Board game planning in-progress.
General idea dump Edit
- Premise: 5 (4?) players each leading a team of mercenaries in the year 20XX, seeking to make money and earn much fame doing mercenary things on a tropical island under the scrutiny of invested investors watching the whole thing and gambling it up, from a safe location in Neo New South Las Vegas-2. Oh, and I guess they'll be defeating some dictator with a death laser or something, I dunno.
- Also, an additional player who controls the tyrant him/herself. Wooo, asymmetrical gameplay.
- Merc players' objective: Defeat the dictator! Destroy his facilities, blow away his armies, liberate his caches of gold hidden around the map! But most of all, win more than every other merc. Okay, but seriously though, beat the dictator too, they're a pretty bad guy.
- Dictator's objective: Survive for X turns! Also keep an eye on your facilities and stuff, since they're essential to a well-oiled war machine. Every facility you lose (which every merc will be gunning for thanks to their objective cards) will wear your armies down a bit. If you ain't first, you're last.
- Every merc, ideally, has their own agenda. Part of the challenge of making the game is striking the balance between imperating the players to work together to overthrow the dictator and having them turn on one another. (How to make this fair for the dictator player if everyone's being too harmonious?)
- Comprised of hexes of varying terrain/building types. Jungle-y forests, open grass fields, ridges, snowy mountains, badland, rivers, maybe even a precarious bridge over a canyon or two. The Dictator's HQ goes right square (well, hex) in the middle, or in one of the spaces tying for it in case of centerless board layout.
- Hex size is 40mm to the edge, i.e. slightly smaller than Catan (which is 45mm).
- Should the dictator player be allowed to assemble the board as they see fit? It is their island, after all. Perhaps include some sample layouts in documentation for tutorial and/or uncreative player purposes.
- Facilities/buildings: Are they dedicated tiles or pieces that go atop of...any hex? Urban hexes?
- 4-5 formation boards. 3x3 chessboard-esque arrangement with colored border (corresponding with player color.) Has slots punched out to accommodate unit piece pegs.
- Doomsday Clock 2000, essentially a "turns left in game" counter. Can also be moved to indicate the leading turn.
- 4-5 "on board" markers, one per player, in varying colors. Features a simple crest or arms-like design. Has a waterdrop-shaped base, with the point indicating the "facing" direction of the corresponding player's crew.
- 10 or so "enemy" pieces, for roving squads controlled by the dictator.
- Special pieces for "boss enemies", maybe 3 or so. They have their own specific units associated with them.
- 'Unit board' pieces! Unique-shaped pieces for every merc leader, and generic unit types for the non-leader units. Likely just in "small unit" and "large unit" varieties. Maybe others. Each piece has a peg on bottom to fit snugly into the unit-board holes.
- Facility/building/structure pieces? (If going with those instead of dedicated tiles)
- Money chips - In $1 and $5 varieties. 40+20?
- Star tokens - used for abilities and powers. Silver, singles only. 40.
- Damage markers, for unit cards. Come in 1, 5, 10 damage varities. 30+20+10?
- Machination tokens, for the dictator's dastardly plans.
- Two d20's, for head-to-head DICE COMBAT™.
- Special markers, buffs for various purposes. Maybe 5 or 6 or 10.
Extremely (relatively speaking) subject to change
- Shop - Units, weapons, items, the works. Many many many! The front features a colored border to indicate its "grade". Obviously, purchased with money chips.
- Event - Pulled every turn - shakes up the island and the status quo.
- Radio - Support, abilities, and such - i.e. things that would often be radio'd in by the mercs. Divided into 2 or 3 libraries for drawing from at the end of players' turn.
- Villain deck - Special cards for the dictator. Often event-esque cards with a pro-user slant.
- Henchman - Units specially for the dictator. Generally expendable.
- Hero - For the merc leaders. Two-sided, i.e. no "back". Dossier info, stats, abilities, combat, etc.
- Character - Maybe. A character-specific mini-deck of special flavored support cards. Unique character card backs. Could also be used for villain cards (assuming there's multiple playable dictators.)
- Merc players (hereby known as simply "players") roll for table positioning/initial turn order. Someone can opt to go last, in which case, it can be rolled for as well.
- Players act in reverse initial turn order selecting a team leader character.
- Each player is dealt a hand of four Tier 1 (white border) and two Tier 2 (green border) shop cards by the dictator player.
- Keeping the hand to themselves, players take one card of their choice and place it in view on the table. The hand is then passed to their left. Players can opt to pass instead.
- The mercs build their initial squad and armaments in this way. This starting group cannot exceed 4 units (i.e. leader+small unit+large unit or leader+3 small) or 8 Credits (note that leaders have no cost). Armaments can supplement the four units, so long as it does not go over $8.
- The draft goes to five rounds maximum.
Turns proceed in the following order, with the mercs acting in sequence phase by phase and the dictator getting his own dedicated turn:
|Mercenary Players||Dictator Player|
A player (doesn't matter who) progresses through the shop deck. Every turn, based on number of players and turn number (a table is included in instructions), a certain number of certain tier cards will be drawn and placed face up to comprise the shop selection.
Acting in order, players can purchase a card of their choice...assuming they have the money, of course.
However, once a purchase is in motion, any player can high-ball it, by purporting to buy it at a higher price. Players can high-ball that offer as well, and high-ball their high-balls, et cetera, until the card goes once, goes twice, is sold.
[Should the initial player be allowed to pay higher-than-sticker-price from the get-go? For example, if everyone has 5 credits and there's a 4-credit card on the table, in which case a 5-credit offer would be uncounterable? Or should they have to 'wait' for someone else to try and buy it? Should this use turn order continuing from the designated purchaser? e.g. Player 3 purchases, Player 4 gets first opportunity to high-ball.]
This continues until every player has had a go at the Shop.
Simple enough. Players move their pieces. Movement phase allows for 1 tile of movement, with few exceptions/restrictions.
If a player opts not to move, they can change their piece's facing direction instead.
Takes place in order. Multiple players can occupy the same space.
Draw a card from the event deck; it takes effect.
Essentially a second movement phase, but with the added option of performing actions (generally related to the event at hand or a mission - occasionally a tile.)
Ending the Re-Act phase occupying the same tile as a dictator piece will incite combat.
All outstanding battles are resolved, starting with the earliest-in-the-turn-order involved player.
The turn winds down. If there is a special action to be performed (for example, a 3rd movement point granted by an action/radio card or something) this is where it goes.
Players receive 1 credit, a radio card, and a star token. They can opt for 2 more credits (3 total) or a 2nd star.