Sorry there's been not much activity here. I am still working on this game, but I haven't had much chance lately to play too much. I am still working on this game with some new ideas for units and mauvers. Particularly, maneuvers for archers and duel-wielders.
I'm trying to build up my plastic figures, buying them and painting them up, and then adding cards for them. Plastic is much easier to test-play with than the paper ones (though I remembered a good fix to the problem of paper figures falling over - my old foreign coin collection!).
I've been playing some of the overwatch open beta, and it made me think more, that is the sort of feel i'm going to have this: small scale with big, interesting to use powers. Obviously, the fewer units on the board, the more those few units need to be able to do with more choices each.
Though the characters in overwatch are static, and another example of the feel would be TF2 which had various weapons for each class, but it fit well into the role of what that class did.
For example, you might have Onion Knight (22 Points, 12 HP, +0 Speed, 2 Range, 2 Damage) with Knight's Defense (2 points. When an ally in 2 range is attacked, before the attack you may switch places with the ally and become the target) and be purely defensive, using the shield to stop damage and aggro manage.
Or you could use something like Shield Bash (Lets you add attack instead of Defense from a shield). and Charge! (which adds attack if you charged at least 6 squares to the target) and slam the shield into enemies faces!
Another example would be the Two-weapon fighter (14 Points, 8 HP, +2 Speed, 2 Range, 2 Damage.)
They get an abillity like shield, except it already can add either attack or defense. With Dervish (which lets her turn and attack an additional time another target in the same turn) and dervish defense (which lets her once a turn rotate to face an enemy that's attacking, such as from the back) you can spin and attack even when flanked.
Or that same unit might use Second Sword which lets her spend an attack bonus from the off-hand sword and deals a little damage, even if she misses!
I'm going to have "slots" for a few maneuvers, and likely Dervish and Second Sword will occupy the same slot. I'll want to do this for two reasons, for balance and to make players have to choose between different strategies. I find that in the games I play the right amount of restrictions helps make the game interesting. (be it "mana types" such as in Magic: the gathering, or the upgrade slots such as in X-Wing miniatures game).
I'm still trying iron down some basic ideas of factions, and what they will do. One faction I have an idea for is a garden-based faction that primarily does ground-based effects, such as laying traps and obstacles, but as I said, this is something I'm working on but is secondary to the main physics.
I want the game to be playable and fun as a historicalish (i.e. no magic or monsters) skirmish game. with just human-sized units (2x2 squares, or ~25mm) with the different weapon load-out combinations. As I mentioned, this game was partially inspired by foam sword fighting, which, at least in my chapter is non-magical and more historical.
I'm hoping to play it again in a few weeks with friends who hadn't played it yet. so I'm working on double checking the wording of my cards and printing out the new cards I'll need by then.
Discovering the edges of the maps, and then creating on the blanks that are there.
Showing posts with label Miniatures Games. Show all posts
Showing posts with label Miniatures Games. Show all posts
Monday, May 9, 2016
Sunday, April 10, 2016
More ch-ch-changes
I've talked a little more with the person I play tested the game I mentioned in the last post and have been mulling it over.
One change that was suggested was switching from a deck of cards to tokens. It felt like such an obvious move actually.
One of my problems in the design was having too few or too many cards. Too few and players were shuffling way too much. Too many and it was impossible to do any sort of prediction with card counting. With 6 of each of 3 suits, if I increased the number of cards evenly I had either 18 cards with one of each suit (which I felt was too few), or 36 with the next jump up. This last version I had 27 cards, with two of each of the 1-3 cards and 1 each of 4-7, though I thought this was a bit clunky with card counting.
Now I have three colors in place of the suits, red white and blue (Easy to remember order for beating them). I used some poker chips I had, with numbers sharpied on.
Having tokens eliminates these problems. There's no shuffling, just a quick shake. We'll see how this works when I do the next test play.
Another suggestion is if someone forgets and reveals the card/token when they should have hidden it because it's a contested move, just make it so they have to stop before it would have been triggered anyway. one thing about that is, if the unit triggered because it moved out of an enemy's range it just means they don't go anywhere, which seems like a big penalty.
Another idea suggested was lost cards/tokens not being recovered at the end of your own turn, so you only get the unspent cards/tokens to defend with, and then recover at the end of your opponent's turn.
This I'm less sure about simply because you only get 5 tokens/cards, and I don't want to increase this number too much, or else I'd have to increase the total pool. It seems like it'd basicly encourage turtling much more, so players have enough cards.tokens to defend with.
I'm willing to give it a try anyway.
