Monthly Archives: June 2013
This week has been great. When Worlds Collide and Elementary are coming along nicely and I’ll talk a little about mechanics from both games.
I got the first draft of all the cards and mechanics finished and will start testing as soon as the new printer arrives.
In Elementary the players will use five resources, four elemental essences and arcane parts, to build arcane equipment which they will use to try and earn Merits from various teachers. A few of the mechanics I wanted to highlight here are how scoring works, player placement versus golem placement, and resource management.
In Elementary the scoring takes place four times and each scoring round is overseen by a different professor who changes how the scoring works slightly. For example the Pyromancer gives slightly more Merits for fire essence than for other types of resources. Players also score when they build equipment for their labs.
There are two types of workers in Elementary, Wizards and Golems, each player only has one Wizard but players can build multiple Golems. Wizards can visit various locations around the school or work in the lab, Golems however can only work in their players lab.
Resources in Elementary are rolled, four by each player, at the beginning of every turn and then snake drafted by the players. Each player will be able to store up to five resources in their lab, ten if they build some equipment. Equipment will also allow the players to convert resources, and produce extra resources.
When Worlds Collide:
I’m about 50% of the way through the item cards and wanted to talk about a new mechanic that arose during the rehashing of the item cards. Originally When Worlds Collide used a grid and range was a component of ranged weapons, since range is no longer a component in the game I wanted ranged weapons to have something unique about them that made them different from melee weapons, so all ranged weapons now have a mechanic called “Support” which gives a benefit to other players attacking in the Supported location. Ranged weapons provide various effects under the Support mechanic such as additional damage dice, creature stat reduction, and increasing the number of creatures affected by the attack. In order to prevent Support abilities from becoming too powerful players can only claim one Support affect when they attack.
Early testing for When Worlds Collide and Elementary should start in the next two weeks and I’ll be taking copies to Rhythm and Brews game nights starting July 9th. Thanks for all the support guys.
This week has been fairly productive. I finished most of the card templates for When Worlds Collide and made progress on Elementary. This update will focus mostly on When Worlds Collide, abbreviated as WWC for the rest of this post, and explain some of the mechanics in the game.
Creatures: Creatures are the most common obstacle that the players will face in WWC and they offer a chance to earn all three of the resources in WWC.
Creatures have several features listed on their cards. First at the top of the card is the creatures name, which has little to no effect on game play. Secondly right below the creatures name is the creatures native world and sub-type which several classes, events, and abilities interact with. There are currently five worlds and seven sub-types in WWC.
The next set of information is the stat bar on the right. The Difficulty is indicated, Easy in the Goblins case, which is a measure of how difficult the creature is to kill and also indicates how many trophies the creature is worth. The difficulties are Easy, Medium, and Hard and provide one, two, and three trophies respectively.
Below the Difficulty are four symbols that list the creatures health, toughness, damage, and loot. Health, the heart symbol shows how much damage the creature must take in order to be killed. Toughness, the shield symbol shows how much damage the creature reduces attack rolls by. Damage, the crossed sword symbols, shows the amount of damage that the creature does to players after they attack. Loot, the stacked coins symbol, show how many and what type of loot dice the player rolls after defeating the creature. In the case of the Goblin the player would roll one Common loot dice.
Locations: Locations are where the players will encounter the creatures.
Locations also have several pieces of information on them. At the top of the card is listed the locations name, the locations home world, and the type of location, starting or advanced. again the name has little to no effect on the game play mechanics but the locations home world does interact with several other mechanics and only starting locations will be present at the start of a game. The Right side of the card also explains any special rules for the locations and the number of creatures that spawn at the location.
Bosses: Bosses are the main antagonists in WWC some of them have effects that last throughout the game whether they are in play or not while others only affect the game while they are in play. At the start of a game players will put three bosses into the summoning pool.
Once again there’s a lot of information on the card and as usual we start with the name and its home world. Bosses share some stats with creatures but a few of them work differently. Toughness works just like with creatures it reduces damage from attack rolls. Damage works almost the same for bosses as it does for creatures, the only difference is that bosses get to attack before the players. The black hole symbol is the bosses maelstrom threshold, which fills up slowly as the players roll dice. Health also works differently for bosses. Instead of having an amount of damage that must be inflicted they have wounds and each wound works like a creatures health stat. For example Leviathan has ten wounds with damage thresholds from eight to five. the first wound would be inflicted to Levithan if a player could deal eight damage to Leviathan. Wound thresholds are broken from left to right, so if Leviathan had five wound counters on him a player would only need to inflict six damage to add the next wound counter. Once the boss is out of wounds it is defeated
Lastly below the bosses stats any boss special effects are listed. Leviathan has an effect that only happens when it attacks and changes the normal boss attack mechanics, but other bosses change different parts of the game.
Classes: Classes provide players special attacks, actions and passive benefits.
Classes also have lots of information on their cards. As usual the top of the card lists the classes name and its home world. On the left side of the picture the classes special actions are listed along with the class passive. Special actions have a charge cost in the alchemists case the costs are; 2,3,5 each ability can be used once per round at any time during a round. Some abilities add extra effects to attacks, like the first two abilities listed on the Alchemist others provide other benefits, like the third ability listed on the alchemist card. The class passive is a benefit that the class provides to the player for the entire game, even if the player takes a new class.
On the right side of the card the class stats are listed. Attack is the number of Attack Dice the class adds to the players attack rolls. Health is the amount of damage the player can take before losing a life. The max charge is the amount of charge a class can hold at one time, players gain charge by attacking and through dice rolls. The last two pieces of information listed on the alchemist are it’s starting item and that Alchemist is a basic class. Starting items are given to each player at the start of the game and basic classes are the only classes available at the start of the game, if this was an advanced class there would be requirements for gaining the class listed instead of starting items.
I’m also going to talk about winning the game briefly. The players win under one of several conditions:
Clear the Locations Deck. The players win if they would put a location into play but the locations deck is empty and no bosses are in play.
Clear the Creature Decks. The players win when there are no creatures in play and no cards in any of the creature decks and no bosses are in play.
Clear the Bosses. The players win when there are no bosses in play or in the summoning pool.
I’m changing the working title of “Loot Fest” to “When Worlds Collide” I’m working on creating a slightly more serious theme and feel that the new name matches it better. I’ve also finished statting the bosses and gotten about half way through the event deck. Once the event deck is finished I need to finish the items and put together a template for the cards before the game is ready for play testing.
Nothing new for Dig Site
I’m excited to announce the next project that Elderhaven will be working on.
Working Title: Elementary
Concept: Elementary is a dice drafting /deck building game that pits wizards against each other in competition for the top spot at their academy.
I’m also happy to invite anyone in the Albany, OR area to Tuesday game nights at Rhythm and Brews each 2nd and 4th Tuesday 6:00 PM – 10:00PM. Sponsored by Rhythm and Brews, We ❤ Nerds, Elderhaven Entertainment, and Bonsai Games. I’ll be bringing prototypes to the game nights starting the 24th so if you’re interested in an early look at Elderhaven’s games swing by.