Monday, 26 March 2012
Rules change
After playing the concepts of the game through a couple of times, with simple maths on scarps of paper I was able to deduce that character cards that could be deployed numerous times from one card were over powered. So to change this rule slightly and bring it down to equal levels I decided that you could only deploy multiple units of the same character by having that many copies of that card. However you are now able to deploy infinite amounts of the same character cards in the same hub slot but obviously each card costs its own amount.
Thursday, 8 March 2012
Branding
For branding of the game I went down a very simple neutral approach. In my last project I used a simple Logo throughout my presentations on a black back ground. This logo had no direct connotations and no particular genre which made it perfect for the game. I have decided to continue this logo in the packaging and simple web designs. This will give the whole game the desired professional consistency I was looking for. Here is the logo

Using the two stripes which pass through the words and I can continue them around any packaging to create a header or a footer. This will leave room for me to create some kind of frame for the players to have more miscellaneous art to further the uniqueness of their created game. I will have examples of this in future posts.

Using the two stripes which pass through the words and I can continue them around any packaging to create a header or a footer. This will leave room for me to create some kind of frame for the players to have more miscellaneous art to further the uniqueness of their created game. I will have examples of this in future posts.
Monday, 5 March 2012
The cards
Through developing the measurements of the board and a lot of trial and error I have been able to devise and finalize the scale and parameters of the character cards. The cards will be 5cm across and 7cm tall. I will have a layout design with text and description posted up here very soon. I will also post examples of characters from my narrative project, "Echo"
The Board
The board itself is coming along very well. I have been using layers of mount board, acetate and coloured bristol board to piece together and aesthetically pleasing and presentable prototype. Obviously and industry standard board would be made of the proper materials but to save money and time my prototype will be no less efficient. I am also going to create a prototype box that all the board elements will fit in and then be assembled from to fully create the concept of infinite strategy.
I will post images very soon of its progress
I will post images very soon of its progress
The rules
Its been awhile since I posted but I have started to pile up the completed work and development of infinite strategy. Here is are the game rules up to date.
Infinite Strategy
RULES
Intro
Infinite Strategy is a turn based strategy game utilizing cards and a board.
The aim of the game is to defeat your opponent by completing objectives set by your custom narrative and scenario. This could be anything from holding a certain point on the board for an amount of time to escorting a specific character to another location. The scenario is really only limited by your imagination.
Setting up (diagram will be drawn)
First you place the hexagon “base board” down and move the flat scenery pieces around as you see fit. You then place the clear “grid board” on top. At this point you choose how many players you want. Once chosen you take x amount of different colored “hubs” and fix them to the the boards edge where you would like the players “deployment zones” to be. This will hold the whole board in place as well as determine players positions.
Starting the game
each player takes their deck of cards and hands it to another player to shuffle. Once returned the player places it in the deck slot of their “hub”. You are now ready to begin the game.
Choosing an Objective
The objectives of the game are completely up to you. For example you could have an all out war between two players or you could create perhaps a “bank robbery” scenario where a certain space on the board holds the loot and one player has to capture it whilst the other defends it.
Beginning and Phases
To begin each player must draw 5 cards from their decks. Unless previously determined by choice of objective and scenario simply roll a dice each to see who will go first.
Each turn is broken down into 3 phases. Deployment phase, movement phase and combat phase. At the beginning of each turn the player must make sure they have 5 cards in there hand, if not they must draw the needed amount from their deck.
Deployment phase: At the beginning of every deployment phase each player will be given a recurring amount of character points which accumulate every turn (Keep your points balance recorded on a scrap piece of paper). The amount of points is usually 20 but this can be modified, if you want to change the gameplay to match a certain narrative or scenario. (Bare in mind however when modifying that this is in place to make the game fair.) You will notice each character card has a point cost. You use the points you get each turn to spend on the character cards in your hand, deploying them to one of the 5 slots in your hub. Once in your hub you place the corresponding character counter onto the initial space in front of your hub. You are allowed to place as many cards in your hub as you can afford with the points you have with one character card per slot. If you have two of the same character cards then you can double them up in the same slot to have more units deployed. Effect cards are cards that can be placed on the hub as well or equipped to character cards. They cost points but are not characters, they have specific effects that change aspects of gameplay.
Movement phase: You will notice each character card has an S stat, this is speed. Whichever character has the highest speed on the board may move first, then the rest in order of speed. If their are 2 characters with the same speed then each player must take S amount of die and roll. Whoever has the highest score goes first. To move a character look at the value of its M stat (movement), this character can move M amount of spaces of less in any direction. Once all pieces on the board have moved (or not if the player chooses) then the movement phase is over. If scenery is in the way then character counters must move around it (unless they have a special ability allowing them to do differently). any space that has its majority taken p by scenery counts as scenery. If the majority more that scenery then it may be occupied.
