Kaunisto
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Re: Gladiator/Wild West/Naval/Magic Arena: design and chat
On the other hand, I'm interested to try the original game Gladiator Arena. It's a bit more complicated as players (with different race/weapon) have different starting HP, reach, damage and even movement and attacking. But I think you could handle it, Bec, after I explain in game start how it works for each player. At least the movement itself is most simple of all games as you only take a step L/R/U/D (unless playing halfling).
So, GA or Mixed rules NA? Depends rather on whether anyone else wants to play?
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8/12/14, 9:36 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic Arena: design and chat
NA Mixed rules it is.
I just noticed something about the NA Mixed/Advanced: the 3-ship does total of 6 damage, the 5-ship total of 10 damage and the 7-ship total of 14; same ratio. and that came completely by accident. (Or, in subconscious I'm genius.)
Good balance anyway.
I've been thinking a fourth ship for the game, 5X3 Carrier that would attack 2 or 3 times per turn (maybe with 5-ship pattern to keep the ratio?). That would change the nature of the game as 5X3 could be always hit at least some and could take the 3 shot so that it inevitably hits an opponent... Short game, unless you go up to 30 damage. But it would be an extra tactics element if one or two of 3+ players has Carrier - and when players choose randomly ships.
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8/13/14, 5:16 pm
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic Arena: design and chat
...and Game 3 is over. My observations so far:
- WWA is more a luck game - perhaps because it's longer - than NA (though I may be biased, having won the NA games...)
- NA Mixed rules work well (at least without the Carrier addition, see above post), but having done some thinking I've concluded that the Advanced rules version would require larger than 8X8 board or 7-square Battleship would be in great disadvantage
- it's harder to aim at one of two opponents than I had thought; I'm all the time just taking shots that might best hit either - except if my opponents (not pointing any fingers...) played more tactically wisely, they'd have stayed away from each other
- Simple and Mixed versions of NA were about as long, seems about 10 turns is the standard
Anyways, once again the question: what shall we play next?
I'd rather like to try GA or MA. But my mother won't be playing Magic Arena - though that'd probably work reasonably well as two player game.
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8/17/14, 11:14 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic Arena: design and chat
I'm starting to think 3 players isn't a good number for these games; when one player acts tactically unwise, one of the others may clearly suffer from this and the other gain.
Note for GA: might want to chance catapult to "uses 2 MpT to shoot; not allowed to move when shooting", to allow elf use catapult. Though then the twice per turn shooting catapult elf might be too strong...
Anyways, time to choose Game 5. Any volunteers to play, any requests for choice of game?
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9/3/14, 10:14 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic Arena: design and chat
I sort of have basic setup for Space Arena ready:
- our Solar system, the 8 planets and their 7 largest moons (Moon, 4 of Jupiter, 1 of Saturn and Neptune)
- ships move only between planet and moon, between (Jupiter) moons or from one planet to next
- there are Habitable (7) and Mining (8) planets/moons; you need to hold both types (certain number of turns) to build new ships
- ships and battle are Naval Arena (Mixed rules) - though I might have to redesign the ships because in NA they are balanced to be equal and SA might work better with small and large/cheap and expensive ship
The major question is, does SA require a game master? I've purposely made the earlier Arena games so that I can play myself (due lack of players...), but SA seems more fitting so that I run game of other players.
Though the way I'm so far thinking the start (2 ships on one planet/moon for each player), if players don't see each other's ships before on same planet/moon, game is extremely likely to end in first encounter. In fact that's a problem anyway.
I could define starting points for 2-player game (Mercury and Triton or perhaps Venus/Neptune or Earth/Uranus), but I'd rather keep starting point as another tactical element.
I could add 2-6 next largest objects (Pluto, Eris, couple moons of Saturn and Uranus), but I would have to change the logic of dividing to habitable/mining or it would even worse make this simply habitables inner, mining outer.
Maybe I'll add moving between moon and next planet and Titan (Saturn moon) and the Jupiter moons; that would leave only 3-4 "blockade points" (Venus, Mars, Uranus/Neptune) instead of each planet being one.
Edit: well that last part was missing a couple words...
Last edited by Kaunisto, 9/9/14, 8:02 am
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9/5/14, 10:12 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic Arena: design and chat
Looking for players for Game 5: Naval Arena with Simple rules plus the new "no turning" easier movement
Anybody?
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9/9/14, 8:26 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic/Space Arena: design and chat
Well now I have a (hopefully) playable draft for Space Arena rules.
SA is first game that is in fact an extended version of previous (NA). Except that I've kept creating additional rules for NA all the time.
It's hard to estimate how long this game is. The random choice of starting points weights much (like in GA), which I tried to cut down with having two ships on start. Still, because it's likely good idea to keep them together and hunt opponent (if he splits ships), there's a good chance both players end up on same place with ships then settling the whole game in one battle.
Or... it may take so long for ships to be destroyed that they are build faster than removed from game.
But I'm somewhat optimistic.
Now if I just had couple players...
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9/16/14, 1:23 pm
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic/Space Arena: design and chat
It's the new games, Magic and Space Arena, I would like to try next. But those are the most complicated games and... let's just say my mother won't be playing.
Then again, MA and SA are likely the most suitable for two player games.
So Bec, are you up to learning another game? SA is kind of NA with 15 boards, MA... check the rules and you'll get the idea (hopefully).
Anyone else? Playtesters really needed...
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9/23/14, 9:26 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic/Space Arena: design and chat
Hello?
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10/2/14, 11:32 am
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Kaunisto
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Re: Gladiator/Wild West/Naval/Magic/Space Arena: design and chat
Rick, we might have to consider adding negative versions of
(if that's not too much trouble)
Because some of my games (so far MA) have rules about white/black squares of chess board - and it would help seeing diagonal lines, important in WWA and MA.
Edit:
testing... simple black squares don't look good
8
7
6
5
4
3
2
1
---A-----B-----C-----D-----E-----F-----G-----H
How about...
8
7
6
5
4
3
2
1
---A-----B-----C-----D-----E-----F-----G-----H
Last edited by Kaunisto, 10/25/14, 1:19 pm
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10/20/14, 7:00 am
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