Of Dice And Tactics - The Board Game

Started by Noktu, 28 June 2023, 08:50:01 AM

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Noktu

28 June 2023, 08:50:01 AM Last Edit: 28 June 2023, 08:59:08 AM by Noktu




Hello!

Decided it was a time to post it here instead of on the fantasy photos stuff.


So I've been working on my own boardgame now for years, and this is how far I've got. I'm basically trying to start playtesting the latest version of the rules now.

The game revolves around players setting up order tokens face down 3 at a time per player. Those are revealed simultaneously and acted out in player order ( 1 order token changes the first player status ).
Also at the end of the round, players receive influence. Which is used to buy siege weapons and higher tier troops. Players who are lagging behind with victory points gain more influence, this acts as a comeback mechanism in the game. To give a fighting chance even for the underdogs.


Player to gather X amount of victory points wins the current game.

Starting with 8 VP to win, and going through 8 rounds for 4 player game.

Everything can change and I'm more than happy if you guys have any ideas or critique.


A very hot mess of a "rulebook" can be found here.
https://cdn.discordapp.com/attachments/1113351464199409694/1123518856095334400/odat_rules.pdf



Some images I took from a "setup for 4 players" and some end game imagining, I went a little bit overboard with setting up the minis. And the scenario is just a mirror image for most of the players.





































Lord Kermit of Birkenhead

FOG IN CHANNEL - EUROPE CUT OFF
Lord Kermit of Birkenhead
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Noktu

Quote from: Lord Kermit of Birkenhead on 28 June 2023, 10:37:39 AMDid the cat enjoy it ?

I'm glad to say she didn't. No amount of varnish would've been able to save the small men.

fred.

The game looks splendid I'll try to have a look at the rules over the next couple of days
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Noktu

Quote from: fred. on 29 June 2023, 08:40:00 AMThe game looks splendid I'll try to have a look at the rules over the next couple of days

Thank you fred.

I'd love your thoughts about the game. The rules are in a rather raw format. I hope you can make some sense out of it.

Noktu

Made some farms out of a doormat.

I think the gold generation could include that your peasants require a field on the same hex to be able to gather coins for the player.


Noktu

01 July 2023, 04:30:31 AM #6 Last Edit: 01 July 2023, 05:07:47 AM by Noktu
New rules draft with the help of Fred. He was so helpful!

https://cdn.discordapp.com/attachments/1124215271184400404/1124537963955634257/ODAT_rules_forbes_edition_0.1.pdf


Link to google drive document, you can freely comment there for suggestions.

https://drive.google.com/file/d/1c1hutIOFdOkayqoV78Fzd7d88vkA0aQc/view?usp=sharing



We are holding our first playtest session today. And Fred raised some very good points about some mechanics being convoluted and maybe slowing the game down. I will post a game report here with some thoughts and for you all to see. Especially looking forward to what Fred thinks as he provided some invaluable feedback.

Steve J

Well that game does look very good with your superbly painted miniatures 8) .

fred.

Happy to help Atte - looking forward to the outcome of the play tests
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2012 Painting Competition - 2 x Runner-Up
2016 Painting Competition - Runner-Up!
2017 Paint-Off - 3 x Winner!

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Noktu

02 July 2023, 09:35:45 AM #9 Last Edit: 02 July 2023, 09:40:52 AM by Noktu
https://drive.google.com/file/d/1cnEfUc0Dl1VPZTAqVDifxwnBMEclnTSX/view

Revision of the rules after first playtesting.


Fred was right, the income generation was far too minimal. After 4 rounds, we still mostly had low tier units roaming the map. Which didn't however prevent us from having fun.

Also the map was poorly randomized. There were chokepoints where players would set their Keeps to halt the movement to a stalemate. But I suppose with bigger and better income, people can gather enough forces in a more reasonable time frame to actually flank these positions. Also sea travel is planned, which will further enable faster maneuvering around the map. I think ports linking hexes together could be a good idea. Maybe with an additional incurring cost, say 1 gold to transport your army with a move order from a hex with a port.












I'm hesitant to write a proper battle report, as it was our first playtest. The combat system was simplified, every unit had their defense stats lowered to make the combat more high stakes and fast.

Retreat option was given to players. But only after they've lost an unit. Making small skirmishes deadly as you cant retreat without having already lost something.

The influence and gold generation was almost doubled.

With move order you can now split troops to any number of hexes you wish.

We also added another "first player" change to one of the harvest tokens, to make the game more hectic.


We ran out of time to field another game. But we managed to get a good hold of what was super fun and good in the game and what didint work. But was pretty easily adjusted.


I suppose a big thing now would be to generate some standard maps (in a simple black and white manner with some software). And include those in the rulebook. At the moment I've got 50 hexes, and some were blocked by forests.
So around 45 hexes were in use. Which was a good amount.

We had no Non player units present in this test game. So have to try those out in a scenario, having them defend victory points.



Noktu

Was able to finish some of my Poachers and Wizards. For my first expansion titled Poachers and Wizards!

Now that we're having ranged units in the game, the combat has to be reverted back to the formations.

Always having max 3 units on the frontline in melee.

So for example, player attacking with 3 units against 2. Will have 1 unit in the reserve, if this unit is poacher however. They are allowed to make 1 ranged attack per combat turn. If a unit from the frontline dies however, the poachers have to move into melee if there is an enemy unit without an combatant.




















Corso

As I said in the other thread

Inspiring

Could you give us a bit more info on the trees and the well

Both look handy
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Noktu

Quote from: Corso on 06 July 2023, 08:02:05 PMAs I said in the other thread

Inspiring

Could you give us a bit more info on the trees and the well

Both look handy

The trees I got years ago from aliexpress I think.

Something in line with these.

https://www.amazon.ca/Cayway-1-3-6-1-BuntAccessories-Architecture-Building/dp/B0964XPDVY

Made a wash with vallejo surface primers to get them look a bit more realistic in colour.


The wells are from Perfect six Scenics

https://perfectsixscenics.co.uk/shop/ols/categories/6mm-scenics

toxicpixie

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