Combat Phase: There are two types of combat, melee and ranged. You must do all melee combat first, then ranged to end the phase. For melee combat to take place, two opposing pieces must be directly next to each other on the board. This means they are engaged in combat. Before anyone attacks each player must roll their characters D stat (defense). Do this by taking your characters D amount of die and roll. Take note of the score, this is your characters defense for this entire combat phase. Now the players must roll the S stat (speed) to see who goes first. Once decided, the first player rolls his A stat (attack). You then take the A score off the opposing players D score. If you deplete the characters defense take 1 point of that characters W stat (wounds), the characters defense is then back to its original D score for the remainder of this phase. For Ranged combat to take place an opposing piece must be within the attacking players R stat (range) this means they must simply be within R amount of spaces. They must also have a clear straight line view of the character, this means no scenery or characters can be in the way. Once this is confirmed simply do the same as melee combat but use the characters Ra stat (ranged attack) instead of A. A character is defeated when its W stats has been depleted to 0. When this happens simply remove the character counter from play. The successful player also gains half the amount of points the defeated character was worth to there own character point score. Critical Hit: When rolling your attack die, if you double the defense score of your opponent then you have done a critical hit. In this case take 2 wounds off your opponents character.
Special Abilities
Some characters have unique abilities that allow them unique gameplay advantages, though and increase in point cost. Here is a list of these abilities and there effects.
Flight: Allows the character to move over scenery and other characters without having to move around them.
Teleportation: During the movement phase, a character that is not engaged in combat and has the ability to teleport can “disappear” (the counter stays on the board but cannot be engaged by an attack” and in the following movement phase, reappear anywhere with in its movement distance from its original position, ignoring obstacles in the way.
Armour: When you roll the defense for a character with this ability, increase its score by 4 every time.
Reflexes: When rolling speed die, your score is increased by 4 every time
Heal: When beginning a combat phase a character with this ability can choose to heal 1 wound of its own or an ally within 5 spaces, instead of attacking. This is only if they are not engaged in combat. However they cannot heal above their original wound maximum.
X-Ray: A character with this ability is able to range attack enemy characters even if there is scenery or character counters in the line of view.
Leadership: Any friendly characters within 5 moves of a character with this ability gain an extra 1 point to any die score they roll. Does not affect friendly characters that have leadership as an ability.
Intimidating: Any enemy characters within 5 of a character with this ability looses 1 point on on any die score they roll. Does not affect enemy enemy characters that have terrifying as an ability.
Fire power: When rolling ranged attack die for a character with this ability. increase its score by 4 every time.
Brute force: When rolling attack die for a character with this ability. increase its score by 4 every time.
Victory
winning the game is simply down to completing the objectives you set at the beginning of the game. This could be anything from capture the flag, king of the hill or perhaps even have a limited amount of points to spend or turns to utilize until someone is left standing. Any scenario, narrative or objective you can conceive that can conform to this frame of rules is fine.
These rules have been tested repeatedly to make sure they balance the game correctly between the many variants of stats and players. I have also finalized the points equation that the website editor will use to calculate a created characters value. I do ot want to post that up because that is the key piece to my whole project, however it will be in my accomanying design document to help present my final product.
Infinite Strategy
RULES
Intro
Infinite Strategy is a turn based strategy game utilizing cards and a board.
The aim of the game is to defeat your opponent by completing objectives set by your custom narrative and scenario. This could be anything from holding a certain point on the board for an amount of time to escorting a specific character to another location. The scenario is really only limited by your imagination.
Setting up (diagram will be drawn)
First you place the hexagon “base board” down and move the flat scenery pieces around as you see fit. You then place the clear “grid board” on top. At this point you choose how many players you want. Once chosen you take x amount of different colored “hubs” and fix them to the the boards edge where you would like the players “deployment zones” to be. This will hold the whole board in place as well as determine players positions.
Starting the game
each player takes their deck of cards and hands it to another player to shuffle. Once returned the player places it in the deck slot of their “hub”. You are now ready to begin the game.
Choosing an Objective
The objectives of the game are completely up to you. For example you could have an all out war between two players or you could create perhaps a “bank robbery” scenario where a certain space on the board holds the loot and one player has to capture it whilst the other defends it.
Beginning and Phases
To begin each player must draw 5 cards from their decks. Unless previously determined by choice of objective and scenario simply roll a dice each to see who will go first.
Each turn is broken down into 3 phases. Deployment phase, movement phase and combat phase. At the beginning of each turn the player must make sure they have 5 cards in there hand, if not they must draw the needed amount from their deck.
