Game Pitch (DIGC310)

The board game does not have a game yet however the focus is on strategy and resource management. The game itself is a competitive Player VS Player based game that can have up to 4 players playing at the same time. The game itself is inspired by Fire Emblem, a Strategy RPG, various card games such as Yugioh and Cardfight Vanguard. The game also takes some elements from the Mario Party series.

Players take control of an avatar which has 5 HP while the player has 10 HP which is separate from the avatar. The player and avatar are separate entities in this game. The victory condition is when there is one player left standing. Defending an opponent’s avatar or all of the opponent’s avatars does not grant a victory condition.

The game takes place on a grid based board with various spaces that grant different effects on players, both positive and negative. Movement throughout the board is also done through dice rolls. Currently the effects are still under development as there are some issues regarding balancing the board effects with card effects. An example of some planned spaces are; Space gives X amount of cards, space halves/doubles the next dice roll, prevents movement for one turn.

The main aspect of the game that has the most development so far is the combat system. The combat system combines elements from Fire Emblem’s weapon triangle and card elements from Cardfight Vanguard. There are three types of attacks; Power,  Skill and Speed. The triangle is as follows; Power (Red) > Skill (Green) > Speed (Blue) (Speed then beats Power). The attacks are then split into two categories which is melee and spells. These two categories will be explained in depth later in this post as it links to a different mechanic.

In order to keep the player’s movement constant, there will be various safe zone spaces spread throughout the board. These safe zone spaces allow players to avoid participating in combat. So for example if a person is low on player HP and cards, these safe zones can protect the player. However, these spaces only have a one time use. Once a player enters a safe zone once and a turn ends, that safe zone can no longer be used.

Combat occurs when one of two conditions are met which are:

  1. All players have moved in a single turn
  2. When a player’s avatar is one space away from another avatar

With the first condition, all players become involved in combat and any one can be targeted by any player regardless of location on the board. If the second condition is met then combat is initiated and only those two are involved, no other players can intervene. Combat is done in turns and in each player’s turn, players can use all cards within their possession. Attacking in these combat scenarios is not required either. A player can choose to hold onto all their cards and only defend.

Each attack uses up a single card within a player’s possession. Each card is marked either with red, green or blue to indicate what kind of attack the card deals. It is through these cards that influences what kind of attacks a player can use against their opponents. In order to defend against these attacks the player on the receiving must have a card that is stronger than their opponent. E.g. X attacks Y with red but Y uses blue to negate the attack. If an attack is successfully negated neither party takes damage, however the player adjacent to the one who defended will now take the damage. However they too can negate the attack just as the previous player did. This mechanic causes a chain reaction possibly involving all players.

As mentioned earlier there are melee and spell cards. Melee cards can only be used against avatars while spell cards can be used to attack the player directly. The reward for taking down an avatar is taking all the cards in the “graveyard”. The graveyard is a space on the board where all used cards go to and all cards have a one time use. This graveyard mechanic effectively becomes a valuable way of getting ahead of the competition IF people have been using cards.

As mentioned earlier, the focus is on strategy and resource management. The resource management factor comes from combat with other players but there is also a mechanic with the turn limit. Currently the turn limit is being tested and making sure it’s balanced with the rest of the game. On the final turn of the game, all players must use up all their cards and the winner is effectively decided then and there.


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