do, to modify (or hope to modify) his odds or winning.

This is what I predict will happen: you have a hand of cards you previously chose, that buff your stats.
Now you encounter enemies… you check the enemies' stats and you deal with them.
What can you do, in this step of the game? nothing… which will make the game flat.

But, what if you can decide, along with how to buff your stats, your starting stats, every few turns.
This is something I have done in Dystopian: the manhunt where you have a character sheet and you have 12 slots (2 rows of 1 to 6 die results) to which you allocate dice results.
Every round, you will roll some dice, and allocate each die to one or the other slot, corresponding to the number of pips you rolled.
Every turn, you will use as many dice as you want, and perform the actions you selected.

so, the player sheet will look like this:
1 2 MOVE 1 3 MELEE
2 3 MOVE 2 1 HEAL
3 1 RANGED 3 4 MOVE
4 4 MELEE 4 1 HEAL
5 3 MOVE 5 4 MELEE
6 2 RANGED 6 5 MELEE

Dystopian: the manhunt rules, page 8 wrote:
When a player receives a wound, he replaces 1 white die (allocated or used) with 1 red die. Red dice work like normal white dice, with the following exception: when rolling a 4, 5 or 6, the die cannot be allocated to normal resource spaces, but HAS TO be placed in the WOUNDS space. As long as the red die doesn't result in a 4, 5 or 6, the die can be allocated to the 1, 2 or 3 resource space, as normal.
Dice in the Wounds space count as being allocated, and CANNOT be used or rerolled. The ONLY WAY to get rid of wound dice (either allocated or not) is to interact with the Infirmary location.
When healed, a wound is replaced back, with a normal white die, which is re-rolled, at the beginning of the next turn.


I have even thought about the name: Dystopian: underground, to represent that the agent will investigate in the undergournd (literally and non-litterally) of Dystopia.
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Tue Aug 26, 2014 10:51 pm
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A new (?) dungeon crawl experiance - brainstorming new ideas, part 2

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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Last night I couldn't sleep (due to post dinner coffee I shouldn't have drunk - I am getting old, apparently) so, while turning and flipping, in my bed sheets, I thought about some ideas regarding this new project of mine. And here they are:

- the player(s) will have a hand of 7(?) cards to manage... No more than these. The cards will give +1,+2,+3 bonuses to stats the player/character has.
For example, a fighter has: movement 3, melee attack 7, ranged attack 1, magic 0; a rogue has movement 5, melee attack 2, ranged attack 5, magic 0; a Mage has movement 2, melee attack 0, ranged attack 1, magic 10; cleric has movement 4, melee attack 5, ranged attack 0, magic 3.
A certain item, weapon, spell, or what ever gives bonuses to such stats.

- enemies are represented by cards that require the player(s) to deal with them, by meeting a certain melee attack, ranged attack or magic value.
When defeated the enemy will grant some experience (1 or 2 points) and an item (written in the bottom portion of the card). When the enemy is defeated, the player will take the card and add it, as the item it represents, to his hand (keeping the 7 card limit).
This adds some sort of deck building to the game.

- some items will be one time use, some others will be permanent cards that stick to your hand, until you decide to get rid of it.

- enemies will be of 3 kinds/levels, depending on the tile the players are in.

So, combat will be quite deterministic.

Some items, spells and equipment will give different effects according to the level the player who is using it is. So, the player will keep track of gained experience, and will level up, and will "unlock" new abilities and proficiencies from the cards he already owns.

Kind of like:
War hammer: level 1- +2 melee attack; level 2- +3 melee attack; level 3- +4 melee attack; level 4- +4 melee attack +1 magic

Some items will also give experiance when used in combination with other items (like a wand used with a spell).


The tiles will be designed to promote tactical play, so movement will be key. To do so, there will be hiding spots, places that will block LoS, some others that will hinder movement, and others that will add or reduce the player stats.

The AI will be card based, and will be written on the encounter card itself with the IF/otherwise mechanic seen in Gears of War, that I have also used, with great success in my solitaire Tannhäuser variant.

Speaking of Tannhauser, using some sort of Pathfinder system, will be AWSOME, as it speeds many calculations and gameplay things and issues.


Speaking of theme, I have been thinking about a generic fantasy theme, but only for simplicity's sake: it could be scifi, or it could actually fantasy, or it could be set in The Dystopian: the manhunt cyberpunk universe.

