You're using a 3D printer. You can tell your slicer software to put a pause into the printing process, so just before the next layer would cover the magnet holes, you can add a pause and manually add your magnets before continuing to print. That way you don't need a cover, glue, or anything else to keep the magnets in place.
Heads up on this advice, make sure your print head isnt magnetic otherwise your magnets are going to come out and just end up sticking to your print head once it gets close to them.
@@icecube98ify Yep and this goes beyond just the nozzle (hardened steel), some heater blocks on some printers are iron. Fortunately in _most_ cases it's not going to be an issue with Aluminum blocks and brass nozzles.
This should be an option but not a requirement for people wanting to print it, not all printers support it and it takes a lot of fiddling with the slicer, plus magnetic print head and other things... seems like a hassle. Definitely worth it because you can have them integrated into the board, but there should be models for both
“So yeah I was chilling on the plane and suddenly the guy next to me pulled 2 metal cards out of his pocket and asked if I would play this game with him”
1. Place troops, any 3 grey pieces and your yellow HQ on your battlefield in secret. 2. Choose your direction of play using the arrow. 3. Reveal your boards to each other. 4. Take turns simultaneously, having each troop in your active row take an action at the same time. Try to clear your open tents battlefield, and protect your HQ since without it you cannot move. [though I think you should still be able to rotate] [potential] HQ actions: -call in reserves (how many times can they do this?) -deploy reserves (next to HQ?) Troop actions: -attack (could have a diagram, but the design is fairly clear) -rotate -move (must have HQ, and you cannot move to an occupied space-> this means the move the archer made in the video was illegal since that space was occupied when it was that troops action. Though if BOTH troops move in the same direction, I think that should be allowed.)
Oh, this is neat. My one piece of advice would be to give players an incentive to use the general/HQ unit-- maybe in keeping with the medieval vibe, call it a warlord? It can attack in any direction and move diagonally (as it's on horseback), but if it's killed your remaining units can only rotate and attack, not move. That way there's the option of a high-risk, high-reward strategy where you start arrow up and move it quickly to the front lines, or a more cautious one where you start arrow down or sideways and use it as a last resort.
Neat game! A nice qol improvement would be to have some magnets at the top of the cards so the boards easily snap together. It would also be cool if the boards could go on top of each other to form a small box with the pieces inside
I don't have much strategy game experience but here are some random ideas: if you only use 3/6 units per game, people won't pick the weak units. to solve this you could make it so when you kill an enemy unit, you place their piece in your inventory area and they add one of their remaining team's pieces out of their inventory onto the board (with some rule about where/how the new piece can be placed). this means the pieces are kind of like cards, where you know you will use all 6 in the game, but you get to decide whether to put the strong pieces out early or save them for later. to avoid any strategy involving never capturing enemy pieces, add a win condition where if the sum of your unused units and captured enemy units is 6 (full inventory) you instantly win. your opponent will have to capture pieces at some point to avoid this.
First of all: very nice concept! I'll list a couple of ideas that popped: 1. archers are clearly the weakest units, a decent buff may be to let them choose between attack the closest and the farther enemy in the diagonal they're facing or having the most mobility being able to switch their position on the board from right column to left and vice versa 2. the turn you killed the enemy archer doesn't make sense because it wasn't simultaneous, you either do the things at the same time or with some sort of initiative, i really like the first one so lets say every turn, every player hides the board and choose his actions. then i was thinking about two routes: 2a. split the round between a move phase and an attack phase (maybe the attack phase can be "automatic" -> every piece on the row/column playing kills enemy in range) 2b. each round you can either move OR attack with every active piece (following the arrow order) 3. in each case i would move/attack with all active units to speed up a little bit the pace 4. what's the problem with all that? when i step onto enemy field, i cannot "hide" my action anymore, so maybe as a compensation we can think about an additional "turn": after all actions are revealed, then the piece in enemy territory may move OR attack 5. i think you need something to keep track of the active row/column
i really like the idea of hiding your arrangements and then seeing what happens, but you bring up a good point about what happens when you cross into enemy territory. Maybe the dimensions need to be rethought so it isn't as long and you can't cross into enemy territory. You would probably have to make it 4x6, or a more unique, non-rectangular grid.
