|
Post by greyelephant on Sept 21, 2009 16:19:22 GMT -5
I've been brainstorming about Attacktix lately. I've been playing several other games during the "hiatus"- - and found that some of the ideas from the other games can easily be transferred into Attacktix. Some ideas are just ideas that I've come up with in general. Anyways, here's a few game play ideas along with some effects that would work really well. Game play. 1. I wish to start using different techniques to play the game. We always choose a squad, place them at the starting line, and ultimately bang it out. Sometimes you've backups that can be brought in via specials. However, I want to incorporate a new strategy called "Reserves". Reserves are figures that are a part of your main squad, but are placed off of the board just like you do with back-ups. I've given a complete breakdown on how Reserves work on page 4 of this forum. Here it is attacktix.proboards.com/index.cgi?board=generalattacktix&action=display&thread=4072This idea opens the game up a bit more by giving you more options on how you wish to control your squad. 2. Even though I've waffled in the past, I do feel a figure is only defeated once it's not in play. Otherwise taken from the board and place in the defeated pile. 3. Figures need to be seperated into "Uniques" and "Commons". You may have multiples of the same commons, but only one of a certain type of unique. Example......Darth Vader S4 would be considered a unique, so you would only be able to use 1 of this figure. Now you can combine him with Darth Vader S1 because they are not the exact same figure. A Rebel Trooper would be considered a common and you'd be able to use as many of them on your squad as you'd like. Effects. Here's some new effects that I've thought of just recently. Leadership - All troopers move double speed as long as "chosen figure" is in play. Stealth - Figure can only be attacked by an adjacent figure. Rocket Retreat - You may move figure to any open space on the board. However you may not attack with this figure on this turn. Riposte - If figure is attacked and the attack fails to defeat "chosen figure". Then "chosen figure" may make an immediate move and attack. Charisma - You may make an additional attack each turn as long as "chosen figure" remains in play. Bound - If "chosen figure" defeats an opponents Leader figure then your opponent loses an attack on his next turn. Reinforcements - If this figure is still in field of play after 4 turns have passed you may bring in X2 troopers from your back-ups. Jedi Mind Trick - Instead of taking a turn with "chosen figure", you may take control of one of your opponents "trooper" figures for 1 turn. Infect - If "chosen figure" defeats an opponents figure. Take another "chosen figure" from your back-ups and place it where opponents figure was defeated. Anyways, these are just some of the ideas I've come up with over the weekend. Feedback?
|
|
|
Post by Yaggleberry Finn on Oct 17, 2009 10:57:08 GMT -5
GE, I like these ideas! I have two new guys who are getting into the game and played for several hours last Thursday night. I played with them but the difference in skill level left the game a little less than fun for me... so I've been thinking of some more new ways to play the game while they figure out how to play. I think what I'm about to suggest could mesh nicely to what you wrote above.
I am trying to put together some playing cards that will be used within the game. Right now I have two ideas for decks - one will be a set of scenario cards, with one chosen at the start of the game. The other deck will be cards that are playable at different times throughout the game. The specifics are up for moderation, but basically you draw a card at the start of the game, then draw another one at the end of each turn that you defeat (or knockdown) a figure. (This is like drawing cards in Risk, so long as you capture at least one territory.) You are only allowed a certain number of cards in your hand - three perhaps - and therefore must discard any extras to the bottom of the deck. My idea was to have a lot of cards in the deck, maybe 50, but only have so many different types of cards. That way you can design a "rarity" of sorts - one card may appear only once, while a much less powerful card appears ten times.
The cards would designate when they can be played - some at the beginning of a turn, others at any time in the game. Here's some ideas I have so far. It's still very developmental and could probably be much better organized down the road. Some of these ideas are taken directly from other people, including a list of information I was once given by Webhead.
Some would simply be an automatic play of a specific special power, played at the start of your turn: RECRUIT -> At the start of your turn, put one figure into play from your backups. (I like this, since so many teams don't even utilize this part of the game.) RALLY -> At the start of your turn, return a figure from the defeated area. BATTLE CRY -> This turn you may make one extra attack.
SPEED BOOST -> At the start of your turn, pick one figure to have +4 speed for this turn. SNIPER -> On this turn only, all of your Launcher figures may attack for free. DARK ... SOMETHING =) -> Figures defeated on this turn do not check their special powers and go directly to the Defeated Area.
Played at the end of your turn: SHIELD -> Select one figure that your opponent may not attack on their next turn. SABOTAGE -> On your opponent's next turn, they may move but may not attack. TANGLE -> Pick one of your opponent's figures to have -4 speed for their next turn only.
Play at any time: RE-GRIND -> Upon checking a figure's special power, grind that figure and check again. (This could be for you or your opponent, or there could be two cards, one for each.) AUTO-WHITE -> Play when one of your figure's special power window is black. That window is now played as white. SPY -> Select one figure (yours or opp) and check its special power window.
