We haven’t come up with a name yet but i think the idea is pretty solid. This game is going to be a sort of table-top war game mixed with mechanics similar to that of magic: the gathering.
Each player will begin with a deck of cards. There are two general types of cards in the deck. Those types would be resources and units. Each unit will have a required resource cost in order to put them into the battle. At the start of the game you draw 7 cards from your deck. Every turn you will draw one more card. If you have more than 7 cards in your hand by the end of your turn you must discard the extras. You can play one resource card on the field each turn, and those resource cards remain in play for the entire game. Each resource card can be utilized to place a new unit once per turn.
First off is the board itself. There will be a relatively large board with a grid on it. At each end of the board will be a player’s base. The main goal of each player is to destroy the other’s base. On the girdded board there will be different environment tiles. For example, some would be plains, which would increase the range of movement or targetting range of a unit in it by 1. (not necessarily confirmed, but that’s the general idea) Another type of tile would be urban, and they would have the opposite effect as plains.
Then of course there’s the unit cards. The cards will have several different satistics and these cards are what tells you what you can put onto the field. They will include a power and defence value, a movement distance value, a resource cost value, and an attack range value. All of these come into play with strategizing to get to the enemie’s base and kill enemies on the way there.
This game probably isn’t going to be for everyone, but I think that anyone who enjoys trading card games, as well as table top wargaming would enjoy this fusion of the two great concepts. It will be able to combine the fun strategies of commanding units around on the battlefield as well as card game strategy based on not knowing your opponent’s hand and knowing when to play which cards.
The Biggest Challenges:
One of the biggest challenges is going to be getting the pieces made in time, but I don’t think we’re going to go for 3d models. It seems like a better option is to have a token of some sort which displays the statistics of the units you have on the field so the players are able to analyze the situation easier.
The board. In all honesty I’m not sure how we’re going to do this. I suppose we’re going ot have to draw out a large gridded picture and see if we can get a company to make it into a legitimate gameboard for us.
Balancing. This is definitely going to be a struggle. With the advanced combat mechanics we have in mind, balancing the different units to ensure nothing is over or underpowered is going to be a real struggle. It’s going ot take a lot of time but I think we’ll be able to pull it off.