Another aspect I was struggling with in the testplay that I didn't mention is the order of when tokens are removed. I had it simply at the end of your turn, but it makes no sense for a defense token to be placed on your turn and then immediately removed. One solution would be to make it so attack tokens remove at the end of your turn, and defense at the end of your opponent's turn ,but I don't really like the idea of tokens having seperate timings, since it's just one more thing to remember.
Maybe all tokens are removed at the end of your opponent's turn, since attack tokens aren't doing anything anyway.
I was considering just making clean up after both players go, but this would requite some sort of initiative check at the beginning of each round (I know a lot of miniatures games have this, including Guild ball, a game I' recently discovered and I'm looking forward to playing) which I feel is a bit disruptive and slows the game down, and so I'd rather avoid it.
So those are things I'm looking at being some more changes in the next play. I'll report here on how that game goes, and I'll try to take pictures this time.
Do you have any thoughts on these mechanics? Are there any good examples where these types of mechanics are used well, or poorly?
Tokens
One change that was suggested was switching from a deck of cards to tokens. It felt like such an obvious move actually.
One of my problems in the design was having too few or too many cards. Too few and players were shuffling way too much. Too many and it was impossible to do any sort of prediction with card counting. With 6 of each of 3 suits, if I increased the number of cards evenly I had either 18 cards with one of each suit (which I felt was too few), or 36 with the next jump up. This last version I had 27 cards, with two of each of the 1-3 cards and 1 each of 4-7, though I thought this was a bit clunky with card counting.
Now I have three colors in place of the suits, red white and blue (Easy to remember order for beating them). I used some poker chips I had, with numbers sharpied on.
Having tokens eliminates these problems. There's no shuffling, just a quick shake. We'll see how this works when I do the next test play.
Forgotten Contest
Another suggestion is if someone forgets and reveals the card/token when they should have hidden it because it's a contested move, just make it so they have to stop before it would have been triggered anyway. one thing about that is, if the unit triggered because it moved out of an enemy's range it just means they don't go anywhere, which seems like a big penalty.
The Reserve
Another idea suggested was lost cards/tokens not being recovered at the end of your own turn, so you only get the unspent cards/tokens to defend with, and then recover at the end of your opponent's turn.
This I'm less sure about simply because you only get 5 tokens/cards, and I don't want to increase this number too much, or else I'd have to increase the total pool. It seems like it'd basicly encourage turtling much more, so players have enough cards.tokens to defend with.
I'm willing to give it a try anyway.
When does it all (token effects) end?
Another aspect I was struggling with in the testplay that I didn't mention is the order of when tokens are removed. I had it simply at the end of your turn, but it makes no sense for a defense token to be placed on your turn and then immediately removed. One solution would be to make it so attack tokens remove at the end of your turn, and defense at the end of your opponent's turn ,but I don't really like the idea of tokens having seperate timings, since it's just one more thing to remember.
Maybe all tokens are removed at the end of your opponent's turn, since attack tokens aren't doing anything anyway.
I was considering just making clean up after both players go, but this would requite some sort of initiative check at the beginning of each round (I know a lot of miniatures games have this, including Guild ball, a game I' recently discovered and I'm looking forward to playing) which I feel is a bit disruptive and slows the game down, and so I'd rather avoid it.
So those are things I'm looking at being some more changes in the next play. I'll report here on how that game goes, and I'll try to take pictures this time.
Do you have any thoughts on these mechanics? Are there any good examples where these types of mechanics are used well, or poorly?
Saturday, April 2, 2016
First Test play for this version
So I got a chance to play feint wars today.
Sadly, I forgot to take pictures. Maybe this is a good sign, because it means I was absorbed in playing the game.
Some thoughts:
The Feinting Mechanic
The feinting mechanic still feels a bit clunky. The person I was playing against said it felt random. I tried to guess what the opponent was playing but I failed badly at it.
I'm not sure how to balance being able to have enough information to make informed decisions on
what cards are still out there. Maybe I need to lower the number of cards (currently it's 27).
A deck has 3 suits, with 2 of each suit of cards 1-3, and 1 of each suit 4-6.
On the one hand, I like having it, The person I was playing with pointed out it discouraged really playing low cards, since there's no reason not to always play the highest card on your attacks, you're not really wasting anything.
One other solution would be to make a maximum damage, based on your base damage value.
There was a bit of a miscommunication on how I explained the rules and the other player was adding their speed value to their attacks, so they might have felt this way because they were hitting so frequently. I want to do more tests before dropping this.
There were times when I played a card face up and then remembered it was contested and had to take it back and play a card face down. Maybe this is just a thing to get used to. I didn't want any special attacks or anything to use extra cards because I felt that slowed the game down, and so I wanted to sort of blend in the movement action with the "attack of opportunity".