SECOND WIND -> One figure may make a second move/attack on this turn. This counts as one of your attack actions.
--------------- FIELD CONDITIONS / SCENARIO CARDS (one chosen at the start of the game from the top of that deck, applies until the game ends)
STRIKER BONUS -> All Strikers have +2 speed during this game. LAUNCHER BONUS -> All Launchers may attack for free during this game. FLIP FLOP -> During this game, players will make their attack phase first, then their movement phase. PERFECTIONIST -> During this game, if an attack fails to knock down an opponent's figure, that player's turn is over.
I plan to unveil these cards on Thursday, October 29, which gives me a week and a half to work on them. I know we don't get a lot of feedback here on ideas any more, and I do intend to follow through with this either way. But I'd love to hear what you all have to say - at least you GE!
|
|
|
Post by greyelephant on Oct 17, 2009 11:07:08 GMT -5
love these ideas! I look forward to seeing the cards.
|
|
|
Post by Yaggleberry Finn on Oct 17, 2009 15:42:37 GMT -5
Ok, the cards are done, I just need to print them out. This is what I ended up with, I haven't made any scenario cards yet: START OF YOUR TURN CARDS: 5 RECRUIT -> PUT ONE FIGURE INTO PLAY FROM BACKUPS 4 RALLY -> RETURN A DEFEATED FIGURE 6 BATTLE CRY -> GAIN AN EXTRA ATTACK THIS TURN 3 SPEED BOOST -> PICK ONE FIGURE TO HAVE +4 SPEED THIS TURN 3 SNIPER -> ALL LAUNCHERS MAY ATTACK FOR FREE THIS TURN 2 MISFORTUNE -> FIGURES YOU DEFEAT ON THIS TURN DO NOT CHECK THEIR SPECIAL POWERS AND GO DIRECTLY TO DEFEATED AREA 4 TELEPORT -> YOU MAY MOVE ONE OF YOUR FIGURES ANYWHERE ON THE BOARD BUT IT MAY NOT ATTACK THIS TURN 2 BETTER LUCK NEXT TIME -> YOU MAY DISCARD ALL OF YOUR CARDS AND DRAW THAT MANY NEW CARDS (INCLUDING THIS ONE) END OF TURN CARDS: 2 SHIELD -> PICK A FIGURE ON YOUR OPPONENT'S NEXT TURN THEY MAY NOT ATTACK 2 SABOTAGE -> ON YOUR OPPONENT'S NEXT TURN, THEY MAY MOVE BUT MAY NOT ATTACK 3 ENTANGLE -> PICK ONE OF YOUR OPPONENT'S FIGURES TO HAVE -4 SPEED ON THEIR NEXT TURN 2 EMPTY HANDED -> YOUR OPPONENT MUST DISCARD ALL OF HIS CARDS DURING A TURN CARDS: 6 TRY AGAIN -> CONTROLLING PLAYER GRINDS THAT FIGURE AND CHECKS THE POWER AGAIN 2 GUARANTEED -> A BLACK SPECIAL IS PLAYED AS IF IT WAS WHITE 4 SPY -> LOOK AT THE SP WINDOW OF ANY FIGURE 2 SECOND WIND -> AFTER MAKING AN ATTACK, THIS FIGURE MAY IMMEDIATELY MOVE AND ATTACK AGAIN (COUNTS AS AN ATTACK ACTION) 52 TOTAL CARDS You can download a printable version if you'd like: www.masterattacktix.com/misc/TixCards.doc
|
|
|
Post by Yaggleberry Finn on Oct 17, 2009 15:57:48 GMT -5
I don't know how I want to handle the distribution/limitations on the cards. I was thinking maybe you start the game with one card and then are able to draw one at the end of each turn where you knock down at least one of your opponent's figures. If it gets back up you still get a card. I also like the limitation of no more than three cards in your hand (having four means you discard one to the bottom of the pile).
However, I don't know how to handle the playing of the cards themselves. Should it be limited to one per phase? (One "Start of turn" card, one "End of Turn" card, etc) or should you be able to play as many as you want as long as the appropriate conditions are met?
