Mech Fight
Oct. 20th, 2012 11:41 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Mech Fight is a hybrid board/card game generally intended to have a shorter production cycle and squeeze in a revenue-generating product between Valor and Valor: Mecha. Very much a fun, lighthearted game with ideally a play time of 30 minutes to an hour. Drawing some inspiration from Monopoly, the point of Mech Fight is to either destroy your enemy mechs or capture certain important control points on the board and hold them all at the same time.
Here are some of the general ideas I've had for it, there are a few things that need definition and refinement but I'm pretty comfortable with how the mechanics are shaping up. I do want this to be a bit more complex, but not necessarily too complex, so I may be cutting some of the mechanics, we shall see.
-At the beginning of play, all players select a pilot card. Each pilot has 3 statistics, represented by stars ranging from 1-3: Power, Defense and Special, as well as a special ability.
-All players are issued a pre-determined amount of credits.
-Players then select a chasis. A chassis card is a large central card with five slots, four for limbs and one for a head. Depending on the chassis, the initial price is different. All chassis's (chassi?) have a certain defense and health level, as well as a special ability.
-All players then draw a certain amount of limb cards and head cards from the limb and head deck, and select (and pay for) four limbs and a head. Heads give some bonuses to defense, power, or special, and all limbs have a certain power bonus associated with them and may or may not have a special ability.
-All players then draw a hand of about 5 special cards, which can range from special abilities such as "flee a mech fight without any damage being dealt" to "add +2 power to an attack" to a Fuel Cell, which can be used to activate special abilities on various parts you have in play.
-All limbs and chassis's have a listed number range. When a Mech Fight occurs, the attacker and the defender roll Power and Defense 6-sided dice based on the combined Power rating of the pilot and the weapon vs. the combined Defense rating of the pilot and chassis. Any numbers that fall within the range of the listed numbers counts as a hit. After a Mech Fight, both players tabulate the amount of hits, whoever exceeds their opponents total hits reduces their opponent's mech's hitpoints by that number. In some cases, Special can be substituted for Power or Defense.
-Every 5 hitpoints a mech loses, it loses a limb. The attacker rolls on a spinner to determine which limb or if the mech loses its head. Heads and limbs lost in this manner go to the scrapyard, and can be picked up by other players. New parts can be drawn, saved, and added (or replace a part you already have equipped, putting that park back in your inventory) with special cards from your hand or by landing on a machine shop.
-Movement is determined by the roll of two six-sided dice, some parts or cards can alter your movement roll or be used in place of a roll.
-Acquisition of new limbs, cards for your hand, credits, and other resources are accrued as you move around the map, likely with random credit accruals even if you pass certain squares.
-Potentially, a number of maps for different amounts of players that can be mixed, matched, and combined if necessary. Also allows for potential expansion fodder.
I think that should be the majority of the mechanics. Most of the fiddly mechanics will be explicitly stated on the tiles and cards to allow for the dynamic variation in play. Complexity-wise, there's definitely some there but I don't think it surpasses Monopoly so I am fairly comfortable with it. If there are any thoughts and feedback definitely definitely let me know. I'll start working on this project in earnest once Valor is more complete.
Here are some of the general ideas I've had for it, there are a few things that need definition and refinement but I'm pretty comfortable with how the mechanics are shaping up. I do want this to be a bit more complex, but not necessarily too complex, so I may be cutting some of the mechanics, we shall see.
-At the beginning of play, all players select a pilot card. Each pilot has 3 statistics, represented by stars ranging from 1-3: Power, Defense and Special, as well as a special ability.
-All players are issued a pre-determined amount of credits.
-Players then select a chasis. A chassis card is a large central card with five slots, four for limbs and one for a head. Depending on the chassis, the initial price is different. All chassis's (chassi?) have a certain defense and health level, as well as a special ability.
-All players then draw a certain amount of limb cards and head cards from the limb and head deck, and select (and pay for) four limbs and a head. Heads give some bonuses to defense, power, or special, and all limbs have a certain power bonus associated with them and may or may not have a special ability.
-All players then draw a hand of about 5 special cards, which can range from special abilities such as "flee a mech fight without any damage being dealt" to "add +2 power to an attack" to a Fuel Cell, which can be used to activate special abilities on various parts you have in play.
-All limbs and chassis's have a listed number range. When a Mech Fight occurs, the attacker and the defender roll Power and Defense 6-sided dice based on the combined Power rating of the pilot and the weapon vs. the combined Defense rating of the pilot and chassis. Any numbers that fall within the range of the listed numbers counts as a hit. After a Mech Fight, both players tabulate the amount of hits, whoever exceeds their opponents total hits reduces their opponent's mech's hitpoints by that number. In some cases, Special can be substituted for Power or Defense.
-Every 5 hitpoints a mech loses, it loses a limb. The attacker rolls on a spinner to determine which limb or if the mech loses its head. Heads and limbs lost in this manner go to the scrapyard, and can be picked up by other players. New parts can be drawn, saved, and added (or replace a part you already have equipped, putting that park back in your inventory) with special cards from your hand or by landing on a machine shop.
-Movement is determined by the roll of two six-sided dice, some parts or cards can alter your movement roll or be used in place of a roll.
-Acquisition of new limbs, cards for your hand, credits, and other resources are accrued as you move around the map, likely with random credit accruals even if you pass certain squares.
-Potentially, a number of maps for different amounts of players that can be mixed, matched, and combined if necessary. Also allows for potential expansion fodder.
I think that should be the majority of the mechanics. Most of the fiddly mechanics will be explicitly stated on the tiles and cards to allow for the dynamic variation in play. Complexity-wise, there's definitely some there but I don't think it surpasses Monopoly so I am fairly comfortable with it. If there are any thoughts and feedback definitely definitely let me know. I'll start working on this project in earnest once Valor is more complete.