In this reoccurring section we will be discussing the nuts and bolts that drive the game; the game mechanics themselves. Today’s entry is an overview of the general phases of game play.
I wanted a system that is relatively balanced yet tinged with enough random elements to prevent over predictably/boredom. I ended choosing a modified version of Akula’s Bad AR:SE system. Admittedly, I am fan of the deck driven system.
Basically each phase of the game is dictated by a deck of cards that through out the course of the game grows. In the beginning of the game the composition of the deck should be…
4 Standard Combat Cards
1 Naval Card
2 Construction/Repair Cards
1 Colonial Strategy Card
These cards should be shuffled prior to first draw and after each phase to insure each card holds an equal chance of being drawn. So with each Combat Card Phase begins with a roll for initiative order. Then in sequence each soldier is given Action Points in alternating order till each player has moved five soldiers.
Players can research during the Colonial Strategy Phase and unlock additional cards that they can add into the deck. Some of the research cards and their quantity as that relate to phase selection are as follows
2 Riflemen Combat Cards
2 Calvary Combat Cards
2 Medic Combat Cards
2 Colonial Strategy Cards
3 Cannon Combat Cards
3 Naval Cards
3 Construction/Repair Cards
Combat Cards ie Medic, Rifleman, Calvary, and Standard.
Typically if a Standard Combat Card is turned up each soldier used gains two action points. With the researched cards however should say a Rifleman Combat Card turns up, you can select any soldier to use and gain its two AP but if you specifically select a Rifleman he will gain three AP.
With action points you can perform actions like move or shoot with a number of different modifiers.
Colonial Strategy
Not only enable you to modify the phase deck but also to augment your faction with specific advantages. When you research a strategy it become unique to your faction and you gain a bundle of identical Strategy cards that you can use to sell to other players or simply play keep away with them. However should your headquarters be besieged the faction seizing your building also seizes your Strategies for themselves.
Naval Card
This phase allows the tall ships to gain action points. More details on Navel Combat to be unveiled in future journal entries. Rowboats at this time are regulated by their soldiers AP.
Construction/Repair Card
This is the phase where construction progress is made. Some folks would have building mechanics operate outside the phase card system and to that I say both construction and repairs are things that often are random enough in build time. It is important to note that if your workers do not complete a structure in a single turn they must continue working on the structure till the next Construction/Repair card is drawn.
Cannon Fire Card
It is important to note that Naval Cards enable the tall ships to fire at each other but restrict them from firing on coastal targets till a Cannon Fire Card is drawn. When this card is drawn it is also when land cannons may be fired at one another.
This is just a brief overview and many more details will be coming in future entries. Stay tooned and keep rolling.
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