1 (edited by Writhyn 2019-03-23 16:19:07)

Topic: To Smithereens - a board game developing

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2 (edited by Writhyn 2019-03-25 05:57:13)

Re: To Smithereens - a board game developing

Update #2

It's amazing how much this process is showing how dumb I can be big_smile

So the cards work really well, but over the last few games I've started to realize that, despite Critical Hits being a 1 in 6 chance, we always seem to end up with them in our damage pool. Why? Because we can't block them. So we can block a lot of Hits and Half Hits, but Critical Hits blaze right through defenses.

This is all well and good. That's what they're for. But what it means is that the late game has practically no Critical Hits left in the deck! Because in this system, cards that hit you are kept as damage markers. And since at that point defenses are good enough for any one or two shots, it tends to drag on a bit.

The Mrs suggested a system where we start with fewer Crits in the deck, and add them whenever a black token gets added to the Asteroid. That might work.

Alternatively, my idea is to make Crit cards their own category: when you draw one, there's some sort of extra damage effect on it you have to deal with, then immediately discard it and draw the next card,  keeping *that* one (whether Hit or Half-Hit) as a damage marker. This means Crits (like Dodges) stay in the deck and gradually get *more* likely.

I'll update after testing these.

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Re: To Smithereens - a board game developing

(For the record, I absolutely love this thread, I just haven't had time to engage with it yet.)

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Re: To Smithereens - a board game developing

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Re: To Smithereens - a board game developing

Seems cool big_smile I don't really have the reading comprehension and visualization to critique it without playing but I'd like to be the first to sign up for a prototype kit when you're comfortable sending them out. I'd be happy to turn a camera on us and not really do it as a presentation but then you can watch people who haven't played wrestle with getting their heads around the rules and figure out where there are any rules that need to be cleared up that you may have been making assumptions about.

Boter, formerly of TF.N as Boter and DarthArjuna. I like making movies and playing games, in one order or another.

Re: To Smithereens - a board game developing

Skype night!

(I still haven't had time to engage with this thread. Now I'm just being a jerk about it. Sorry.)

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Re: To Smithereens - a board game developing

Skype night!

(live from a hospital bed somewhere in England tongue)

I've nothing to add - not being a big game player but as a noob, it all scans okay. Once the creases have been ironed out, id be happy to help out making the elements for a Tabletop Simulator version.

The difficult second album Regan

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8 (edited by Writhyn 2019-03-28 05:32:43)

Re: To Smithereens - a board game developing

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Boter, formerly of TF.N as Boter and DarthArjuna. I like making movies and playing games, in one order or another.

Re: To Smithereens - a board game developing

Any Hit cards must be taken unless blocked by Armor, effects and all. Same for Crits, except they can't be blocked by armor.

The only effect players would get to choose is *if* they draw two half hit cards, they pick which one to keep. This still counts as a full hit, of course, but the effect/salvage can be chosen in that case.

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11 (edited by Writhyn 2019-03-28 06:35:47)

Re: To Smithereens - a board game developing

Also, that was an insightful review. That is disconcerting mix of messages in the gameplay neutral

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12 (edited by Writhyn 2019-03-29 17:33:13)

Re: To Smithereens - a board game developing

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Re: To Smithereens - a board game developing

Update #5

It works pretty well! The color combos are great, and give the part categories even more use.
I modified the system slightly so that instead of all Basics and Techs being "main classes" that always equal Hits, the two classes of the *targeted part* are "Hits." So if a Tech/Tactical part is targeted and the defender draws two tactical cards, that's two hits. A critical hit would still be if *both* a tech and tactical card are drawn.
The two cards unrelated to such a target (Basic/System) are considered misses.

One issue that was revealed in playtesting was the fact that the Asteroid can't actually target a specific part for Critical Hits. I may have the player who draws the Attack token declare a target, or the *other* player declare. Not sure yet.

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Re: To Smithereens - a board game developing

Oh, just realized I never actually posted in here. Sign me up for a test version when it's ready. It'll give me a good excuse to harang my friends into a game night.

ZangrethorDigital.ca

Re: To Smithereens - a board game developing

Update #7
Played with a couple of friends who hadn't been exposed to the game at all prior. They picked it up pretty quick, and one of them beat me. While there is a lot of info to go over at the start (particularly with the different parts), they didn't really get confused anywhere and said the rules were intuitive enough to wing it. Given that they're both already the type to enjoy longer strategy games, I'd say that's a good indicator.

I'll be trying it out with a few other people, but I think it's worth planning on the prototype kits soon.
To do that, however, I have to do a granular overhaul of THE RULES. Make sure they are as clear and concise as they can be, since of course I won't be at every game play to answer questions tongue

This is going to be a particular challenge, but I look forward to it.

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Re: To Smithereens - a board game developing

I would be interested to read your The Rules, whenupon they are correlated.

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18 (edited by Writhyn 2019-04-11 13:32:06)

Re: To Smithereens - a board game developing

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Re: To Smithereens - a board game developing

Update #8

I've noticed something. Putting together a game like this means figuring out numbers of things, and a lot of it. And for whatever reason, I keep gravitating toward particular symmetries without any idea if the end result will be *balanced*. The asteroid is made up of 54 tiles, an even number that I rather liked. Then, I had 9 good ideas for upgrades to hide behind the asteroid, but that wasn't divisible by 6, so I wracked my brain to come up with 3 more. Then, I worked the resource distribution so there would be an even 60 resource tokens.

Then I just *had* to make sure there were 12 buildable parts, of which 6 were Tech and 6 were basic, then adding the subclasses of System and Tactical, also with an even 6 distribution. Like, I forced myself to come up with the TactiComp *because* I just needed one more Tech/Tactical part to round it out.

Of course, before I was using cards, d6 were the combat resolvers, so I was unhappy with the 52-card combat deck. So I made it 48.

Point being, this game just gravitated toward multiples of 6 in my head, and even though that's somewhat arbitrary, it feels like it almost auto-balances the random parts of the game *because* it's symmetrical.

That's probably just because brains like patterns, but hey, I'll take it.

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21 (edited by Writhyn 2019-04-12 06:50:07)

Re: To Smithereens - a board game developing

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23 (edited by Writhyn 2019-04-12 08:15:43)

Re: To Smithereens - a board game developing

Combat metaphor:
Primarily, we're building cannons and shooting (and trying to evade) each other, disabling specific parts and doing general damage until one of the ships simply can't take it anymore. The secondary weapons (emp's, Mines) are ways to do the same, but mainly in combination with the cannons. Once one ship is just too far gone, they blow up and the survivor can safely carry the exclusive data about the asteroid back to their company.

Combat mechanic:
If you have the means and desire, as the last action of your turn you can "attack" me. You declare a target part (say, a Container), and the cards that match the target's categories (in this case Basic and System) become "Hit" cards, while cards of the *other* categories (Tech and Tactical) are "miss" cards. I use whatever countermeasures I can (thrusters, card combos, etc.), then I draw as many cards from the deck as your weapons require, and apply damage accordingly. A "hit" will both do permanent damage (contributing toward killing me), and Part damage (a red token is placed on the part, and it is useless until repaired).

In the meantime, the Asteroid is attacking both of us in much the same way, just targeting with Basic and Tech cards.

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25 (edited by Writhyn 2019-04-12 09:25:08)

Re: To Smithereens - a board game developing

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