Stay tuned
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Sat Aug 23, 2014 2:05 pm
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brainstorming… come and read, if you're interested in fresh ideas on solitaire dungeon crawls

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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Here I am at it again, having many open projects, and still coming up with ideas and wanting to explore new territories.

Let me say, first, that there is a big gap in gaming, which is solitaire dungeon crawl.

So many times, and I even read one last night, I have read threads (in recommendation forums, or other fora), where people ask for a good solo/coop dungeon crawl, and the titles that keep coming up are:
Gears of War: The Board Game GoW
Mice and Mystics M&M
Shadows of Brimstone: City of the Ancients and Shadows of Brimstone: Swamps of Death
and, to a lesser extent, Advanced Heroquest
games that I own all (even though
Shadows of Brimstone: City of the Ancients and Shadows of Brimstone: Swamps of Death are currently for sale and I would also sell Mice and Mystics, but my kids tore the box lid a little, so the game won't be sellable).

there are variants to non-solo dungeon crawls, like Descent: Journeys in the Dark (Second Edition) and I bet there will be variants for the upcoming new hotness Star Wars: Imperial Assault (which seems, basically, Descent V.2.5) or Space Hulk (third edition)

But what do all these games have in common? disclaimer: I cannot talk about Descent, as I have never played it).
Disclaimer 2: I am not saying, in any way, shape or form, that the above games are bad: I own all of the above, and I enjoy them very much.

All the aforementioned games rely on miniatures, tiles, and a dice based combat system (with variations on the amount of dice you roll… some even have special dice (M&M and Descent come to mind).

Some are a bit more tactical than others, some have little to no strategy but are fairly luck based (I am talking about M&M in particular, where every action is dictated by a dice roll).
Even the new Shadows of Brimstone, which adds the much anticipated town mechanic, which is a sort of mini game within the major game, has such dice combat mechanic, and, even with 4 movement points variant, it has the roll and move mechanic, already seen in M&M.

So, what I would like achieve is creating a dungeon crawl, that takes a different approach, and instead of using dice, it uses some other type of mechanic.

Again: mind you: I LOOOOOOVE dice; rolling dice is VERY cool, it gives a tactile feel that no other media can give, but, personally speaking, I'd like some fresh ideas.
I am fed up with character cards that have stats upon stats, and you roll X dice, and hit on Y, you save hits on Z, move, rinse and repeat.

What I'll try to do is explore new ways to handle the combat system, movement, give tactical and strategical decisions.
I have already talked, in a very old post of mine, within this blog, about a new deck based randomizer, and I might even go back to that idea.

Maybe, this will be a hole in the water, or it might become something worth exploring further, but I think it is worthwhile seeing what it'll become, and how to develop it.

stay tuned.
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Fri Aug 22, 2014 4:29 pm
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If you like Lord Of the rings: the adventure deck game and Dystopian: the manhunt

Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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If you like Lord of the Rings: The Adventure Deck Game, you should also try Dystopian: the investigation deck game which is my entry, for the 2014 Solitaire Print and Play Contest.

here's WIP thread

It shares a very similar Press Your Luck mechanic, used with a 54 card deck.
It adds some extra layers for strategic a tactical planning, and some more little things to think about.

I will also add 2-4 player rules, ASAP.

So, as the threat-title says, if you like Lord of the Rings: The Adventure Deck Game, you should also try Dystopian: the investigation deck game

Also, if you like Dystopian: the manhunt, but don't have the time to build it, or don't want to use all your print cartridge, or don't have the time to play a 60 minute investigation game, try Dystopian: the investigation deck game, which is its shorter, more streamlined version.
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Fri Aug 8, 2014 8:15 pm
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A quick post: solitaire SW miniature rules are available

Michele Esmanech
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As per the title, I am posting the links to the rules for the Solitaire Star Wars miniature Battles

As I posted before: it is playable with either the Rebels and the Empire: there's an AI for both factions.

I apologize for not being able to create the actual cards for the ships, but I have been VERY busy at work, so I couldn't get around to doing them, but the charts work just fine.

Needless to say: this is just a draft (some stats are still missing), but I have tried it and it works quite well.

enough talking and more links:
RULES v.1.1
CHARTS

enjoy

P.S. I will try to finish the stats, create the cards and movement templates for the grid-less board, ASAP.. please bear with me: it's a busy period.
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Wed Feb 12, 2014 11:55 am
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A solitaire game designer does what a solitaire gamer wants

Michele Esmanech
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for the past two nights, I have been play testing the rules for the SW miniatures game, and they are pretty much finalized: there are some gaps in the rules, but nothing I won't be able to take care of.
I need to adjust some stats and movement values for the AI, which is WAY too powerful, as it is.

