The armies are gathering beyond the castle wall. You
strengthen your fortifications while they gather reinforcements. An arduous
battle awaits. It will be their aggression against your persistence. Can you
hold out long enough to force them into retreat? Or, will they overrun your
battlements and claim the castle for themselves?
A few days ago, I was inspired to begin work on a new card
game. I think the inspiration came from reading about the forthcoming card game
Android: Netrunner from Fantasy Flight Games. What makes that game
rather unusual is the fact that it features an asymmetrical design. The game is
for two players, but each player plays very differently. There aren’t a whole
lot of games like this. Most games have each player acting on the same
principles. The only other game like this that I could think of off hand was Mr.
Jack.
I was thinking about the prospects of an asymmetrical
design, and I was trying to think of what sort of concepts could fit this idea.
The first idea that came to me was a game about laying siege to a castle. One
player would take command of the besieging army, and the other player would
defend the castle. From there, Castle Siege was born (working title).
Keeping Things Simple
A lot of the ideas I’ve been working on lately have been
rather complex and expansive, so I wanted this game to be fairly simple and
contained. But I also wanted it to have enough depth to allow for some variety
in strategies for each player. One thing I especially wanted is for every card
to be usable by both sides, so that both players could draw from a single deck
of cards. I’ve done this by printing two different abilities on each card, one
along the bottom for the siege player, and one along the side for the castle
player. Here are the basics of how the game works.
This is the Keep. The empty space is for card art. |
The castle player starts with one card in play – their Keep.
The castle player can expand their castle by playing more cards from their
hand. They can add more structures, such as walls and towers. They can give
their structures features, such as moats and secret passageways. They can also
fill their structures with soldiers and other personnel. Each structure and the
other cards attached to it are considered a “fortification”.
Meanwhile, the siege player builds his forces by playing a
variety of cards that represent soldiers and siege engines. Everything from
humble footmen to knights, and from battering rams to trebuchets.
Each round, after both players have had a chance to play
cards, the siege player organizes his forces into one or more “armies” and
declares an attack for each of his armies. He can attack any card the castle
player has in play, except that he can only attack the castle player’s Keep
if that player has no other structures in play. To resolve the attack, the
players compare the “Attack” value of the siege player’s army to the “Defense”
value of the fortification the castle player’s card belongs to. If the siege
player’s Attack is greater than the castle player’s Defense, the attack
succeeds, and the card they’re attacking is discarded.
The goal of the siege player is to destroy the castle
player’s Keep. The goal of the castle player is to survive for a total
of ten rounds.
This Is How War Works
Here is an example, to try and explain a little better how
the game works in practice.
Click for larger image. |
The castle player has three fortifications. One consists
solely of his Keep. The siege player can’t attack that, because the
castle player has other structures in play. His second fortification is a Wall,
tricked out with a Moat and a Treasurer. As you can see, the Moat
makes this fortification more difficult to approach, and the Treasurer
allows the castle player to gain extra Gold each round. Gold is a resource
players use to “buy” the cards they put into play. Finally, the third
fortification is a Tower backed up by a couple of Archers.
Ignoring the Keep, lets take a look at the defenses of these other two
fortifications.
Click for larger image. |
The Wall grants +3 Defense on its own. The Moat
and the Treasurer add nothing else to this fortification’s Defense, but
the Moat does make it so the siege player will have to discard a card of
their own before attacking it.
The Tower has only +1 Defense on its own. The two Archers
each grant +1 Defense to the fortification though, and the Tower has a
special ability to gain another +1 Defense for each person attached to it. So
this fortification has a total Defense of 5.
Now, what does the siege player have? He has an Assassin,
a Footmen, a Siege Tower,
and a Trebuchet. He divides these forces into two armies, one consisting
of the Assassin and the Footmen, the other consisting of the Siege
Tower and the Trebuchet.
Click for larger image. |
The siege player discards a card (because of the Moat)
and the Assassin and the Footmen attack the castle player’s Treasurer.
They’re pitching a wimpy +1 Attack against that fortification’s +3 Defense.
Normally, this would mean that the attack fails and nothing happens. However,
the Assassin allows the siege player to ignore the +3 Defense from the Wall
when attacking a person, so even with just +1 Attack, the attack succeeds and
the Treasurer is discarded. The Wall and the Moat remain
in play.
Next, the Siege
Tower and the Trebuchet
attack the castle player’s Tower. The Siege Tower allows this attack
to ignore Defense granted by the Tower itself, but the attack still has
to overcome the +2 Defense granted by the two Archers in that fortification.
Fortunately for the siege player, the Trebuchet grants +3 Attack,
overpowering the Archers. At this point, the attack would succeed and
the Tower would be discarded as the Treasurer was, except the
castle player has another option. He discards a Footmen card from his
hand to gain +1 Defense, bringing him even with the Attack. If the siege player
had a card in his hand he could discard for extra Attack, then he might still
be able to win this melee, but otherwise the attack has failed.
Hopefully, from this relatively brief preview you can see
how Castle Siege is turning out to be a game that is simple to play,
but has some depth as well. Playtesting I’ve already done has lead to some
modifications and advancements to the game’s mechanics, and the game continues
to improve. I’m looking forward to developing this game further, and getting
more people involved in playtesting in the future.
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