this is really cool i loved the idea. it gave me an idea too, where instead of moving the pieces and playing similar to chess, you could like build your board and when both reveal their plays, all the actions were counted simultaniously following the direction of the arrow, and that makes one turn, then you take your board back, build a new play with the remainning pieces or the extra ones and show it again for a new turn. you could have interesting ranges as well to make more complex plays, trying to guess where the oponent is going to put their pieces to avoid the attack or attack directly the commander, it would give a lot more importance to the position of the commander as well. you could also print it with like a small "zigzag" in the top where the cards meet, so they fit perfectly. just giving ideas, i love your creations, these are awesome
@@andreberna6286 ah thats a really interesting idea, and maybe i can even make a slow units and fast units. Slow units can only move 1 square away when you reorganize and fast units can be moved anywhere when you reorganize. I will see what I can do, thanks 🙏🏽
That's a good idea, it will also help with trying to guess your opponent play knowing that some pieces will be adjacent to their place in the last round. And your opponent can use that as a trap as well, making a seemingly obvious play with the slow unit to bait you, and play the fast unit in a way that catches you instead, or leaves the commander open to an Attack by the fast one. And that just gave another idea, there could be a "shield" or defensive unit that only blocks the attacks, like if you put it on the adjacent diagonal to the opponent archer, where they can't hit, it will block the attack to your piece behind that would be attacked by the opponent's archer. I guess this shield would be interesting to use to defend your commander, trying to predict where the biggest threat is coming from to block it. But if it gets attacked directly or is the only one in the range of the enemy's attack, it dies. But i guess this shield would be more balanced if the board was 4x4 but I'm not sure
Great compact game. If Player 2 card set board was mirror image of Player 1 , then you wouldn't have to have them misaligned. This could mean also you could add a notch and key like a puzzle piece so that they slot together into a more fixed stable board. Best part is that it is a flexible design and players could easily adapt rules, which is fun when travelling
Yet another bit of advice: Upgrades. Instead of doeing anything you can move your HQ towards the enemy (that ends your turn) You gain one extra action for each line behind your HQ.
Interesting project. If you make dots and dents on these tiles instead of shapes, it might become approachable for blind people as well. I would set all tiles on the bottom of the card and place the grid on the center if possible, be sure to give every tile a lil space around them for ease of acces. This way you can also stack 2 cards on top of each other and do them in a lil box or sleeve, so a 2 player game is always possible. It might be worth testing out to add a grid on the corner at backside, so you could possibly play with 4 people at once. It could maybe help to change the arrow to something else or add a stripe at the bottom of it, suggesting that you start at the end of the arrow and follow its direction. At this moment it feels slightly confusing or unintuitive. Add a lil grove inside the card for the grid, so that the tiles slides into it. That way they don’t twist or turn in a bumpy car ride. Lastly it might be worth to reshape the whole thing into a phone case. I bet people that like fidgeting might get onto this. There was something else, but I forgot ^^’ Good luck on this project. It’s always nice to see another game maker, I hope to see the finished project someday :)
I have a couple of suggestions: One, get rid of the direction thingy. Change it to each player has 2 actions per turn. You can either Move twice, Attack twice with 2 pieces, or move 1 and attack with 1 (could be same piece, so Archer moves and then shoots, or Archer moves 1 space and the one that shoots straight shoots. You get the gist). When both players have made all their choices, then resolve. Second, I've got a move idea for the commander. Treat him like a king in chess. He can attack one space in any direction adjascent to himself. He's already shaped oerfect for it. If you want to keep that direction spot, I'd suggest changing it to a countdown instead. Each turn you turn it to count down. When it hits one you can reinforce with another piece in your supply, so you can pull a new piece or bring back the dead. If your commander is killed, then that can't be used anymore and you have to play with whatever you have left.
