Combat mechanics
So, we figured out the main characteristics of board games (NI) and started developing the game. From the very beginning, I created the combat mechanics, tested it and realized that it works great, and then I began to “weight” the project for everyone else.
The battle is based on laying out cards in an unusual way – with a cross. On each of them, in addition to the characteristics of the character, there are directions of his attacks and initiative. As a result, the cards move in turns, and you choose in which direction they will attack. There has never been anything like this in NI, so we turned out to be pioneers.
At first glance, there is an element of randomness in the system. We decided to add the mechanics of actions, and then increased the player’s influence on the outcome of the battle (as practice has shown, for some, this was not enough).
The picture shows the transformation of the card from prototype to release. The leftmost card shows that at first the battle was somewhat different, there are large indicators of values on it. The use of wound tokens was supposed, but they were abandoned.
Actions
Actions are nothing out of the ordinary. Each card has its own action that you can play out of hand. Therefore, you have to choose which cards will fight and which will remain in your hand “on support”. It’s a tough choice: the stronger the card, the better the action. You will have to constantly balance and remember:
if at the end of your turn you have out of cards in hand, then it will be easier for other players to seize your lands.
Map
The territory map is a field that is symmetrical for all players. Opponents start on an equal footing. There are castles, lands and towers on the map. If you lose the lock, you are out of the game. The amount of lands is the size of your mana, within which you can use your actions that have a certain price. The number of towers captured affects how many cards you draw each turn.
Hand
Hand-building mechanics: the player has a five-card limit. Even if he takes ten cards every turn, only five have to be left. As a result, each move the player complements the “hand” by changing and discarding unnecessary cards.
The mechanics are tricky. At first glance, it seems very simple, but in the game it behaves differently: the restriction forces you to quickly adjust the “hand” for different tasks. You also have to remember which cards have already left the deck and which ones have remained.
Combinations and goals
Combinations. In each of the four game decks, we have laid down several combinations of actions that players have to find (or come up with their own). Sometimes, to the surprise of the player, they are triggered by accident. There are combinations both within each deck and between decks. This turned out to be a completely non-obvious feature for beginners.
Capture targets
There are several of them, and they are all secret. In the beginning, you get one goal and follow it. You can follow it quite explicitly, but then other players will understand what you are striving for and will begin to interfere with you ahead of time. Therefore, it makes sense to deceive other players and make false moves in order not to attract undue attention to yourself.
Replay value
Game time is about 40 minutes for two experienced players, so if this is your first time playing our game, then get ready to spend a couple of hours. At the same time, we recommend starting with two players, why so – I will explain below. Three or four people can sit at the table for up to two hours, but experienced players play this “solitaire” in 40 minutes.
Achieving replayability is a separate task. As practice shows and many geeks believe, any board game with more or less complicated rules is used four to five times, after which it is exchanged or put on the shelf. Think about it: the total playing time may not exceed 12 hours, and the money must be paid, as for the disc with “The Witcher 3” for PS4, in which you can immerse yourself for 120 hours. The ratio of game time to cost in board games is on a whole different level. As a result, four sides of the conflict appeared in our game, four different goals and two scenarios, which leads to a good number of attempts. With the new rules, we have expanded the number of scenarios, as well as introduced the player alliance mode – “two for two”.
We wanted to make a game with very simple and clear rules, fast and dynamic. However, declaring this has created wrong expectations in people. Almost all players expected to see a beautifully designed filler.
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