We'll have to playtest to see how it goes, but I can't be there this Thursday, so it'll be a while until I can participate in the testing.
|
|
|
Post by greyelephant on Oct 18, 2009 8:43:55 GMT -5
I don't know how I want to handle the distribution/limitations on the cards. I was thinking maybe you start the game with one card and then are able to draw one at the end of each turn where you knock down at least one of your opponent's figures. If it gets back up you still get a card. I also like the limitation of no more than three cards in your hand (having four means you discard one to the bottom of the pile). However, I don't know how to handle the playing of the cards themselves. Should it be limited to one per phase? (One "Start of turn" card, one "End of Turn" card, etc) or should you be able to play as many as you want as long as the appropriate conditions are met? We'll have to playtest to see how it goes, but I can't be there this Thursday, so it'll be a while until I can participate in the testing. START OF YOUR TURN CARDS: 5 RECRUIT -> PUT ONE FIGURE INTO PLAY FROM BACKUPS 4 RALLY -> RETURN A DEFEATED FIGURE 6 BATTLE CRY -> GAIN AN EXTRA ATTACK THIS TURN 3 SPEED BOOST -> PICK ONE FIGURE TO HAVE +4 SPEED THIS TURN 3 SNIPER -> ALL LAUNCHERS MAY ATTACK FOR FREE THIS TURN 2 MISFORTUNE -> FIGURES YOU DEFEAT ON THIS TURN DO NOT CHECK THEIR SPECIAL POWERS AND GO DIRECTLY TO DEFEATED AREA 4 TELEPORT -> YOU MAY MOVE ONE OF YOUR FIGURES ANYWHERE ON THE BOARD BUT IT MAY NOT ATTACK THIS TURN 2 BETTER LUCK NEXT TIME -> YOU MAY DISCARD ALL OF YOUR CARDS AND DRAW THAT MANY NEW CARDS (INCLUDING THIS ONE)
END OF TURN CARDS: 2 SHIELD -> PICK A FIGURE ON YOUR OPPONENT'S NEXT TURN THEY MAY NOT ATTACK 2 SABOTAGE -> ON YOUR OPPONENT'S NEXT TURN, THEY MAY MOVE BUT MAY NOT ATTACK 3 ENTANGLE -> PICK ONE OF YOUR OPPONENT'S FIGURES TO HAVE -4 SPEED ON THEIR NEXT TURN 2 EMPTY HANDED -> YOUR OPPONENT MUST DISCARD ALL OF HIS CARDS
DURING A TURN CARDS: 6 TRY AGAIN -> CONTROLLING PLAYER GRINDS THAT FIGURE AND CHECKS THE POWER AGAIN 2 GUARANTEED -> A BLACK SPECIAL IS PLAYED AS IF IT WAS WHITE 4 SPY -> LOOK AT THE SP WINDOW OF ANY FIGURE 2 SECOND WIND -> AFTER MAKING AN ATTACK, THIS FIGURE MAY IMMEDIATELY MOVE AND ATTACK AGAIN (COUNTS AS AN ATTACK ACTION) |
I would do it this way. I'd say you can use as many cards on your turn as you wish. However, your opponent may do the same to defend himself. For instance. Your opponent uses "Sabotage" at the end of his turn so that you may not use any of your shooters. You can use your "Sniper" card to trump that "Sabotage" card so that you may use your shooters once this round. You also decide to use a "Misfortune" card this same turn on your opponent. However your opponent may use his "Guaranteed" card to trump yours. So, my thinking is that if you've got the cards, use them. It could go in your favor or not. That's the beauty of if though, now isn't it?
|
|
|
Post by Yaggleberry Finn on Oct 18, 2009 10:06:44 GMT -5
Sounds good. Annointed1 shared the same sentiments last night.
I'm not sure if I want Guaranteed to trump Misfortune, though. If I did I think I'd have to reword the way Misfortune is written. Because Guaranteed only triggers when a Special Power turns up black, and Misfortune makes it so you never check the window at all.
(This type of conversation is the main benefit I've gained from being involved in WoW minis for a while.)
|
|
|
Post by Yaggleberry Finn on Oct 30, 2009 5:56:41 GMT -5
We were able to play one game last night with the cards and it was a blast! The format we ended up with was that you drew two cards at the start of your very first turn and then drew one card at the start of each subsequent turn. You couldn't have more than three cards in your hand, so if drawing gave you four then you were required to discard one.
Part of what made it fun for me was the fact that it added a complete unknown to the game. Of course you don't know if a special power will be white or black, but you easily can know its odds and what power it actually is. Here you only know the possibilities - will that striker have +4 speed next turn? Will he play an "Empty Handed" and force me to lose these cards I'm planning around?
One of the interesting side effects was that the game ended up being longer than usual. We only played 100 points, but the Rally cards kept things going a good five to ten minutes longer than would have otherwise.
Another fun outcome was comboing cards together. I was down to a single Recover Boba Fett and started my turn with Misfortune in order to go after S2 Obiwan. I missed my first shot, but was able to toss out my Second Wind card which gave me a second shot - and ended Kenobi's day. At least until he came back via Rally.
Due to other things that came up last night we only got one game in. But it didn't feel overpowered or in need of much tweaking and definitely made the game more fun for me. Andrew also said it was better, and he only has a handful of regular games under his belt anyway.
|
|