If you want to introduce some randomness, there are mechanical dice that you can fully 3d print that uses a spinning dial and lever which solves your issue with potentially losing a die under an airplane chair.
Some mechanic ideas; 1, make all units be able to face in 8 directions rather than 4, this would make the archer more useful, especially if it had more range. For instance the archer always hits the closest unit in a straight line. 2, at the end of each round (every unit has acted), the hq moves one step forward, providing a sence of escalation. 3, each round you could place one of your previously captured units in that reverse spot which you can then place next to your hq when you chose you action direction for the round. 4, if you could make a deck of set up cards (real or digital) with difent army's set ups it could make a interesting solo puzzler.
this is such a cool concept! and it looks sweet as well, iconic even. Imagine wearing this on a keychain just in case and you spot someone who has their own board something that could make it cool would be some option of customisation / army building beforehand (e.g. spend 15 points to build an army and each unit costs something different) - this way you'd discover people with different strategies to fight! I subscribed just to see where this goes
This rules. I really like the order direction arrow mechanic, and the hidden setup phase it feels kind of like teeny tiny stratego. I don't have any specific feedback off the top of my head but this is stirring up ideas in my head for a playing card game i've been trying to develop so thank you for that inspiration! :-) keep it up this is great
Maybe on the back you can have it orint to where it explains what each piece does. Also, maybe at the very top you could have like a notch that places neatly in the other card.
When I first saw your pocket dungeon my mind was blown away. I remember going to take a shower after watching the video and thinking on how I could play that. Then I sat down in my computer and made the first videogame I ever made, inspired by you and that game. It is an MS Excel game. It doesn't look so nice or feels so nice like your 3D printed one, but I was proud on the results. Then I made some other video games and you can't imagine how happy it made me. Thank you.
@Diablange95 yes, Excel. I even made a tutorial for that but it is in portuguese. It was my first choice because I thought it was easier because the "graphics part" was solved already. I made a grid of square cells. My character was a blue cell, the walls were green, the monsters red, the boss is black, etc. I called it xlDungeon :)
@@Diablange95 i should have an English version and also a good demonstration of this game. If you really wish, try looking for the last part of the tutorial "xlDungeon - Fim de Jogo (11/11)". The channel is "Programando". Thank you:)
Im sure it's been mentioned or even thought of by yourself, but an easy way to make it convenient/portable and make sure you dont accidentally lose any pieces would be to use a card as opposite faces of a rectangular prism, with a hollow middle section forming the other 4 sides. You can have the board pieces detach, slide, rotate, etc such that you can use the board pieces normally, and in doing so, reveal/release/make accessible all the tile pieces.
What at interesting idea. My only criticism is that the archer feels a bit weaker in comparison. I would call it an assassin and make it so that he can move to the enemy's position on a succesful hit. I think this would make the game a bit more mobile and put more strategy than just stacking your units on the front. Hooe you have a lot of fun with your new game
@@CrasherLIX hi there, thank you! I really like the idea of teleporting after attack since as you guessed there’s not enough unit movement while playing. I will give it a try! :)
Super interesting! You should make more pieces to differentiate the possibilites of attack, so it's more strategic. Also: in the reserv you coumld put like a special ability button, that you can use once per game and that will boost the attack or the movement of one of your troops, maybe like having their attack reach more spaces or like letting them move and attack in the same turn.
Super cool! I think there are already a lot of great suggestions in the comments. Some thoughts I have are: 1) have the internal magnets placed in so when not playing the cards click together back to back. Magnetic alignment of the two boards while playing would be cool too. 2) could implement turns. Grass goes first, but can only deploy 2-3 units plus commander. Dessert goes second, but can deploy 3-4 units. 3) perhaps in order to recruit a new troop, the commander has to be on a certain tile. (Row 2, column 2). Or if on 2:1 can recruit archers, 2:2 infantry, 2:3 sniper. 4) maybe like your direction indicator, you could have a commander intentions option (move or deploy) that is kept secret until revealing your setup. Would require a secret phase each turn. Whatever you come up with, I’m definitely interested in seeing this progress!
