Wednesday, September 30, 2015

No Man's Land: A World War I Strategy Game

This Is a WWI strategy game played between two players, where the objective is to reach the enemy base while protecting your own. Each player utilizes the skills of 4 specialized unit types in order to advance closer to the enemy line and destroy their base. 

The time period for this strategy game takes place around 1917. With the final months of World War I coming to an end, the Allies close in on Germany from all sides. In order to break the deadly stalemate of trench warfare, both armies introduce their greatest feat of technological engineering; a weapon so powerful- it would change the way war would be fought forever: the Tank.



Screenshots from the game: Valiant Hearts





Color Palette / Game Piece Examples

(Rifleman, Machine Gunner, Sniper)

Sunday, September 27, 2015

The Five Armies: Game Deconstruction


The Goal of the Game: Five players compete to have the most Victory Points at the end of the 12th round. Victory points are achieved by occupying them most amount of land at the end of each round.

Core Mechanic: Up to 5 players command armies to try earn the highest amount of victory points by taking control of the map. Players take control of the map by occupying the most amount of squares at the end of each round, the player with the most squares earns a victory point for that round.

Space of the Game: The board consists of a two dimensional map divided into 33 squares. Along with these squares, there are mountains and rivers where players can not move their pieces.

Objects, Attributes, and States: The objects of the game are the board itself, 500 pawns (100 per army), 40 six-sided dice, 12 event cards, 5 army stat cards, and 4 counters. Each player starts with 40 pawns, each starting in separate corners of the map. at the beginning of each round, an event card is drawn to determine the conditions of that round, IE: a specific army has bonus attack and movement attributes for that round. every round, each player gets two reinforcement pawns that are placed in their starting square. movement and player turn order is determined by the card that is drawn for the round. Cards may decide if armies move 2 spaces instead of 1, or if the turn order changes from clockwise to counterclockwise.



Operative Actions: An event card is drawn at the beginning of each round. Although it is not required, a player may move their pawns around the map 1 square from where it started.

Resultant Actions: Players may move their pawns in order to gain control of more squares on the map. Players can attack each other for control of a square if that square is occupied by two or more armies. Players roll dice to determine the success or failure of the battle over the square.

Behavioral rules: Players must battle each other to gain control of the most amount of squares by the end of the round in order to achieve a Victory Point; players must compete for victory points in order to win the game.

Advisory rules: Although it is important to take control of as many squares as possible, players must defend against their enemies attacks and prevent them from taking squares they own.

Skills players learn: Players learn to manage their armies in order to conquer as much land as possible without stretching their armies too thin. Players also learn to anticipate their opponent's moves and set up their pieces accordingly.

Wednesday, September 23, 2015

Print & Play Game Observation

      Over the past few days, I have been doing some research on Print & Play games. These particular games are exactly what their name suggests, printing a downloaded file, cutting out the pieces, and playing the game. Many P&P games (or rather most that I have seen) are not very well constructed. several games I came across were complete copies of video games, just turned into tabletop form; however, there were a few very well designed games out there. this particular game, URBAN-OPS: the card game, was probably one of the best P&P games I found. while playing this game, I recognized many similarities between it and the tabletop miniature board game: Warhammer 40,000. the designer of this game invested a lot of time into creating it, each character was unique with their own set of skills and illustrations. Unfortunately, the designer abandoned this project before it reached its final stage. This game had much potential and could have eventually made it into commercial production.