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Some more fine tuning after this previous post has me changing the customization a bit, again to decrease fiddliness.
Instead of the customizable side being 2 1x2's, I am changing it to be a 2x2. Thus only one color on a dice is increased to 1/2 chance.
Mostly this has to do with the fact that the dice pool will likely be 6 or 9 dice (haven't firmed up yet) and in addition to decreasing fiddliness this would improve dice management.
For 6 dice, the normative (ie, not yet customized) case would be that each of the 6 dice has the customized side a different color of the 6 colors. You could almost refer to these dice as the color that they have on the customizable side (ie, "The Attack Dice" for the dice with a red 2x2).
Very early on I thought I wanted some sort of "momentum" mechanic to play into initiative. Well I've improved the determination of Initiative using the Action mechanics as they are firming up to achieve this rather nicely:
Determine Current Player
If this is the beginning of the game, oldest player is said to have Initiative.
-The Player with Initiative designates a Character
-That Character performs a Plan Action declaring number of Dice as normal
-Other Player designates a character and their Plan Reaction, declaring Dice as normal
-Roll dice, compare values, and determine results as normal
Players alternate turns as Current Player until all characters have activated.
One question is should the designated character be considered to have used one of their 3 actions this turn in order to do the Plan action. I believe they should as this adds interesting choices.
The very basic Round/Turn structure including the introduction of the Action Dice Pool, rolling, and determining results:
Each Round each player has a Pool of 6 dice
Determine first Current Player
-Each Player designates their Character with higest Plan Stat value
-Each Player secretly indicates number of dice they will use. Used dice are removed from pool.
-Roll dice for Plan Action. Highest Plan is first Current Player
Players alternate turns as Current Player until all characters have activated
Current Player designates a character to activate who has not already activated this Round
-Only one character in Reserve can be activated in a Round
Player can declare up to 3 actions for the character this turn.
-Each Character can only perform each action once per Turn
-For each action declare number of Dice used (0-3) for that Action from dice pool. Used dice are removed from pool.
-If the Action allows a Reaction, the other player declares number of dice used for reaction (0-3). Used dice are removed from pool.
-Players calculate Values
When Current player is done activating the character, the other player becomes the Current Player
Player determines the value and color of the Stat being used for the Action or Reaction
Player rolls number of dice as declared
Player adds the number of the the determined color showing on the Dice to the Stat value
-The white side counts as any color. If 3 or more Whites are rolled, a Boost happens
-The black side counts as no color. If 3 or more blacks are rolled, a Fail happens
Player computes the Value
If the Action allowed a Reaction, the computed Values for both are compared.
-If the Action is greater, the Action succeeeds by the difference of the Values
-If the Reaction is greater or equal, the Reaction succeeds by the difference of the Values
If the Action didn't allow a Reaction, the Action succeeds by the Value
Fri Apr 17, 2015 10:33 pm
Slowly evolving the build sheet I'm using to create customs minifigs for the game.
The idea for now is to use this form for me to build out the stats for existing Collectible Minifigs so players can pick up and go, but this will eventually become the worksheet players use to stat their custom minfigs as well.
For each there are basically three categories of things that add up to the character's value:
Base: The starting value (from race/theme/uniqueness)
Role: Each characters has a designated stat that roughly indicates their role on the force
Items: items the minifig carries
Also, icons for each stat have additional effects in the game.
Here's a stated Celtic Warrior as an example:
Some of my first posts in this blog were concerning the use of the LEGO dice as a key mechanic of my game and to leverage the built in customization.
I've made a big change in the way that they are used previously and I think it has made a big difference in reducing the "fiddliness" of using them without losing the customizability.
Previously, the dice were constructed using 1x1 plates, however the big shift is to use 1x2s. This might not seem like much but it makes a big difference.
With 6 stats for a minifig (plan = grey, yellow = survive, green = move, red = attack, blue = defend, orange = charm), I can now use 4 of the dice sides (each side can hold 2 1x2 plates) to have one plate for each color. I then put a white 2x2 (wildcard) on one side and a black 2x2 (failure) on one side....
This leaves one remaining side that the player can customize with 2 1x2 of the color of their choice. A picture is worth a bunch of words:
What I like about this is that the player can increase his odds slightly by customizing his dice. A color would go from a 1/3 chance to a 1/2 chance. Doing this across all three dice that will typically be rolled really gives the player the ability to slant his odds for the stats he wants to focus on.
Game design continues to evolve in the background...narrowing focus...
just another miniatures skirmish battle game
abstract strategy game
cool dice mechanic
open-ended mechanics for ultimate expandability
Games that have cool ideas to borrow:
Super Fantasy: Ugly Snouts Assault
It's been a long time since I posted but work continues on the game albeit very slowly. Coming up on 2 years since I started this experiment and it has not gotten the attention I would like to get it, but I feel compelled to see it through.
Just when I think "I'm over it", something will come along that sparks my interest or gives me an idea and I'm back at it.
The rules have undergone a complete overhaul based on putting a lot of ideas from different games into a pot and stirring it up a bit. I finally had some time off for the holidays and decided to do a play test of the new rules:
I just took a look at a game that I've more or less ignored because the aesthetic didn't appeal to me, and it turns out the mechanics, rules, and many of the design choices line up very well with what I'm aiming for.
Specifically: Krosmaster: Arena
So many things to like about this game that I could see in my game (need to be careful not to blatantly rip off!)
-Characters with stats/variable powers
-Movement and Action point management
-Victory conditions baked in with character knock out
-In-game purchasing economy
-Boosts & Buffs
The list goes on....
Senjutsu: Dynamic Samurai Combat
Variable powers via customizable, stackable items
Items can be dropped and picked up
Jumping and Counterattack actions
Move & Attack per turn
Victory condition: scroll
Hidden "Stratego" aspect
Getting back to this because I have a little time off...
different powered pieces
push, pull, freeze actions
I especially like the "Animal Crackers" variant:
Use just three rabbits and one of each of the stronger pieces per side. In the setup move the pieces must be placed on the first row in any arrangement. Gold sets up first followed by Silver and the game proceeds as normal. This leads to very intense and tactical game. Remember you can also win by eliminating all of your opponents rabbits.
Sun Dec 29, 2013 12:50 am
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