BCM300 Assignment 1 Part 2 – Ajax: Battles of Champions

My original thoughts for this game stemmed off wanting to do a miniature wargaming themed game and also wanting to do a card game of sorts. So I decided to combine the two. Now I play the Yu-Gi-Oh TCG and the biggest problem that I have with current Yugioh is that it is no longer “Here is my big monster and it’s going to fight your big monster.” That’s why I have created the game that I have.

Through playtesting this game, I found that it’s always best to keep things like this simple. I tried to add a mana component such as Hearthstone or even Magic but quickly realised that the balancing between cards and the mana pool would be too difficult and would be much harder for people to create their own cards and types. I also found that by having a proper and real figurine instead of pretending that there is one there makes the game way more fun and interesting and also immerses the players more into the game.

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BCM300 Blog Post 2

In week 4 our groups were given a baggy with some random pieces in it. Even though we didn’t have to use all of the pieces, our group decided to give it a go. Tasked to create a prototype for a board game that didn’t necessarily have to be the board game that we used for our assignment, we got cracking. We started off by creating a board and working out our base mechanics. Roll and move along with player elimination made for a very simple game that was fun to play for the first time. We then added some variables such as obstacles that made the game more interesting and much more fun. We made sure that we had the ability to place the obstacles ourselves as well as them being random as to both add some strategy along with randomness. We based our original prototype on the Titanic and this helped us work out our main mechanics and gave us direction for where we wanted to go with the games. The main objective was to traverse through 3 game boards and not be the last person to the lifeboats as the Titanic was slowly sinking. The game is a race at its heart, but unlike most race board games, the aim is not to determine a winner but actually determine a loser. The game is made for 4 players (mostly because that’s how many we have in our group) but can easily be modified for more players. Bellow are the very basic rules written on post-it notes.


Between week 4 and 5 I took it upon myself to come up with some more complicated rules for the game and mock-up a game board. We had spoken about including some sort of mana and card system into the game and so I decided to add some basic rules surrounding both this and the game itself. In class, we also went over these rules and rewrote some of these rules to better fit the game we wished to create. The current rules are as followed:

Rules

-Draw 3 cards at the start of the game

-there are obstacles in your way and the only way to reveal them is to play a reveal card or by landing on the space

-After every turn, you must draw till you have at least 3 cards in your hand

Obstacles

Roll two D6 when rolling for obstacles

-Double 1/2

-OB1

-Move back 1 space

-Double 3/4/5

-OB2

-spend 1 mana to remove the obstacle

-Double 6

-OB3

-Spend 1 turn to remove the obstacle

-Anything else

-Nothing

-Nothing happens

Turn structure

Roll Phase: Roll D3 for mana points

Quick Phase: Play quick play and reaction cards

Main Phase: Play normal cards up to the amount of mana you have available.

        Roll after every movement card played to see if you stumble upon an obstacle

Even though these rules are relatively basic it allows us to start to create more intricate mechanics and work on the finer aspects such as card ratios, etc. I also created a mock-up game board in the style of the Titanic.

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Since creating the board and getting a better grasp on the rules we have decided to move the theme of this iteration of the game from the Titanic to a dungeon based theme. We are yet to decide whether it will be a sex dungeon or something perhaps more serious but that the fun. One of the great things about this game is that it is easily malleable to fit any type of theme you wish it to (e.g., Fantasy, sci-fi, pirates, horror, etc).

BCM300 Blog Post 1

In week 1 I played Settlers of Catan. I had played this game before but I was playing with 3 other people who were very new to board games and had never played Catan before. Apparently, when it comes to Settlers of Catan, experience doesn’t really matter and as long as you understand the base mechanics of the game, you’ll do alright.

Carcassonne was designed by famed board game creator, Klaus-Jürgen Wrede and published by Hans im Glück in the year 2000. The game is named after the town of Carcassonne in southern France which is famous for its city walls. Just like the town, the game is based around building cities through the connection of walls and land. The game is played by placing tiles in a connecting manner as to create cities, block others off, create farms and create roads. To win you must have gathered the maximum number of points through creating these things. The game itself is very simple and can be played by almost anyone as long as they have the ability to place tiles. Each tile can only be connected to another of the same type (e.g farm to farm, town to town, wall to wall, and road to road).

Carcassonne uses modular boards and area control as its 2 most base mechanics.
Modular boards allow each game to be vastly different to the one previous and allows the players of the game to be able to create boards they want as well as giving them a sense of control over how the game plays. It also allows players the ability to purposely mess up other players. Carcassonne uses this expertly by randomizing each tile when you draw and by minimizing the better and more flexible cards and maximizing the tougher cards that only work in certain situations. In my experience, having the less flexible cards being the ones that you draw the most makes the game more difficult and makes you have to think about your strategy multiple turns in advance. In spite of this, I found that it didn’t matter how far I planned ahead and how much I tried to mess up my competition, the randomness of the tiles leveled the playing field for myself and my competitors.
Carcassonne’s other mechanic of area control adds a skill to the game that perfectly matches the modular board’s randomness. By minimizing the number of followers that each player has access to, players really need to make sure every placement of a follower counts. In the 2 games that we played, I lost probably 3 followers by being too ambitious with cities and/or roads that I was trying to build. Because of this I probably lost both the games.

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