Deployment phase: At the beginning of every deployment phase each player will be given a recurring amount of character points which accumulate every turn (Keep your points balance recorded on a scrap piece of paper). The amount of points is usually 20 but this can be modified, if you want to change the gameplay to match a certain narrative or scenario. (Bare in mind however when modifying that this is in place to make the game fair.) You will notice each character card has a point cost. You use the points you get each turn to spend on the character cards in your hand, deploying them to one of the 5 slots in your hub. Once in your hub you place the corresponding character counter onto the initial space in front of your hub. You are allowed to place as many cards in your hub as you can afford with the points you have with one character card per slot. If you have two of the same character cards then you can double them up in the same slot to have more units deployed. Effect cards are cards that can be placed on the hub as well or equipped to character cards. They cost points but are not characters, they have specific effects that change aspects of gameplay.
Movement phase: You will notice each character card has an S stat, this is speed. Whichever character has the highest speed on the board may move first, then the rest in order of speed. If their are 2 characters with the same speed then each player must take S amount of die and roll. Whoever has the highest score goes first. To move a character look at the value of its M stat (movement), this character can move M amount of spaces of less in any direction. Once all pieces on the board have moved (or not if the player chooses) then the movement phase is over. If scenery is in the way then character counters must move around it (unless they have a special ability allowing them to do differently). any space that has its majority taken p by scenery counts as scenery. If the majority more that scenery then it may be occupied.
Combat Phase: There are two types of combat, melee and ranged. You must do all melee combat first, then ranged to end the phase. For melee combat to take place, two opposing pieces must be directly next to each other on the board. This means they are engaged in combat. Before anyone attacks each player must roll their characters D stat (defense). Do this by taking your characters D amount of die and roll. Take note of the score, this is your characters defense for this entire combat phase. Now the players must roll the S stat (speed) to see who goes first. Once decided, the first player rolls his A stat (attack). You then take the A score off the opposing players D score. If you deplete the characters defense take 1 point of that characters W stat (wounds), the characters defense is then back to its original D score for the remainder of this phase. For Ranged combat to take place an opposing piece must be within the attacking players R stat (range) this means they must simply be within R amount of spaces. They must also have a clear straight line view of the character, this means no scenery or characters can be in the way. Once this is confirmed simply do the same as melee combat but use the characters Ra stat (ranged attack) instead of A. A character is defeated when its W stats has been depleted to 0. When this happens simply remove the character counter from play. The successful player also gains half the amount of points the defeated character was worth to there own character point score. Critical Hit: When rolling your attack die, if you double the defense score of your opponent then you have done a critical hit. In this case take 2 wounds off your opponents character.
Special Abilities
Some characters have unique abilities that allow them unique gameplay advantages, though and increase in point cost. Here is a list of these abilities and there effects.
Flight: Allows the character to move over scenery and other characters without having to move around them.
Teleportation: During the movement phase, a character that is not engaged in combat and has the ability to teleport can “disappear” (the counter stays on the board but cannot be engaged by an attack” and in the following movement phase, reappear anywhere with in its movement distance from its original position, ignoring obstacles in the way.
Armour: When you roll the defense for a character with this ability, increase its score by 4 every time.
Reflexes: When rolling speed die, your score is increased by 4 every time
Heal: When beginning a combat phase a character with this ability can choose to heal 1 wound of its own or an ally within 5 spaces, instead of attacking. This is only if they are not engaged in combat. However they cannot heal above their original wound maximum.
X-Ray: A character with this ability is able to range attack enemy characters even if there is scenery or character counters in the line of view.
Leadership: Any friendly characters within 5 moves of a character with this ability gain an extra 1 point to any die score they roll. Does not affect friendly characters that have leadership as an ability.
Intimidating: Any enemy characters within 5 of a character with this ability looses 1 point on on any die score they roll. Does not affect enemy enemy characters that have terrifying as an ability.
Fire power: When rolling ranged attack die for a character with this ability. increase its score by 4 every time.
Brute force: When rolling attack die for a character with this ability. increase its score by 4 every time.
Victory
winning the game is simply down to completing the objectives you set at the beginning of the game. This could be anything from capture the flag, king of the hill or perhaps even have a limited amount of points to spend or turns to utilize until someone is left standing. Any scenario, narrative or objective you can conceive that can conform to this frame of rules is fine.
These rules have been tested repeatedly to make sure they balance the game correctly between the many variants of stats and players. I have also finalized the points equation that the website editor will use to calculate a created characters value. I do ot want to post that up because that is the key piece to my whole project, however it will be in my accomanying design document to help present my final product.
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