Current Projects
Working Name: Asteroid Miner
Design Goals: fast play, aiming for 15-20 minutes per game
family/social game
no player elimination
Design Features: no randomization
all actions are pre-planned by laying, face down, the action you will take
variable difficulty set by the number of moves ahead a player must plan
Description:
In Asteroid Miner each player takes the role of a mining pods' pilot, racing through an asteroid field trying to outmaneuver each other and collect the most minerals. Players hold identical hands of action cards allowing them to, among other actions, accelerate, turn, and strafe. Each player creates an action deck of the actions they will perform as the game progresses, and with each turn players show the top card of their deck, take the action, and place a new action card at the bottom of their deck. Game difficulty is controlled by the size of each player's action deck; higher difficulty correlating to more cards in the deck. Minerals are collected by moving into a space occupied by a mineral cluster while facing the cluster, with each mineral cluster collected providing the player victory points. Mining pods that ram an object while facing it are damaged and lose a victory point, but the tough mining pods can handle collisions against any other side without damage - encouraging a full contact race!
Working Name: Blast of War
Design Goals: tabletop skirmish game
driven by scenarios and objectives rather than player elimination
campaign system
multi (3+) player
Design Features: momentum rule rewards a player for commanding the action of a battle
finite resource "will" enables player engagement throughout all phases of the turn
critical strike and wound mechanics leave every unit vulnerable to a lucky strike
Description:
Blast of War invites players to join in heart-pounding skirmish action. Players that have gained momentum hold a significant advantage over other players and can push their units to do more each turn. Each faction starts the game with a pool of Will that represents their forces resolve to see the fight through, will can be spent to enable reactions, mitigate failed morale tests, and more - but Will is also lost over time, with each turn leaving the players forces less resolved to carry out the fight. As the battle rages on the forces slowly tire out until the battle comes to a natural conclusion, with forces that have been pushed harder tiring out faster.
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