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Enemy Unknown

Oliver Twitt
United States
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Playing X-COM over the weekend made the old idea cranks turn as I began to wonder why no similar game existed. The X-COM series separated itself from the pack with its combination of a tactical overworld and squad-based combat. Why this never carried over into the board game world is baffling.

The idea I have would work both solo and multiplayer. In a solo game you would build up your base while investigating alien disturbances across the world. In a multiplayer game the players would have a cooperative goal but are independently operated out of their own countries. You receive the most funding for solving issues in your own country but need to come to the aid of your fellow defenders. You're only as strong as the weakest link so make sure your buddies are at the top of their game.

The combat system is the most difficult aspect to think of. X-COM's combat could be a game in and of itself. I have a simple, abstract idea where each map is represented by a long tile. Initial scans reveal the number of aliens but their true strength is hidden initially. You place your soldiers in line according to their position: point and vanguard in the front followed by the captain, rifleman, and rear guard. Combat maneuvers occur in order of speed and units can move into position for bonuses (such as behind cover). Each weapon has its own range, area of effect, and accuracy rating. Essentially it's a 2D sidescrolling tactical setup that plays elegantly in my head but needs further fleshing out.

Truly, the draw would be in the base construction and random events. I'm trying to get a hand on Feudality which has a neat "base" building mechanic. Think Agricola but more interesting stuff happens than pregnancies!
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