Few suggestions, those I think are really potent are starred, sorry if I said anything from your vid, I’m a text guy: * Once you determine the turn’s end, if either side has no elements on their front row, all of their units advance one row. This forces the general forward. (I’d put this in from the second test, frankly. You could make it far more aggressive and apply it every time you resolve a column/row, which has the odd effect of making row turns very different to column ones.) If the front line contains only one unit, that unit is pushed back one square and the rolling road triggers. If it cannot retreat, everything behind it does not move forwards. At the end of _every_ turn, everything on both boards move one square forwards, unless obstructed, resolved from the front row on back. At the end of _every_ turn, everything on both boards, other than the generals, move one square forwards, unless obstructed, resolved from the front row on back. Pieces attacking: Pieces could be granted an indirect attack form that allows them to target a piece in their arc but otherwise blocked. This attack does not destroy the target piece but obliges the owner to move it. (I quite like this one as it behaves very differently on row vs column turns. You could allow this to be lethal if the general is adjacent, if you’re feeling spicy. Requires a redesign of the pieces) The General attacking: If the general is adjacent to a piece when it would engage in mutual destruction with another piece (two archers looking at each other), the piece survives. You could add that the general is moved, perhaps diagonally, when this happens. (Tricky, perhaps too hard to explain, but I prefer this to the general having attack power of its own. It obviously shouldn’t just be a burden). One piece adjacent to the general may be made to attack out of its turn when the general is activated, instead of the general having an attack of its own (an interesting and simple option but has many knock on effects in relation to other things the general might do. I’d probably not use this one, just the option to move or bring on reinforcements (q.v.) but it’s a solid choice if you’re not going to use the unit survival option above) The general mimics the attack method of any piece adjacent to it on its turn (this is kinda bad but potentially playable with it peaking out from behind an archer) Use the square next to the reserves section to represent the attack form of the General. If the general does not move or bring on reserves, you may switch a reserve tile into this square. The general has the attack form of the tile in this square. (Kinda pointless, it just gives him archer abilities, in practice, unless I missed another tile type from archers and front liners) Pieces adjacent to the general May attack through an allied piece, so archers can shoot through front liners, while front liners can attack from the second rank as if they were in the location of an allied piece in front of them and in their attack arc. (Tricky to word cleanly but helps with the issue of the centre of the field being safer than the flanks). Archers adjacent to the general May attack directly forwards (turns the centre rank into a killing field nightmare.) Pieces could be redesigned to have a smaller indicator giving them an optional attack for for when adjacent to the general. (This one gives an almost Shogi flavour to the game but requires a rework of the pieces. The General moving: The general may move two squares or one diagonally. (Not keen but it’s there). Units activated while adjacent to the general may move two squares *Units activated while adjacent to the general May redeploy to any square adjacent to the general as a move. (Probably the best of the move options, not that this doesn’t require the general to be stationary) Or simply units adjacent to the general may move diagonally. Reserves: * the rear squares on the board are “reserves,” if the general does not move, you may move one piece from your reserves to the back row. (At this point, you have the dilemma of whether to allow the normal turn function to apply, so if you’re moving backwards in rows, if the general is in the third rank and brings in an archer, can it activate? I suggest that’s a decision for how aggressive you want the game to be.) Reserve pieces entering the rear row may “push” another piece one square forwards into the third row. This does not count as the pushed piece’s activation. Use the extra square beside the home base as a flanking space. A piece may be moved from reserves and be placed here instead. On any subsequent turn, if the general does not move, it may be deployed onto the board on an edge square on the same row as the general. I like the turn rotation thing but it has two points: firstly, I can’t think of a reason not to