What I did was to try the 2 factions, one against the other, using both AI rules.
The ships' actions seemed rather logical: they practically crushed, one against the other, in the middle of the table/board, while some X-wings (the AI of which has a specific activation, that makes them ignore enemy ships, and makes them head to the enemy objective, which is not only thematically sound, but also takes away from the idea of just having to crush the opponent fleet, and going against individual ships, but makes the player also think about defending the objective.

Of course, the two AIs aren't meant to go one against the other, but it was a test to see if one was overbalanced and overpowered: ultimately, they were both TOO strong, so I had to tone them down.

Each ship type will have a card to go along that will show how many stars that type of ship is worth from 1 to 5 (the more stars, the bigger and stronger the ship will be); the attack, defense, shield and damage values such ship type has (if you are familiar with the Star Wars PocketModel TCG game, you know what I am talking about), and two other "sections": one will be a trait, representing a special ability of said ship (that will overrule the main rules in a way or another), that will be available ONLY when the ship is governed by the player; and the AI random activation table, which will dictated the activation (special to each type of ship), each ship will perform, each turn, when governed by the AI.

Gameplay is rather straightforward, and I'd like to hear from you about it, when I'll send out the rules and components to the people interested: you'll have to wait a few more days… sorry for the delay, again.


On a side note, I have been tinkering about the other project I have been talking about, lately: Dystopian: raise and fall which I get to, in more depth, when the 2014 solitaire PnP will begin.
I have some issues with some mechanics that I am resolving, and one thing I am concerned about, at the moment, is: if you are on the bad side, why would you want to make a good action, taking a good card? and, what happens if you don't succeed in a task?

I will have to think this over a little bit more, but the game is looking good and fun.

I was almost forgetting: remember when I said that I want Dystopian:raise and fall to be playable over multiple sessions? Well, I started thinking about how this "campaign thing" actually worked, and, while obvious to some or most of you, it wasn't obvious to me, so I have realized that, all in all, a campaign system is practically a long game, that has small tasks or objectives in the middle: think about the raved and awesome Pathfinder Adventure Card Game: Rise of the Runelords – Base Set: you can play each adventure in a whole session if you wanted: it will take a lot of time, but there is nothing stopping you. the Scenarios are "small arrival points" you might wish to stop to, but nobody said you can have to.

Take Mice and Mystics, for example: I am not talking about the chapters, but think about individual tiles and rooms. That is how I play it, at least, where I record my progress, and play one tile at a time (having little time to play).
I treat each tile as a separate mini adventure, within a bigger, longer game.
If you think about it, and if you wanted, you could play many games that don't have an innate campaign system, this way, as long as there are intermediate goals within a wider goal, and as long as, when reach an individual goal, things are pretty much reset and you begin a new one.

This works well with Mice and Mystics because each tile is independent from the other: all you need to take care of are the mice cards and tokens and a few things from the main board.

What would happen if I took an already short game, like my own Lord of the Rings: The Adventure Deck Game and broke it in 3 different chapters, each with the goal of reaching the end.
For example: one could be the Fellowship, with its own specific locations and character encounters; one the two towers, and the last, the return of the king. You could play each "book", for a 2-5 minute game, or all of them, for a 10-15 minute game.

This is a very long way of saying that Dystopian:raise and fall, will have this option: of being a long-ish game (30-45 minutes) when played all the story-lines one, after the other, or a short game, when played as a single story-line.
the good part is that, pretty much like Pathfinder, you will build your deck, and you will carry it through to the next story line.

Another thing I'd like to note is that I have started watching BREAKING BAD: what an AWSOME show! and while the setting of Dystopian: raise and fall is set in a futuristic city, I'd like to give the player the feel that Breaking Bad gives, where you decide if you want to be bad or stick with being good.
For example: there will be an event that will make you encounter a criminal : will you bring him in, and arrest him, as any good cop will do, or will you beat him down, and take the money he just stole? this is up to you, but your actions will have an impact on the cards you acquire and your alignment and, ultimately, the goal you're trying to reach, by the end of the story-line.

