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Class playtests have shown the definitive issues with Panzer (the tank game I proposed earlier):

  1. Panzer sits at a crossroads: it either needs to be more or less complex. I decided to stick to the original assignment and scale back the complexity.
  2. Some rules were ambiguous and confusing, most of them will be removed to decrease complexity as well as speed up gameplay.
  3. Tank statistics made gameplay last too long.
  4. Tank statistics were redundant and unnecessarily complex.

 

It has also been brought up that this game has a lot of potential, warranting the addition of “advanced” rules that incorporate all of the features that I wanted to put in, but didn’t because of time and complexity constraints. First I will list the simple rules. Following I will post the advanced rules.

  1. Each player starts with one of each type of tank. Players start by placing their tanks along the grid rows closest to them, just as before.
  2. Players roll off to determine first turn.
  3. Players then alternate turns, running through movement and then attack phases.
  4. Movement Phase: Tanks may move in any direction a number of grid spaces equal to it’s Speed score.
  5. Attack Phase: Tanks may only shoot in one of the eight cardinal directions, at targets a number of spaces away equal to the attacker’s Range score. If the target tank is in range, the attacker rolls 3d6. If the result of the roll is higher than (or equal to for faster games) the target’s Evasion score, the attack was a successful hit. Upon a successful hit, the attacker rolls 1d6 and adds the attacker’s Power score. The resulting number is the amount of damage dealt to the target’s Integrity.
  6. If the attack roll results in a 17 or 18, the attack is a critical hit dealing an extra 3 points of damage.
  7. When a tank’s Integrity score reaches zero or lower, the tank is destroyed and removed from the play field.
  8. The game ends when all of one player’s tanks have been destroyed.

 

Tank statistics for Simple rules are as such:

Heavy Tank

  • Evasion – 9
  • Integrity – 13
  • Speed – 2
  • Range – 3
  • Power – 3

Medium Tank

  • Evasion – 11
  • Integrity – 9
  • Speed – 3
  • Range – 3
  • Power – 1

Light Tank

  • Evasion – 14
  • Integrity – 5
  • Speed – 4
  • Range – 4
  • Power – 0

 

Advanced rules build off of the original rules for Panzer with some significantly more complex additions (keep in mind, these are untested.  Feel free to let me know how they play and any suggestions you might have):

  1. Players start with a pool of 10 points.  They may purchase tanks using these points according to the following Heavy: 5, Medium: 3, Light: 2.
  2. The Falloff statistic reduces the attack roll by the given amount for every grid space the target is closer or further away from the Range statistic for the attacking tank.  For example: a Heavy tank attacks a Light tank two spaces in front of it.  The attacker would suffer a -1 penalty, because the Heavy tank’s Range is 3, and it’s Falloff is 1 ((3 – 2) x -1).
  3. Obstacles can be placed on the map.  If an obstacle is within the firing range of an attacking tank, it’s attack is made at a -1 penalty.  Tanks cannot fire through obstacles.
  4. Turning costs 1 movement.
  5. A tank that has moved it’s full movement during it’s player’s Movement Phase receives a +1 bonus to Evasion until the player’s next turn, but also suffers a -1 penalty to Attack rolls until the player’s next turn.
  6. Damage is 2d6 instead of 1d6.
  7. Directional damage is applied as such:  A hit from behind is always treated as a critical hit, dealing +3 damage.  A hit from the side deals an extra +1 damage.  Attacks to the front of the tank deal normal damage.  If there is any dispute about hit location, default to the side that deals the most damage.

 

Advanced Tank Statistics:

Heavy Tank:

  • Evasion – 9
  • Armor – 3
  • Integrity – 17
  • Speed – 2
  • Range – 3
  • Falloff – 1
  • Power – 3

Medium Tank

  • Evasion – 11
  • Armor – 3
  • Integrity – 12
  • Speed – 3
  • Range – 3
  • Falloff – 1
  • Power – 1

Light Tank

  • Evasion – 14
  • Armor – 2
  • Integrity – 9
  • Speed – 4
  • Range – 5
  • Falloff – 2
  • Power – 0

The Simple game is meant to last 5-10 minutes, the normal rules run 10-20, and the Advanced rules should last anywhere from 20-35 minutes.  Enjoy!

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3 Comments

    • Andrew C
    • Posted January 29, 2009 at 01:04
    • Permalink

    Decent game kyle, I enjoyed playing it. At first it did seem overwhelming; however, after playing for a little it was easy to get the hang of. I would definitely reccomend it for other people to play, very fun strategy game.

    • Sarah Morgan
    • Posted January 29, 2009 at 03:42
    • Permalink

    Great game, overall! My only suggestion is that you reorganize and “condense” your rules a little bit. It’s a lot to absorb at once, so careful revision of the rules will probably help future players get the hang of it faster.

    Once I understood the rules with your help, the game was fun! But if the rules are difficult to begin with, it could pose a problem with getting future players to even play the game if they can’t get past the rules. One other suggestion I have is possibly “dumbing down” the vocabulary that only serious RPGers would be familiar with (“evasion,” “integrity,” etc.). While I know that’s an important part to the militaristic aspect of the game, perhaps having simpler terms that can be understood at a glance (within the rules themselves) would help players who are not familiar with these terms (i.e. integrity to health?).

    Other than these few minor changes you could consider in revision, it was a great game!

  1. Kyle,

    Glad to see you made some revisions. Remember that you can spend class time playtesting the game again if you want more feedback. Because we break into groups, this means playtesting sessions can (in theory) be more rapid. I invite you to bring it in for further testing.


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