start with the front row (unless there’s an effect to not having anything in the front row first turn, wait Nevermind, a flank of archers could be devastating, wit you moving a couple of pieces up on subsequent columns to prevent the rolling road effect. That turn counter really is clever but…) secondly, the piece needs to be either double sided or the space needs to be designed with two sets of slightly wonky outline squares going in the to directions of rotation. It’s essential that the procession of turn sequences be clearly marked, otherwise a player could just vibrate between two directions…wait, was that the intention, as long as the opponent can clearly see where you’re going? Overall, great starting point. To reiterate my comments: 1- The General (might as well say king) must have reasons to be forward of the back rank, otherwise he is invulnerable. I recommend both the rolling front line rule I suggested, along with some or all of the abilities I suggested. 2- Bringing on reinforcements should be a constant feature of the game, whether tied to the king’s actions or just a one per turn thing, unless you are planning for a compete board reshuffle between turns. Testing the flanking option would be valuable. 3- There needs to be a means of attacking the middle square of the second rank without placing archers on the front line. I’ve suggested the leapfrog attacks in various fashions. Looking forward to your next play test iteration and a rules pdf. Maybe we can get it to fit on the backs of the cards…
I have just seen this video and found out about your channel. Congratulations for all the projects and creativity! I am sharing your channel with the game communities I am part of. And I am definitely subscribing right now!. 😄👍
You could mirror one of the cards horizontally and align the magnets so that they snap together back to back. That will also make it so that when you put them together to play they will align flush with each other if you care about that.
Swordsman, spearman, and archer. Neat! I would just warn that the spearman may be stronger than the others because of its long ranged area denial. The archers cannot outrange it and only have 1 tile of attack, maybe if they had a range of 3 on a slightly wider board it’d be more even between the two? Or maybe have the pieces move in order to capture except for the archer so it can hold formations? (Assuming non-MAD of course)
This is so coool! I thought that, since there is a hidden movement aspect to your game, the goal could be to move your commander over to the opponent's side. That way the troops are like protecting, predicting ans opening the way for the commander.
Love this! I wonder if it would be possible to expand the board one space further to the side, even if it meant losing the keychain hole, I feel like it could really open up gameplay options. Also definitely agree with the comments saying to allow the boards to magnetize to each other. Can’t wait to see where this goes!
This is very neat. I love pocket games. Would love to see some RNG for direction! That would keep players from spamming the same strategy. It may also be neat to have colored units. That way, you could move your units onto the other player’s board! It would make rotating units for attacking much more important if the enemy is on your board
Yeah, this kind of thing doesn't really work in a simultaneous play game. The game as it stands seems like it really needs for the pieces to be able to move but that creates a problem if one player is attacking and one is moving because the efficacy depends on what the other player decided to do and anyone who just decides to 'think' about their choice longer has a clear advantage. I could conceive of two possible solutions; 1) Players need to commit to actions before the actions are revealed to the other player. This would require some additional pieces to work correctly because there would need to be some way to verify that someone has committed to an attack before the reveal. Maybe just an additional colored marker to denote that an attack is committed? Moving wouldn't necessarily need another piece since the movement would be obvious on reveal. 2) 2 phases per turn; Movement and Attack. Players can only move during the Movement phase but can elect not to if they choose. Movements are done in secret and revealed at the same time. After Movement is done, both players pick a unit to attack with and a square to attack into, much like the current turns look now except that you cannot move pieces during the Attack phase.
@Ichthyodactyl That's because we live in low trust societies. You can use movement cards. One card represent the piece, the other represent one of the 8 positions. That way, you pick two cards to describe your move, face down. Then reveal at the same time.