I'm not sure i like how the card played is exactly your defense, since in order to move further you have to have a higher defense from the attack of opportunity because you have to play a higher card. Basically it means you always get a sort of bonus for charging. Maybe you subtract squares moved, but I was trying to avoid adding unnecessary math.
Abilities in general seem a bit hard to remember. I kept forgetting to play defense tokens for my shield ability for example on my knights. I also need better explanation on how defense tokens work since they should last during your opponent's turn.
The person I played with said the game is a good start. Now I need to work on refining this game more. I'll try to remember to actually take pictures next time.
Sadly, I forgot to take pictures. Maybe this is a good sign, because it means I was absorbed in playing the game.
Some thoughts:
The Feinting Mechanic
The feinting mechanic still feels a bit clunky. The person I was playing against said it felt random. I tried to guess what the opponent was playing but I failed badly at it.
I'm not sure how to balance being able to have enough information to make informed decisions on
what cards are still out there. Maybe I need to lower the number of cards (currently it's 27).
A deck has 3 suits, with 2 of each suit of cards 1-3, and 1 of each suit 4-6.
Modified Damage
I'm considering dropping modified damage (that is, doing more damage based on how much you beat the defender by) and making it so you only do damage equal to the unit's damage value.On the one hand, I like having it, The person I was playing with pointed out it discouraged really playing low cards, since there's no reason not to always play the highest card on your attacks, you're not really wasting anything.
One other solution would be to make a maximum damage, based on your base damage value.
There was a bit of a miscommunication on how I explained the rules and the other player was adding their speed value to their attacks, so they might have felt this way because they were hitting so frequently. I want to do more tests before dropping this.
Contested Movement and memory
Doing contested movement is a little hard to remember. (When you move out of of through the range of an enemy you play the card being used to move face down, and it's used as a defense against an attack of opportunity)There were times when I played a card face up and then remembered it was contested and had to take it back and play a card face down. Maybe this is just a thing to get used to. I didn't want any special attacks or anything to use extra cards because I felt that slowed the game down, and so I wanted to sort of blend in the movement action with the "attack of opportunity".
I'm not sure i like how the card played is exactly your defense, since in order to move further you have to have a higher defense from the attack of opportunity because you have to play a higher card. Basically it means you always get a sort of bonus for charging. Maybe you subtract squares moved, but I was trying to avoid adding unnecessary math.
Abilities in general seem a bit hard to remember. I kept forgetting to play defense tokens for my shield ability for example on my knights. I also need better explanation on how defense tokens work since they should last during your opponent's turn.
The person I played with said the game is a good start. Now I need to work on refining this game more. I'll try to remember to actually take pictures next time.
Saturday, March 26, 2016
Welcome, Explorer!
Hello!
My name is Mason, I live in the pacific northwest and for a long while I've been working on designing board games in my spare time. This blog is basically to put stuff on my games that I'm working on for people who are interested, and I might discuss thoughts on the basics of game design concepts, and possibly reviews of board games.
This is definitely from a process of talking about stuff as I discover it and I can point out all the mistakes I found I made and get feedback on some general issues in game design.
One of the projects I've been working on is a grid-based miniatures game called "Feint Wars".
The Concept
The main idea for the game came from my experience doing foam sword fighting (FSF), and the idea occurred to me of making a game that sort of simulated the interesting different tactics used with the different weapons, and how they sort of interacted in the "meta" in FSF.
For those who aren't familiar with it, foam sword fighting is a sport where people do simulated sword fighting with weapons made out of a core (usually PVC pipe) with foam (thus the name). the rules allow for a wide variety of weapons with some of their own rules how they work, and tactics.
For example, in using the longer "red swords", if you hit twice with a good solid hit on a shield with both hands, the shield is counted as "broken", and the person using a shield has to drop it. Another example would be how naturally axes can be used to hook down a shield to allow attacking with an off-hand weapon.
Then in 2011 Dark Souls came out. I hadn't been aware of the previous souls games, and this fit really well into the type of game-play I was thinking of, with energetic movement and feinting and dodging.
Past Versions
Before I say what my current version is, here's some things I tried that didn't work.
My first version I was using a dice pool system where players bid dice to use or keep for defense, but It didn't feel like it was the bluffing feel I was going for. It felt like there was a lot up in the air with the dice rolls yet.
A later verrsion used cards without suits, with a "high but not too high" thing where you had to beat the card, but not by too many. I found that it was kind of a pain to calculate. Also it made having any sort of attack or defense bonuses really hard.
That brings me to my current version..
The Rules
The game is built on a grid, but instead of a unit being inside 1 square, a medium sized unit covers a 2x2 square space.
