Thursday, June 7, 2012

[Open Design: Mercenaries #6] Designing Territory Cards

Work is progressing steadily on Mercenaries. We have a working model that should be suitable for our first playtest. We are also making considerable progress on designing the mercenary cards for the game. Let’s mix things up by jumping into the design process for the game’s deck of 15 territory cards. I don’t want to distract everyone from designing mercenaries, but working on the territories simultaneously might create opportunities for the cross pollination of ideas. Also, if you’re burning out on designing the mercenaries, trying your hand at territory cards for a while might be a nice change of pace. Territories should be much simpler to create, because each card only has a couple of substantial features. I’ll explain the format below, and then give a few examples to get us started.


The Format for a Territory Card

[Name] (Each card should have a unique name.)
[Descriptive Text] (This is simply to add some flavor.)

Tags: [specific tags that apply to this card] (Tags, or keywords, are an idea that gets used in a lot of collectable card games, and I think it could work well for this game. Tags are just single words or short phrases that have no mechanical effect in themselves, but they can be referred to by rules on other cards. It is basically a way to create loose categories for cards and assign an individual card to one or more of those categories.)

Victory Points: [value from 0-3] (Only use 0 if the card has a very good special effect.)

[Special Effect Name]: [describe the card’s special effect]


Example Territory Cards

Adamantium Mines
These incredibly deep mines yield resources vital to the construction of advanced war machines.
Tags: Resource
Victory Points: 2
Adamantium Plating: During a Conquering Phase, on your turn, you may spend 2 credits to give all Mech mercenaries in your army +1 Combat Power.

Falcon’s Aerie
This isolated base rests high in the mountains on the border of two feuding nations.
Tags: Base
Victory Points: 1
Returning to the Nest: Your bids are considered to be +5 credits higher when bidding on Falcon Force mercenaries.

Last Armies Memorial
This immense monument honors the soldiers who died in the Last War of Armies.
Tags: Landmark
Victory Points: 1
Veteran’s Honor: Veteran mercenaries in your army have +1 Combat Power.



Your Ideas

Right now, you can help by contributing your own ideas for territory cards. Feel free to submit any ideas you have in the comments to this post. You can submit just a general concept for a territory or a special effect, or you can post a full territory using the format above. Hopefully, the examples above will give you some idea of how the territory cards should work. If you have any questions about specifics, please ask. I’ll be happy to try to clear anything up for you.

One important thing to emphasize is that cards should tend to interact with each other as much as possible. Tags are a great way to make this happen. Another important thing is to avoid making any territory vastly superior to the others. If a territory has a high Victory Point score, then it should probably have a weaker special effect and vice versa. As an example of both of these principles, Last Armies Memorial is only worth 1 Victory Point, but if you already have the James Tucker and John “Grizzly” Hancock mercenary cards, then it’s suddenly a lot more valuable to you (because they’re both veterans).

I’ll look forward to reading your submissions. We’ll need a total of 15 territory cards, but extras won’t hurt, so post as many as you would like!

12 comments:

  1. Still working on fleshing this one out, but I thought it'd be nice to have a location that could be like...a recreational location. And if you manage to win it, you get some sort of morale boost, or benefit like you can flip back over cards that have been turned face down, or something along those lines.

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    1. I like the sound of that idea. Looking forward to seeing what you come up with.

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    2. Okay took me a while but inspiration finally hit me to finish it up:

      Reiki Reserve
      This remote location is well known for its refreshing springs and pristine beauty.
      Tags:Wilderness
      Victory Points:2
      Mending Mind and Body: (For this I was thinking of giving the option of either reviving a certain number of face down cards or giving a +1 combat power boost to a certain number of face up cards BUT either way there being a restriction whereby the effect would not be able to benefit any with the Cyborg or Mech tag.

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    3. I think something like this should work well.

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  2. Razor Ridge Peaks
    The high peaks of this jagged mountain range provide good vantage points for artillery hoping to snipe enemies from afar.
    Tags: Wilderness
    Victory Points: 1
    High Ground Advantage: Artillery mercenaries in your army cannot be turned face down by an enemy effect.

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  3. I was thinking that it seems as if it would make sense for some territories to have an effect once you control them, while others should effect the conquering phase in which they're being contested. For example, Adamantium Mines should definitely benefit the player that controls them, but Razor Ridge Peaks seems like it should effect the conquering phase in which you're fighting over it. This could also give more variety to territory cards and their effects.

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  4. Meteor Labs
    Controlled by the worlds megacorporations, and giving allegiance to no nation, the scientists at this remote laboratory are on the cutting edge of genetic research.
    Tags: Base
    Victory Points: 2
    Cloning Facility (Controlled): You can play 1 mercenary card face down next to this territory to give each Newtype mercenary card in your army +2 Combat Power.

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  5. Golgotha
    The notorious battlefield of the final bloody conflict in the Last War of Armies.
    Tags: Landmark
    Victory Points: 1
    Crimson Ground (Contested): Crimson Brigade mercenaries have +3 Combat Power.

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  6. Okay so I got the idea while I was reviewing tags, I want to make a sort of rain forest location (not sure if you can have it tagged wilderness AND resource or not). But I feel like it could have both controled and contested qualities. I'm not sure if it's allowed to have both but I'll just share my ideas and see what you think. I thought in terms of controlled you could either go at it from the angel of the materials it'd provide OR (and this is the one I prefer) I could see it giving a bonus to the effectiveness of any with the medic tag since there are so many things in nature that have medicinal properties. For the contested, I've not got the most solid grip on battle strategy but I imagine in something like a rain forest anything with the aerial and possibly mech tags would be at a disadvantage. It's harder to land in thick forest like that and with such wide canopies it'd also be harder to see the ground and track targets. So I'm not entirely sure what can be done with this one...but that's what I have so far. lol

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    1. I like these ideas. I think it might be best to make this two different territories, though, especially as we are trying to reach a certain number of cards right now. You could have a rain forest that gives some kind of boost to healing (both wilderness and resource tags would be OK), and you could have another one that creates a disadvantage for aerial units during the conflict.

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