The calm before the stormPosted: March 20, 2012
So multiple weeks with no posts have occurred. What will probably happen in the next week is exactly the opposite. Starting today, there will be many, many posts. For simplicity of tagging, I would rather post each separate thing that I’ve worked on in its own post. With that said, here’s the first of many.
A few weeks ago, a forum I frequent called the Board Game Design Forum held its monthly “Game Design Showdown,” a week-long design contest with some really interesting restrictions. Usually there are two prompts, one thematic and mechanical. This time the theme restriction was Dragons, and the mechanic restriction was dice. Submissions were 300-word descriptions of your game, and images were not necessary. Because of that, I have no images for this. But here’s what I submitted:
Farmer’s Nuisance is a pseudo deck-building game for two players. Each player takes on the role of a farmer who must both run his farm and protect it from the local dragons. The aim of the game is to survive longer than your opponent, as at the end of each round the dragons attack with ever-increasing ferocity. The player must balance their man-power to maintain a population of both Workers and Warriors, represented by a deck of double-sided cards. Each card, representing one person, can be tasked with either job in this way. Workers are used mostly to increase the total possible population, and warriors are used to fend off the inevitable dragon raids.
At the beginning of each turn, players determine their budget (a mixture of cards owned and a 2d6 roll) and purchase cards from a central set of piles which only allow them to see one side of a card. Once purchased, cards can flipped and re-arranged to maintain population and tactical balance. Cards will have simple stats (Workers have a “Support” number while Warriors have an “Armor” number) and may have special written effects.
A dragon raid also has variable power. Each round, 2d6 are rolled to determine the dragon’s power, and a flat bonus equal to the number of rounds played is added. During a raid, Warrior’s Armor value can absorb damage, and allowing a worker or warrior to be killed will also absorb one damage point. Players must resolve the raid by absorbing all damage, and must then re-balance their population accordingly. Eventually, this number will exceed any possible defense in the game and one or both players will have all of their workers and warriors eliminated, ending the game.
In the end, I didn’t win. I didn’t even place. But some nice things were said by the people who voted, so this idea will not be thrown away, though it isn’t a priority either. Perhaps after the RPG contest ends I might think about this one. Anyhow, this will hopefully be the most text-intensive post this week. Glad I got that out of the way. Also, here’s the image that went with the contest. I just hate posting without any pictures.