This gives me the granularity to have ranges for different weapons from daggers (1 range) to swords and other medium sized weapons (2 range) and pole-arms and spears (3 range)
Each player gets a hand of card which are your actions for a turn that you can apply your units to move. attack or do other actions. When you do an action, you must discard a card. When you attack, both players play a card simultaneously and then reveal them. Cards are one of three suits and are numbered 1-6. If a card "trumps" another, it gets a +3 bonus, so while it helps to trump, it's not a guarantee of hitting.
If the attack hits it does damage equal to the unit's damage power, plus 1 for every nmber it beat the defender's number by.
If the attack misses the defending unit is allowed to move a number of squares equal to the number they beat the attacker by, allowing it to back up, get closer or shift around the unit for a better position for a counter-attack on the side or even back.
Sadly, I haven't gotten a chance to test-play this version with outer people, I've only played it against myself a few times, but I hope to try a test-play soon, and I'll report on how that goes.
That's a breakdown of the basics of the rules. I want the game to be fairly simple, and not a heavy game like war hammer, or even less heavy than warmachine/hordes. I admit, I don't have a lot of experience with miniatures games, besides x-wing. I have played some games that were a mix between European style games (which are some of my favorite board games) and miniatures games (Specifically Krossmaster Stadium andanother I forget the name of Super Dungeon Explorer) and I think there's a lot of room in that space.
I've been thinking some about the feel of the world too (which I;ll maybe talk about in a later post, though my main concern right now is getting the physics of the game down). I definitely don't want this to be yet another Tolkien-esque fantasy game.
This is definitely from a process of talking about stuff as I discover it and I can point out all the mistakes I found I made and get feedback on some general issues in game design.
One of the projects I've been working on is a grid-based miniatures game called "Feint Wars".
The Concept
The main idea for the game came from my experience doing foam sword fighting (FSF), and the idea occurred to me of making a game that sort of simulated the interesting different tactics used with the different weapons, and how they sort of interacted in the "meta" in FSF.
For those who aren't familiar with it, foam sword fighting is a sport where people do simulated sword fighting with weapons made out of a core (usually PVC pipe) with foam (thus the name). the rules allow for a wide variety of weapons with some of their own rules how they work, and tactics.
For example, in using the longer "red swords", if you hit twice with a good solid hit on a shield with both hands, the shield is counted as "broken", and the person using a shield has to drop it. Another example would be how naturally axes can be used to hook down a shield to allow attacking with an off-hand weapon.
Then in 2011 Dark Souls came out. I hadn't been aware of the previous souls games, and this fit really well into the type of game-play I was thinking of, with energetic movement and feinting and dodging.
Past Versions
Before I say what my current version is, here's some things I tried that didn't work.
My first version I was using a dice pool system where players bid dice to use or keep for defense, but It didn't feel like it was the bluffing feel I was going for. It felt like there was a lot up in the air with the dice rolls yet.
A later verrsion used cards without suits, with a "high but not too high" thing where you had to beat the card, but not by too many. I found that it was kind of a pain to calculate. Also it made having any sort of attack or defense bonuses really hard.
That brings me to my current version..
The Rules
The game is built on a grid, but instead of a unit being inside 1 square, a medium sized unit covers a 2x2 square space.
![]() |
| A barbarian (Reaper Bone) faces off against a rogue (D&D miniatures) who is 3 squares away. |
Each player gets a hand of card which are your actions for a turn that you can apply your units to move. attack or do other actions. When you do an action, you must discard a card. When you attack, both players play a card simultaneously and then reveal them. Cards are one of three suits and are numbered 1-6. If a card "trumps" another, it gets a +3 bonus, so while it helps to trump, it's not a guarantee of hitting.
![]() |
| Spade beats Hearts, Hearts beats Diamonds, Diamonds Beat Spades |
If the attack hits it does damage equal to the unit's damage power, plus 1 for every nmber it beat the defender's number by.
If the attack misses the defending unit is allowed to move a number of squares equal to the number they beat the attacker by, allowing it to back up, get closer or shift around the unit for a better position for a counter-attack on the side or even back.
Sadly, I haven't gotten a chance to test-play this version with outer people, I've only played it against myself a few times, but I hope to try a test-play soon, and I'll report on how that goes.
That's a breakdown of the basics of the rules. I want the game to be fairly simple, and not a heavy game like war hammer, or even less heavy than warmachine/hordes. I admit, I don't have a lot of experience with miniatures games, besides x-wing. I have played some games that were a mix between European style games (which are some of my favorite board games) and miniatures games (Specifically Krossmaster Stadium and
I've been thinking some about the feel of the world too (which I;ll maybe talk about in a later post, though my main concern right now is getting the physics of the game down). I definitely don't want this to be yet another Tolkien-esque fantasy game.
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