I thought I'd share my thoughts about a "Stronghold" type game I've been thinking about. It's all been inspired as you might expect by playing the computer game called Stronghold. The computer game is a series of missions where you build a castle and all of the means to support it against attacks, or until your able to make attacks your self against another castle.
I want to make a board game that's based on that. I dont want to call it "Stronghold" or use any of the graphics from the computer game, I'd like it to be all original.
Anyway I've sketched out some preliminary ideas and I'll share them here with the hope of some feedback.
Ive sketched three types of board that this preliminary version uses. The first is the "Stronghold" board. Each player will get one of these placed in front of them. This is the core of the players position on the board.
In the centre of the board is the stronghold that as a player you will defend and will attack your opponents versin of. The six numbered spaces round the stronghold are defensive positions, each can be empty or contain a wooden pallisade counter ot a stone wall counter. The pallisade and stone-wall counters must be removed before stronghold itself can be attacked. Pallisade is easier to attack than stone wall.
Three pathways lead out from the stronghold, the top one leads to the middle board ( more later ) and the two side ones lead to other players stronghold boards. the circles indicate spaces that have to be moved through..
The dotted arches indicate ranges of the two types of archers when they are in the stronghold, thus enemy units in these spaces may be attacked at range. At the moment my idea is that archers can also move out of the stronghols and still attack at these same ranges.
Lets take a look at the economic management board. Once again each player gets one.
Across the top are the four resources. Wood, Stone, Iron and Leather. the little circle is for the placement of a "builder". I'm thinking that each player gets two builders and they can place these together or seperate. So at the start of a turn all player place the builders on their mat.
For each builder placed they get a resource of that type. For wood they simply get a Wood cube, placed in the big resource circle where it is ready to be used. For stone, iron, and leather the cube gets placed in the top half of the resource circle. This is the product in its raw state. In this condition it cant be used. They player will have to spend actions in later turns to move the cube from its raw state to it's processed state in the other half of the circle.
The "Building Soldiers" section is where you accumalate resource to build soldiers of the various types. So for a spearman you would have to place three of your wood cubes onto the indicated spaces, and likewise for each of the soldier types. To place a cube here, you have to move it from the appropriate resource space, using an action to do so. When all of the resource spaces are filled, you get a soldier counter of that type placed in your Stronghold and the cubes used to build it are returned to the central pool.
The Tech level track on the right, is another place where you can place spend resource. You start being able to make spearmen, but by placeing resource into the tech track you can get better and better troop types. Although not on this sketch I envision each space on this track being a particular resource type.
The next board is just a board that gets placed between the players and shows a track along which troops may be moved to reach your opponents.
Next up I've throw together a combat table. Player actions may be spent to attack, which I envision as being a simple die roll. When opposing units share the same space on the boards, they may attack, The attacker/defender is cross referenced and the die rolled, getting equal to or above is a hit.
So I envision a resource pool of 3 wood, 2 iron, 2 leater and 2 stone being placed in the center of the table each turn and these are all that is available to be picked up that turn.
Players then place thier builders
Resources are claimed starting with a starting player, one per player until all possible claims are made.
Then each player gets to take 3 actions. An action can be...
Move one soldier.
Attack with one soldier.
Move a resource ( such as from Ore to Processed, or from Wood to Spearman, or from Processed to Tech )
Build a soldier ( and return the recorces )
So there you have it. My initial sketches and thoughts. I'd like to invite anyone to contribute thoughts and ideas, critisisms and flames to this thread