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E-Mail: ericp[AT]lariennalibrary.com


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War of steel

Page: GameIdea.GameIdea201005120706AM - Last Modified : Mon, 27 Jan 20 - 2154 Visits
How much do you like this idea?

4 stars Rating 8.0/10 from 1 votes
Vote Distribution: 0 – 0 – 0 – 0 – 1 – 0


Very Good (10/10) The game is very interesting, make it as soon as possible.
Good (8/10) Great idea but some modifications are required.
Fair (6/10) Interesting but a lot of things are missing.
Bad (4/10) Would need to completely redesign the idea in order to work.
Very Bad (2/10) It will never be interesting, abandon the idea.
Already Exist (0/10) Do not waste time of this game idea.

Status: CLOSED

  • Essentially a multiplayer games
  • Rules will not fit on a page
  • Know partially the rules since based on another game.

Progress: Partially Designed
Priority: Low
Number of players: 2 - 6 players
Expected Play time: 180 - 300 minutes

Description

A fictional war game that combines ideas from the first and second world war with science fiction. The basic idea is that you follow the evolution of you country, in a world war theme, and you try to make the best out of it.

Objective

Make a non-historical war game that gives you the same feeling than waging a world war 2 and where you can control the diplomatic relation between the countries.

Inspiration

the "Bells of war" board game was my primary source of inspiration which was a game inspired on axis and allies. I wanted to have a non-historical game where you could change how war is done. For example, what would have happened if the Genova convention was never signed, if the tank was replaced by the walker, etc.

Priority Evaluation

Theme vs Mechanics: Based on mechanics, Axis and Allies is the basic mechanic pool, but I wanted to add another layer which is missing.
Video vs Board Game: Could be implemented as a video or board game.
Single vs Multi player: Basically multiplayer due to war between countries and tactical maneuverin, but if modified, could be a single player country management game.
Rating = 6/12

Digitizability

- Cartography: is required to conquer territories
+ No Scripting: There will be no special abilities.

Mechanics

The mechanics will work similar to axis and allies except that I like the scale of the territories in bells of war compared to axis and allies. Since it's non-historical, I will not use a real world map.

Players will receive production points from territories they control to produce units and develop technologies. Players can create various treaties and conventions to regulate the rules of the game. As the game evolves, players might try to expand or create memorable events like for example the united nations.

Player will score victory points for everything meaningful they do in the game: controlling territories, developing technologies, creating conventions, etc.

Each player will also have a different type of government which will greatly influence the way they will play. You can even have countries with multiple personalities in democratic governments.

Problems that prevent development

I have not made any prototype yet. I had the idea when I played bells of war a lot. Now I don't see game design the same way as before so many thing could change from what I originally wanted to do. One thing for sure, I don't want to make it a 25 hour game. So the time restriction, even if not that short, could be a problem. Also, it might requires various kinds of token for each type of units which can make the game harder to assemble since you cannot use generic components.

Development Log

DateTypeDescription
18-jan-2020IdeaMaybe focus only on WW2 and use my double sided unit system idea to keep production cost low

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Prototype Pictures

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