The discussion of luck vs. strategy in class really ‘kickstarted’ how I thought about game play, and how I was to design my own game.
King of Tokyo-https://boardgamegeek.com/boardgame/70323/king-tokyo
I liked the score counters, which were simple cardboard pieces, with small windows cutouts so that you could see the score, with a little disc underneath that you spin to show the score.
I found myself really liking Abyss, because of its strategy based play. I liked the idea of gain influence over the game by collecting ‘Lords’. I did find the keeping track of influence points difficult though, what with the many different ways in which you could gain points.
For my own game, I decided that cards were the way to go, offering more strategic possibilities than games like King of Tokyo.
The concept is gaining influence over other players to control the world in the dystopian future of radiation, war, lack of resources and general discomfort. This idea came from Abyss, Smash Up and Fallout.
The game is battle based, with each different character card having a ‘battle score’, with players maintaining a hand of 7 character cards; as soon as there are more than 7, they have to either discard some or play the cards on the battlefield.
Players who play their character cards on the battlefield can choose to attack other player’s characters if their ‘battlescore’ is high enough. Victories on the battlefield give players points based on how much more powerful they were than their opponent.
Sometimes the seemingly obvious winner becomes defeated, with the advent of ‘ration’ cards. These cards have to be used by the player who is being attacked, to power-up (or not) their own character. Attacking can be a gamble!
For characters, I was thinking of having several different ‘races’, much like Abyss or Smash Up, each with different levels of power. I was thinking of warriors, dragons, androids/robots, radioactive leopards and pegasi as the different races. You can command any amount of any faction to create the most powerful, but unlikely army.
For score keeping, I found myself liking King of Tokyo’s score keeping card wheel contraptions, so I thought it would be a neat, simple solution for score keeping in my own game.
The game ends when someone reaches the required amount of points (which varies depending on how many are playing). 3-6 people can play.
I would like to try and develop the ‘ration’ cards and the characters to draw some more influence from Fallout, if I can, as a response to Fallout.