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Whew, rough night. I won’t go into gory detail, but it wasn’t all a loss. I had a lot of time to think about my game ideas and I think I’ve made some serious progress. I’ve decided it will come down to the following three in order of preference:

  1. Tank Battles
  2. 3D Tic-Tac-Toe
  3. Categories

Here is the logic behind these:

Tank Battles will consist of a sheet of graph paper, 6 origami tanks (don’t ask, high school was REALLY boring), and stats for each tank. Both sides will start with one Heavy tank, one Medium tank, and one Light tank. All of these tanks will have statistics that determines their strengths and weaknesses as follows:

  • Evasion – The opponent must roll higher than this number to hit.
  • Armor – Damage is reduced by this amount upon a successful hit.
  • Integrity – The maximum damage a tank can take.
  • Speed – The number of grid spaces the tank can move in a turn.
  • Range – The maximum range in spaces the tank can attack.
  • Power – Number of d6’s rolled for damage on a successful hit.

At the beginning of the game, both players roll 1d6. The player with the highest result goes first, ties simply re-roll. Players take turns moving their tanks and attacking until all of one player’s tanks have been destroyed. Tanks may only move in straight lines, but they may stop a move to turn before moving again. Turning costs one movement but can be used to turn in any direction. An attack action also costs one movement.

To attack an enemy tank, the player must declare an attack. Next, a line-of-sight is determined. If the enemy tank is not in a cardinal direction (straight out from any adjacent square), the attack is made at a -1. A tank can only fire at other tanks in a 45 degree area from the direction it is already turned. Upon determining line-of-sight, the attacking player adds up their bonuses and penalties for the attack and rolls 3d6. After applying their modifiers, if the resulting number is higher than the defending tank’s Evasion score it is a hit. If a hit is scored, the attacker rolls a d6 for every point in the Power statistic for their attacking tank. This damage is then reduced by the defending tank’s Armor points. If the final result is equal to or less than zero, the defending tank takes no damage. Otherwise, the resulting damage is subtracted from the defending tank’s Integrity score. If the defending tank’s integrity score reaches zero or lower, it is destroyed.

The prelim stats on the tanks are as follows:

Light Tank

  • Evasion – 13
  • Armor – 2
  • Integrity – 8
  • Speed – 3
  • Range – 4
  • Power – 1

Medium Tank

  • Evasion – 10
  • Armor – 4
  • Integrity – 12
  • Speed – 2
  • Range – 4
  • Power – 1

Heavy Tank

  • Evasion – 8
  • Armor – 5
  • Integrity – 15
  • Speed – 1
  • Range – 6
  • Power – 2

Of course, these are subject to change but playtesting will determine how balanced they are. This is my favorite idea so far and the one I am most likely to pursue.

Next up is 3D Tic-tac-toe. Simple in concept, easy implementation, but not very original. Quite simply 3 Tic-tac-toe boards conceptually linked. The winner is the first to connect 3 of their tokens in a row. Introducing the other two grids significantly increases the complexity of the normal concept, making viable as a fun and evolving experience.

Finally, Categories. This concept is also quite simple. Players agree on a category of objects and roll a d6. The players then have ten times the die amount in seconds to name items on that category. Players take turns naming objects and the last player to name an object before time runs out receives a point. If the players run out of objects in the category before time runs out, the last player to name an object receives a point. The first player to 5 points wins.



    • makkarei
    • Posted January 26, 2009 at 10:30
    • Permalink

    heh, you have been busy. It looks like it would be rather fun to play, can’t wait to try it^^

    • Max Esayev
    • Posted January 26, 2009 at 13:28
    • Permalink

    First of all, I intensely dislike the categories idea. It sounds like a game I could only properly enjoy with a healthy amount of alcohol in my system.
    The tank game looks fun, if overly complicated. The games with the deepest strategies often have the simplest rules. Perhaps you could find a way to consolidate some of the stats of the tanks into a shorter list?
    Good job though, you obviously put a lot of though into it.

    • Roucis Kyle
    • Posted January 27, 2009 at 00:53
    • Permalink

    @Max Esayev
    Yeah, Categories was simply the fruits of a tired brainstorm. I actually did a preliminary playtest on it and it wasn’t that bad. It wasn’t great either, so it got the axe in favor of Tank Wars. Thanks for the kind words!

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