It is quite an ambitious project, especially since I want to keep the components and time very low, but I am play testing with some hand written cards, and, while at a VERY raw stage, I like the feel of it.

stay tuned
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Thu Jan 30, 2014 12:12 pm
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More about the WIP solitaire rules for Star Wars miniatures

Michele Esmanech
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I apologize to all the sent me geek mails asking for the rules (and there are quite A LOT of you out there laugh), but I had many things to do, in the past week, work wise, and couldn't finalize the rules, but I expect to do so, in the next week.

Just to make things clear: I have receives many geek mails, asking for the so rules for Star Wars: X-Wing Miniatures Game but so no one starts building enthusiasm and then gets disappointed, the rules I am writing are going to be a totally different rules set, a whole new game, that uses Star Wars miniatures.
I am going to use Star Wars PocketModel TCG miniatures. You can use any miniature you prefer.
BTW, to be even clearer, I am using a few rules (mostly the combat mechanic) used in Star Wars PocketModel TCG (which is nothing remotely innovative: you roll dice, and add modifiers specific to a ship… nothing too fancy, but it's fast, it's easy and it works.

What I am concentrating on, ATM, is the AI, which is the main focus of any solitaire-coop game.
Just a quick recap:

-every game/mission, you are going to choose how many stars you're going to play with and choose that many stars-worth of enemy ships
-every turn, you're going to activate one of your ships, and then the AI is going to activate one of his (starting from the ones with more stars), until every ship has been activated
-you are going to use Action points (2 per model, plus you roll 2d6 and take the highest result - for bigger missions, like 25+ you're going to roll 3d6 and pick the 2 highest).
-each AI ship will be activated twice per turn: one, the fixed activation, with a simple IF in range, attack with a bonus, Otherwise, if not in range, move and attack if able; and the second, the random activation, with a die roll.
Here is where things get interesting: each ship has it's own special activations, dedicated to the type of ship.
I am almost through with the Empire ships, and then will tackle the Rebels (because I want you to play with either faction).
Here are the main focuses of the ships:
-tie fighter: move a lot, and attack and ships
-tie interceptor: follow (meaning such ship will stay attached to an enemy ship and will move with it, wherever the followed ship will move
-tie bomber: move and attack 3+ ships with a bonus
-nebulon B: spawn new tie fighters, tie interceptors and tie bombers.
-Lambda shuttle all friendly and ships within 2 areas get a +1 to their random activation, meaning they will get meaner

I have written activations for such ships, as these are the ships that are currently available for the X-Wing miniatures game, and the ships I own now.
If you would like to add more ships, let me know, and I'll add them to the rules.


This, for what concerns the AI, but the player will also have special abilities to add to his ships/fleet, as mentioned in a previous post.
I still have to balance these bonuses out, but, all in all, they give a very good variety and customization.
Technically, these bonuses will be tokens that I plan to blue-tac to the bases of the ships, for simplicity and quick and fast reference.


But… you might ask: if I can upgrade my ships, what about the AI: does it get upgrades too?
Actually not! I don't want you to write 2 fleet lists: all you need is to write yours, and count the stars, than use the 75% of your stars, and that is how many stars the enemy fleet will be composed of (using the vanilla stars of the enemy ships).
To create the enemy list, take the bigger ships you own (the ones with the more stars, and add them in, then, fill the rest with smaller ships as you go. Not much thinking and effort, after all.

But why 75%? because since almost 50% of your s will be composed of upgrades, if I decided that the AI has the same number of s as your fleet, you'll be swarmed by AI ships, making the game unbalanced and, ultimately, not fun (it's not fun to keep track and activate too many things on behalf of the AI);
another reason for this choice is that the AI activations (both fixed and random) inherently come with bonuses, so it's if as the AI spent a few points on "buying" upgrades for its ships, and I calculated that a 25% could be good amount.

As a final note, the game will be a sandbox: I will provide general rules for how the ships work, how the AI works, how combat works, but don't wish to get into too much detail, nor to provide an actual game board (I am using a board I downloaded from the X-wing miniatures files section: anyone will work, as long as it is divided in areas (how many and how large is totally indifferent and dependent to what you like).

I am working with an area map, but, after the rules will be finalized, I will see how a grid-free table-top will work, which will require templates, and measurements… ultimately, if I can accomplish such goal, you'll be able to decide what to play with: again: this project is mainly a sandbox that you can use to play how ever you want.

As I said: if you have ships you'd like me add to the AI, let me know, and I'll do a quick research on wookiepedia, and add rules for them.

stay tuned and if you support this project, thumb this post or leave a comment, so I know how many people are actually interested.
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Sat Jan 25, 2014 9:23 pm
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