BattleBrik

A blog to chronicle my attempt to design a tactical miniatures game using bits from LEGO® Board Games. LEGO® is a trademark of the LEGO Group of companies which does not sponsor, authorize or endorse this blog.

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Prototype Board

D Conklin
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Here's a prototype board for Minifig Melee....



Characters: Minifigs that have been chosen by the player to try to win the game.

Square: The basic unit of movement, etc in the game is a 4x4 plate.

Land: A 16x16 base plate that starts out with a 3x3 arrangement of squares and onto which are put various objects (obstacles, hazards, creatures, monsters, triggers, goals). Lands are randomized or sequentially placed by players...then the tiles that link the lands are placed.

Obstacles: Objects placed on squares that block Character movement and ranged attacks.

Hazards: Objects placed on squares that may harm characters as they move about the board. Can be disabled by use of Triggers.

Triggers: Objects placed on squares that effect Hazards when a Character activates them.

Creatures:Objects placed on squares that may harm characters as they move about the board. Can be killed by the characters.

Monsters: Minifigs placed on squares that may harm and/or hinder characters. Can be attacked by Characters just like an enemy Character.

Goals: Objects placed on squares that may be acquired by characters and add to the Victory Points for the character's team.

Treasures: Objects place on squares that may be activated(opened) to reward the characters with Victory Points.
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Today 6:45 pm
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Keep It Simple Stupid

D Conklin
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I have about 3 different draft versions of the updated rules floating around now and it occurred to me that I keep getting bogged down in lots of particulars, advanced rules, and "edge cases"...

I was inspired recently by HeroClix Alpha and Krosmaster Junior to go ahead and get a basic version of the rules complete. I can always add advanced details later.



Even better if I can fit it on one page that allows a new player to pick up and play quickly.

http://www.hcrealms.com/docs/heroclix_official/DCalphaRules_...

Given that, I'm about 80% through the basic rule set. It is hard to keep the extras out, but I need to get a polished enough version that I can begin play-testing the new rules.
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Tue Aug 25, 2015 1:12 pm
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Character Worksheet

D Conklin
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Latest version of the character worksheet for the Gladiator:

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Mon Jul 13, 2015 2:24 am
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Never a Board Moment

D Conklin
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Previous posts detailed some of the choices around the customizable game board ( Customizable Game Board and Multi-player) but I've had a breakthrough recently.

The board will be be built with several building block "lands" (working on new name) that are made up of of 4x4 plates arranged in a 3x3 configuration on a 16x16 base... each populated with obstacles, rewards, and objects.

The idea is that they are customizable and can be arranged in many different ways...either randomly or via a scenario....to create an infinite number of game boards with unique challenges.

Here's an example of a "Forest Land""



You can see that this particular land has several trees (different sizes) that act as obstacles, reward coins, and a Treasure Chest object that likely contains more rewards.

This land can be rotated and connected with other lands to form part of the final board:


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Mon Jul 6, 2015 7:51 pm
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Dice To See You Again pt 2

D Conklin
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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).

Looks like:

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Thu Jun 11, 2015 7:21 pm
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Initiative

D Conklin
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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.
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Mon Jun 8, 2015 11:04 pm
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Rounds and Turns

D Conklin
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The very basic Round/Turn structure including the introduction of the Action Dice Pool, rolling, and determining results:


Round:

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


Turn:

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
-Determine Result

When Current player is done activating the character, the other player becomes the Current Player

Calculate Values:


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

Determine Results:

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
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Fri Apr 17, 2015 10:33 pm
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Customizing Minifigs

D Conklin
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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.

Stats are:
Grey: Plan
Yellow: Survive
Orange: Charm
Red: Attack
Blue: Defend
Green: Move



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:


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Mon Apr 6, 2015 7:05 pm
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Dice To See You Again

D Conklin
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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.
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Thu Mar 26, 2015 4:45 pm
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Ongoing Design

D Conklin
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Game design continues to evolve in the background...narrowing focus...

NO:
just another miniatures skirmish battle game
abstract strategy game
character death

YES:
customizable dice
cool dice mechanic
open-ended mechanics for ultimate expandability
customizable characters
capture-the-flag mechanics
scenario driven

Games that have cool ideas to borrow:
Super Fantasy: Ugly Snouts Assault
Krosmaster: Arena
Open Combat
DareBase
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Tue Mar 24, 2015 7:37 pm
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