Post by creyates on Oct 20, 2021 7:02:19 GMT -9
Greetings fellow Cardboard Warriors!
I just posted this on reddit:
About a year ago I posted my very rough rules for a hex based TTWG (https://www.reddit.com/r/tabletopgamedesign/comments/jqoy8u/hex_based_tabletop_wargame_rules_looking_for/). I want to thank everyone who took the time to read them, and comment! A special thanks to u/Greycompanion and u/malpasplace for their invaluable insight.
I've spent about a year working on it and trying to simplify. Here's the current overview:
Bloody Banners is a rank and flank tabletop wargame for 2 or more players with an emphasis on tactical movement, positioning, and morale. The first side to break or eliminate all of their opponent’s forces wins!
Each Player fields an army of fantastical characters and creatures represented by paper miniatures. The game takes place on a battlefield consisting of a number of hexagonal spaces, with paper/card terrain.
Over the course of the battle, Players will take turns moving, attacking, and casting spells with their Units in an effort to break or destroy the opposing side’s forces.
Dice (D6’s) play an important role in determining certain outcomes. However, careful positioning and timing are key to ensuring the odds are in your favour.
In Bloody Banners, when a Unit moves, it is marked with a Movement Marker that remains in play and affects the Unit’s subsequent actions.
Similarly, Morale Markers keep track of each Unit’s willingness to continue fighting on. As the battle unfolds and Steady Units suffer Hits, they are Shaken; if a Shaken Unit fails its Morale Roll, it will be Broken and forced to Flee. Units’ morale will ebb and flow over the course of battle.
To keep track of how many Hits a Unit has suffered, Bloody Banners uses a Condition Marker system; Units begin the battle Fresh, and as they suffer Hits they become Battered, and then Bloodied, before ultimately being Slain. A Unit’s Condition affects the difficulty of its Morale Roll; the closer a Unit is to being Slain, the higher the likelihood that it will be Broken.
As the battle is being fought on the field, so it is being fought in the heart of each combatant. Players must keep a careful eye on their Army Resolve Track; as their Units are Broken, or Slain, their Army Resolve decreases. If a Player’s Army Resolve falls below its Breaking Point, all of their remaining Units will be Shaken, greatly increasing the chances of a mass rout.
If it sounds like something you'd be interested, here are the current rules: docs.google.com/document/d/1kkQ6SLUfPiutmbRxtdjrYqcFIudPmJEemO8Xh7KeWMQ/edit?usp=sharing
I would love to hear anyone's feedback. I am having trouble with the structure of the rules (what comes first & where) and the basic terminology (simple & clear language vs specific & complicated).
Thanks!
I just posted this on reddit:
About a year ago I posted my very rough rules for a hex based TTWG (https://www.reddit.com/r/tabletopgamedesign/comments/jqoy8u/hex_based_tabletop_wargame_rules_looking_for/). I want to thank everyone who took the time to read them, and comment! A special thanks to u/Greycompanion and u/malpasplace for their invaluable insight.
I've spent about a year working on it and trying to simplify. Here's the current overview:
Bloody Banners is a rank and flank tabletop wargame for 2 or more players with an emphasis on tactical movement, positioning, and morale. The first side to break or eliminate all of their opponent’s forces wins!
Each Player fields an army of fantastical characters and creatures represented by paper miniatures. The game takes place on a battlefield consisting of a number of hexagonal spaces, with paper/card terrain.
Over the course of the battle, Players will take turns moving, attacking, and casting spells with their Units in an effort to break or destroy the opposing side’s forces.
Dice (D6’s) play an important role in determining certain outcomes. However, careful positioning and timing are key to ensuring the odds are in your favour.
In Bloody Banners, when a Unit moves, it is marked with a Movement Marker that remains in play and affects the Unit’s subsequent actions.
Similarly, Morale Markers keep track of each Unit’s willingness to continue fighting on. As the battle unfolds and Steady Units suffer Hits, they are Shaken; if a Shaken Unit fails its Morale Roll, it will be Broken and forced to Flee. Units’ morale will ebb and flow over the course of battle.
To keep track of how many Hits a Unit has suffered, Bloody Banners uses a Condition Marker system; Units begin the battle Fresh, and as they suffer Hits they become Battered, and then Bloodied, before ultimately being Slain. A Unit’s Condition affects the difficulty of its Morale Roll; the closer a Unit is to being Slain, the higher the likelihood that it will be Broken.
As the battle is being fought on the field, so it is being fought in the heart of each combatant. Players must keep a careful eye on their Army Resolve Track; as their Units are Broken, or Slain, their Army Resolve decreases. If a Player’s Army Resolve falls below its Breaking Point, all of their remaining Units will be Shaken, greatly increasing the chances of a mass rout.
If it sounds like something you'd be interested, here are the current rules: docs.google.com/document/d/1kkQ6SLUfPiutmbRxtdjrYqcFIudPmJEemO8Xh7KeWMQ/edit?usp=sharing
I would love to hear anyone's feedback. I am having trouble with the structure of the rules (what comes first & where) and the basic terminology (simple & clear language vs specific & complicated).
Thanks!