Workshop 5: Strategy/Territorial Acquisition game
Workshop5:
Strategy/Territorial Acquisition game
In this workshop session, using experience from playing
Battle of Moscow from the previous workshop, we were assigned to design a
strategy or wargame with elements of territorial acquisition as the core
mechanic.
We were provided with a blank hexagonal map to design on. We
then created a rough design and the game rules.
Game Map:
- Blue
tiles: blue team
- Red
tiles: red team
- Green
tiles: unit spawner
- White
tiles: occupiable space
Game Rules:
- A
match consists of 2 players (blue and red team)
- A
match lasts for 20 turns, where a turn ends when both players have already
made their moves.
- Using
a 1D6 to play the game
- We
decide which player starts first by rolling the 1D6; whoever rolls the
highest will begin the game.
- During
a player’s turn, they can move their units to
advance, leave some units to occupy space, or attack the other player if
their units are within range.
- Initially,
both players start with 1 general and 3 units
- All
the units and the commander initially start within their respective team
color tiles as shown in the map above.
- Players
can stack units into a group
- Players
need to leave behind at least 1 unit to occupy a white tile
- Occupy
the green tiles to spawn more units
- The
1D6 roll decides the number of units spawned
|
1D6 roll value |
1-2 |
3-4 |
5-6 |
|
Unit spawn |
1 |
2 |
3 |
- When
attacking the opponent, we used the Battle of Moscow game table to decide
the battle result.
- Depending
on the attacking results, the player can eliminate the opponent units and
occupy the space; the opponent units can retreat, the attacker needs to
retreat instead, the attacker loses their units or nothing happens.
- Winning
condition: the general is defeated or has the most occupied
spaces when all game turns end
Playtesting
Advertisement
The game ended in 3 turns because one player decided to take
their whole army, including their commander, to attack the opponent and lose.
The map created gives the blue team a slight advantage. This
is because the nearest green tile is closer to the commander than the red team.
We need to redesign the map so that neither player has an
advantage. We must also fix the rule that the commander cannot leave the
starting point until the conditions are met.
The updated map is provided below:
We also came up with additional game rules along with the
updated map. However, we do not have enough time to playtest these additional
rules.
Addition Game Rules:
- We
included the beige tiles; these tiles were provided so that the commander
of each team cannot go beyond these tiles.
- The
commander can go beyond the beige tiles only if they have no more units
remaining.
- The
grey tiles represent spaces that are not covered in the game.
- The
green tiles were not placed and that was fair to both teams.
- And
the green tiles can now only spawn units once for the entire game to
reduce the number of turns
- The
number of turns has now been reduced to 10 from the initial of 20 turns.
评论
发表评论