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Monsters

A while ago, I made a bunch of character cards based on some plastic figurines of creatures I had.

The basic idea is a board divided into squares or hexes (hadn’t decided yet), with varying types of terrain (clear, elevated, rough, impassible), and game mechanics for basic attack and movement similar to HeroQuest.

That is, each “attack die” has a 50% chance of scoring  a hit, each “defend die” has 33% chance of defending. Movement is one square/hex per point. Body is hitpoints, Mind is mana.

And the characters represent giant monsters. This could work as teams or in a battle royale type thing.

And, of course, each monster has a special power.  I generally based it on what the character looks like.  For example, Algernon has big ears, which reminds me of a bat, which reminds me of sonar, which leads me to think of a sonic attack.

The following are the creature cards with their pictures. The stats are the same for all of them (they need tweaking that can only be determined in a play-test) but each has its special power listed and described.

General turn sequence is that each creature gets to move and attack on its turn. The move can take place before the attack, or the attack can take place before the move.

In my opinion, the best power is Oswald’s Shock ability.  A close runner up is Montague’s immunity to everything.

The worst is Orville’s Jump ability, but the dude looked like a kangaroo.

A note about the names: I googled “wimpy names” and came up with most of the list, with the exception of Fluffy, who looked like a dog, so I came up with a wimpy dog name.

I liked the dichotomy of wimpy names and giant monsters.

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Medieval Micromanager – Play Through – Turn #1

I don’t really have the time or people necessary to properly play test my board game, so I’ll be doing it virtually through my blog.

I will be playing three different players, each with their own playing style and strategy.

The first of these three players is myself, and my playing style is that of a careful builder. I don’t act rashly, and I’m looking for the long term well-being and success of my estate.

The second player is the opposite, Reckless Ron. His style is to play as aggressively as possible, and end the game as quickly as he can, even if he dies trying. He goes for short-term gain only, and is secretly trying to “break” the game by subverting the rules.

The third player is somewhere in between, Pragmatic John. His style is to balance long and short term goals, and change as needed.

Why no, these names have absolutely no bearing on anyone that I know… why do you ask?

Randomly deciding the order of play (thanks to random.org!), it will be Myself, then John, and finally Ron.

So, begin turn #1:

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My Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 2 Peasants

Since I know that I’m going to need more Peasants, the most important thing for me initially is to beef up my workforce, so I have both Peasants work the Farm, gaining my 2 Grain. When I check for depletion, the Farm doesn’t gain any, so that’s good. I am able to quarter both Peasants in my House, so I’m good to go. Quick turn.

Ending Assets: 1 Farm, 1 Granary (2 Grain), 1 Warehouse, 1 House, 2 Peasants

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John’s Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 2 Peasants

John, too, sees the value of more workforce, but also sees that it will be necessary to start new buildings, so decides to start building a Timber Camp(which starts with 5 Damage). One Peasant works on building the Timber Camp(removing one Damage from the Timber Camp), and one works on Farming, gaining 1 Grain. The Farm suffers no depletion.

Ending Assets: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 1 Timber Camp (4 Damage), 2 Peasants

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Ron’s Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 2 Peasants

Ron decides to mobilize both Peasants to attack. He decides to have both attack my estate, since he can potentially grab 2 of my assets from looting if he is successful, whereas he can only grab 1 from John. I decide not to defend, as I cannot afford to any Peasants at this point.

When the attack is resolved, the attack total is 1 for Ron, and 0 for me, meaning that he won. He decides to Loot, and takes one Grain.

Ending Assets: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 2 Peasants

(My assets following the attack: 1 Farm, 1 Granary (1 Grain), 1 Warehouse, 1 House, 2 Peasants)

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Post round summary:

So far, John seems to have the most to show, since he actually invested in a Timber Camp.

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Medieval Micromanager – The Board Game

Over the last several weeks, I played the game Forgotten Lands – First Colony. I even bought it. It was $5 at Big Fish Games. I played it through. It reminded me of my game idea for Medieval Micromanager, which was a game idea that defied all attempts at actually getting anywhere with development of the game.

I also played the board game Pandemic. After these two things, I realized something….

Medieval Micromanager doesn’t have to be a computer game. It could instead be a BOARD GAME. This makes it even more interesting to play as one would play it against other people(rather than a computer controlled Barbarian Horde).  Plus, as an added bonus, it takes a REALLY LONG time to play and build up from the next-to-nothing resources one starts with.  However, unlike other lengthy games, the setup is quite simple.

So, I put together a draft of the rules, and I’ll (as soon as I have opportunity) be play testing these.  I’ll be looking for the areas I need to tweak in order for it to work out in a balanced manner. I’m also quite interested to see what the preferred strategies will be in playing.  I have a suspicion that I’ll also need to add some sort of special events cards for players to draw and play.

Plus, I’m going to need to buy a bunch of 8mm colored wooden cubes, and print out some tiles and cards for the prototype.