Hello!
I've been working on a boardgame idea for the past two weeks. I have a playable prototype with some design problems to solve and I'm looking for some advice on how to go about it.
The basic idea is:
- You are thrown into a arena where you have to duel it out with other players.
- The arena is made of a hexagonal grid system with different tile types (grass/woods/sand/town/river).
- Each player picks a Hero character that has a unique set of skills in the form of 'ability cards' - and has particular bonuses based on tile types.
- They take turns and move around the map using ability cards and try to deal damage to one another. Each hero has a max number of cards he can use per turn.
- One turn is comprised of one day/night cycle which is actually two turns in one, they get to play once on day and once on night. Heroes have bonuses based on day/night etc.
Right now I have the game in a working state - I've set up 4 Heroes with about 4 ability cards each - players can fight each other and the process is enjoyable.
My problems right now are:
- balancing - I guess for that I should just play the game over and over again and just tweak abilities until they 'feel' right?
- endgame - I have not implemented a system where the more the game goes on the harder it becomes or something that will force players into a fight. Because as it stands Heroes have the ability to heal themselfs and that can be exploited indefinitely - and I don't think of this as a problem, I rather like it. I like having as many viable options available at all times. I just need some way of motivating them or pressuring them to go for the kill. Or maybe some way of opening up opportunity windows for each player where they can do significant damage.
To fix #2 I was considering:
- adding "event cards" that would pop up once every couple of turns and that would unleash unexpected consequences on the map, like monsters spawning at the edge of the map and moving towards nearest Hero, bad weather that would make some tiles unpassable, meteor shower that would make some characters take damage based on their position things like that.
- adding a upgrades system to each Hero where they can chose to improve one basic stat/ability card/ unlock a new ability based on visiting map locations. I'm thinking that would certainly add more weight to it as the game progresses + meaningful choice.
This is my first attempt at a boardgame design since I was a little kid and I was drawing a lot of these. It feels very nice doing it again.
I look forward to any ideas/thoughts you may have!
Thanks!
Stefan