As we head into week for our board game has changed its name. We are now calling it "Killstreak". We did this because it sounds like a cool name, and it has a lot to do with the game as players are rewarded for getting multiple kills. This week we had to flip flop while play testing between how many kills would grant a player a kill streak card. We started at three, but we saw that not many kill streak cards were given out and their rewards weren't enough to encourage fighting. In order to counter act this we took the cost of playing some of the killstreak cards away and made them free to play. Also we lowered the kills to two kills per killstreak cards. This encourages more people to engage in combat and try to earn the killstreak cards. We also have each unit able to move a certain number of spaces but those spaces will cost them action points. Which we a 8 action point cap per turn. These are some exciting changes because as we played through the game a few times it runs for about twenty five minutes and it is actually fun and exciting to play.
The most exciting part of them game is when a battle between two units of the same type occurs. It is extremely fun to roll the die and see who gets the higher number. It puts a little bit of suspense in the game. We also made a rule that you can only have four units on the board at them same time. They can be of any type this way the game is not too confusing and people loose track of their pieces. The game is also interesting because there are a few ways to win. You can go around being the warrior and just engaging in scrums and winning killstreak and victory points for defeating enemies or you can try to capture the flags. We also have random spawns. and because when we played the game with just three flags we saw that there was much action so we decided to add 1 extra flag than there are players. This way there are always points of interest to go after. Another problem we encountered was we aren't sure how many points for victory. We started at twenty but realized that the game may take a little too long in some cases. In other cases ten points goes by very quickly but sometimes it takes a good amount of time. Right now we settled at 15 but still sometimes the game ends somewhat quickly.
Tuesday, November 26, 2013
Thursday, November 21, 2013
The weeks are flying by pretty fast and sometimes I think to myself that it's because it's getting colder and the winds are getting faster. Then again it doesn't work like that does it? This week we made a lot of changes and added a lot of mechanics to our game and it all seems to be coming together well. there was a lot of arguing and difference of opinion but we worked it out to be able to come to a conclusion at the end of every topic. Considering we don't have much time left we decided to meet twice this week and plan out how to build the prototype. We decided to make the board a hexagon for the purpose of spreading everyone out. Also a mechanic was creating stating that each player will place a flag where they want on the board and then an extra flag will be placed in the middle. After that starting positions are randomly drawn. Now the pieces we agreed to use in the game are Tanks, Planes, and Anti-air. The way they work is that Tanks can kill Anti-Air, Planes can kill Tanks and Anti-air can kill planes so there is a balance because no one type of piece is more powerful then the other. When you have a piece attack the same type of piece there will a die roll and the higher roll will get the kill. The tanks are allowed to move four spaces per turn, the planes six spaces and the Anti-air two spaces. Now all of this is subject to change depending on how it feels during the test play. The way you get points is by holding a flag, killing another piece, and by having the largest fleet at the end of the game. Also while arguing about where to get our pieces we assisted another group with where they can purchase their pieces as well. We still haven't been able to decide if there should be a limit on the number of units a person can build. We also argued about how many action points we should have each turn so we decided that every turn players will have a total of eight action points. The biggest discussion we had this week was about cards that give special effects for kill streaks. These cards were decided during the meeting we had on tuesday afternoon but still need to be worked out. some of these special kill streaks are called flanked, hijacked, spy, air drop, reinforcements, blocked, etc. Next class we will be play testing it to see how well it works so far. Hopefully we will fail and see things that need adjustments and mechanics that need to be worked out in order to perfect our game.
Wednesday, November 13, 2013
During the last class, we focused on what we can do to improve Dominion as a tactical game. We wrote down a lot of ideas, such as to implement units with a rock paper scissors style weakness/strengths system, and to make every action in the game cost Action Points. We also determined the win condition for the game as well as finalized our overall game theme to be a WWII tank game. During our planning, there were times where one of us would get distracted and idea forming would come to a halt, but it would usually resolve itself when any one of us decided that we're getting too far off track and reminded the rest of us that we should focus. We have a lot of rules and ideas down that we want to try this week and we have a good basis. I think we made a lot of progress this week.
Thursday, November 7, 2013
Domination, the board game spin-off of the ever popular Call of Duty game type, is a fast-paced game of board control. In it, players battle against each other in an effort to control designated areas on the board, much in the vein of the classic board game Risk. In amassing control over specific areas, the winner is ultimately decided by who controls the most land on the playing surface.