Tuesday, December 23, 2008

Yu-Gi-Oh Latin Project

Ok, so I'm making a card/board game for my Latin project and need some input. Here's the jist of it:

If any of you played either Yu-Gi-Oh or Battle of Wesnoth (I guess any real time strategy works too) before, its like a hybrid of the two. There will be a deck of custom made cards along side a hex map. The goal of the game will be to defend your own city, while taking over your opponent's city. The city will be placed on the ends of the map (which should be square).

The three (as more would mean more work for me) factions will include:

  1. Romans (characterized by legions, technology, and manueveribility) (America)
  2. Barbarians (armies of mobs, speed, and concealment) (GLA)
  3. Greeks (phalanx, shock troops and brute force) (China)
 If playing the barbarians, you need paper and pencil to write down your "stealth armies" movement.

To start off, the Romans will only get  5 troops (as they are usually the invading army) and the others will get 7. The troops will be chosen by the player from their respective decks. I forgot to mention that every deck will be stacked the same way, so for example the standard Roman deck will maybe include: 14 legions, 2 experinced legions, 3 calvary, and 4 light troops plus other modifiers like technology cards and such (ie that will be the maximum a Roman army can have).

Movement will be characterzied by the number on each card. Barbarians will generally have larger numbers (but the largest won't be larger than Roman/Greek calvary), and phalanx/legions will all be the slowest. There will be certain things each unit can do. The phalanx for example, will have a big decrease in its health if attacked from the front first, then the back but if the opponent cannot outflank it, then it will double its attack power on the next turn. The barbarians can choose two armies and "cloak them" by taking them off the board and recording their movements on paper, once it attacks, it will be visible forever.


The players will place their cards by the board and place a token symbolizing each card on the board. This is because you can upgrade each troop and keep track of its damage. The results of the battles will be determined by health token on each card. A certain unit will have certain amount of health points, attack points (ie how many to take off the other person's) and defense points (ie how many to deduce from the damage the othe person dealt you).

This is a REALLY long explanation (and I'm not even through yet like how you can add weapons to boost stuff, and how to heal...) but all this should be common sense.

I'm sort of stuck regarding the economic portions. I'm tempted to make it a coin based system, but then there will be math invovled (and you know how Americans don't like math...). Or I could make it territorial based, with certain "checkpoints" and every two turns, the player recieve a certain number of credits based upon their checkpoints.

This will be intense if I finish this like I describe it...

-runiteking1

Got comments? Post them below!

1 comment:

  1. Hah this makes me smile :) good job and yay for Latin!

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