Going to a gaming show has focused my mind, I am planning a new game. I've tried writing wargames rules and board games in the past, and come to the conclusion I am generally better at the former; how someone goes about designing a big game like Le Harve, or 7 Wonders is beyond me at present.
However when it comes to the mechanics of battle I have a much better handle on things, and have long thought about ways to combine the best board game and card game mechanisms into wargames rules. It isn't just a case of novelty too as often they can offer a very real way to reflect more accurately command and control, or replicate luck without resorting to dice.
One project I'd come up with a couple of months ago was for a tank combat game driven by a card mechanic. The concept would be based on a style of game known as 'Deck Builders', in which players begin with a set range of cards to control play but can choose to buy other cards into their deck from a shared supply of options to develop strategies and gain victory points. I pondered this a while and left it on the back burner.
In part the idea was inspired by a sweet, but frankly bonkers Japanese anime series Girls Und Panzer. In the tv series High School girls practice tank combat as an after school activity, it being elevated to the state of a sport thanks to the use of safe ammunition and a culture that sees tanks as unsuitable for men. Did I mention it's bonkers? Anyway, the show nicely displays how tank combat can be presented as a sports activity, and divorced of the need for infantry, artillery or air support can be boiled down to the sort of essentials a card mechanic could handle.
Whilst at Essen I had adequate down time to think about the many deck building games I've played (Dominion, Tanto Cuore, Streetfighter, Arctic Scavengers and Trains to name a few), and which elements I could combine and add to to make my own idea work. Finally once home I got started.
|Work in Progress|