I love this idea takes me back to my game design courses in college. A few ideas you could do to make the gameplay more interesting would be keeping the range of attack limited to 1 tile for the straight piece and the 3 tile attack piece to avoid just cross battle sniping the enemy. The idea of the tile that shoots diagonal being able to shoot 3 tiles as like a 'sniper / archer' is cool though and adds a bit more of the tactical feel to the game. Using the deserve is a good idea too but you would have to limit it that the piece would have to start on the side that you choose to start from and would take up 1 turn to deploy. Another thing would be to let the general have full movement in all directions 1 tile and can attack kind of like the king / queen in a game of chess. Adding 3 different troops instead of having a duplicate of each too could provide a more unique experience to the gameplay. Some ideas include a piece that only able to shoot backwards but can jump over an enemy unit, a piece that acts like a mortar (is unable to move but can shoot 2-3 tiles ahead of it, or even one that can move on a diagonal and its attack is when it can jump onto another piece (similar to a pawn in chess). Also what happens if hypothetically one of my pieces reaches the enemy's general line? Would the game end or does my piece transform into a different one like a pawn in chess? As for the board its self an idea to make this easier to carry would be having a top plate that sits along the edges above the board. This way you could have the pieces engraved instead of embossed so when both boards are placed on top of each other they sit flush. another idea would be to expand the board over 1 more column and remove the key ring spot, it's a cool idea but with 1 extra column you could allow more pieces on the board for longer gameplay.
I just had a thought. What if you made an open circle or hole in the clear space, just under the keyhole. I’m thinking you insert a two sided circular piece on an axis, this could likely be printed in but it’s spins freely when not sitting flat. You could color each side to match the boards. One side is green and the other, tan. So, after the reveal but before attaching them, you flick the circle which spins until it stops with one color facing up. That person gets initiative allowing the rules to focus more on the combat and less on the order. Just an idea I’m kicking around.
I really like the concept! Other then unit balancing and movement rules it could be interesting to experiment with placeable permanent structures like something that opponent can not shoot through and would have to maneuver around if they would like to capture your general and something you can hide behind(like one tile you can fill which can block line of site). I also had an idea of random generated or manually composed cards with missions and basic ai(set of rules) for opponent pieces so it would be a solo board game. You can have rules for each mission and objective. For example you might need to destroy the general or visit several points on the board as an objective and require to have only two archers and a general to do so. Though in single player mode you might want to have some sort of randomiser in form of an app on a phone or a table of random numbers you can pick from or a deck of cards or something built in the game board like a spinning wheel or something.
Very neat game, maybe you could change one card so that the cards will contact with the whole edge and make it easier to align the cards. And if you do that you will notice that the "key chain" hole will align with the other an maybe you could design a connection piece or maybe make them connect like a puzzle so that when you are playing the cards won't move. Very nice otherwise.
Very cool! It would be good to have an incentive to move the HQ unit. How about the following rule: The first time one of your units is destroyed when adjacent to the general, add it to the reserve slot. After your next move, add the reserve unit to one of your star rows (or enemy star row?).
very nice game) I like it! Also, I already have several ideas how to improve it! At first, turn the field on 90' - in this case it will be more wide, and it will be more place for moving soldiers/ Now total field is 8-long and 3-wide, but it will be 6-long and 4-wide Also, with the commander - you can just make several different ways to play "Capture the commander", or "Kill all enemies". Commander can attack only soldiers on * field, but Commander always kill soldier on start-field, and commander can move to any star-field But if commander have no more army - commander lose But if army don't have commander - army lose But of course it can be different scenarios
Amazing concept! What if the commander piece was responsible for placing units? For example, you could put a piece in the reserve area on one turn, and on the next turn you could place the piece in any space adjacent to the commander. Also, you would only lose if the other player managed to kill your commander
Would be cool if the two halves of the board were mirrored instead of identical, perhaps you could use the lanyard hole as a sort of jigsaw piece so the two boards could be "locked" together when played? It bothered me slightly to see the board separate and move so much when the pieces were being moved around. I think this is a cool idea!
HQ actions: -Call Reserves: place an available troop from your store to the RES spot. -Place Reserves: place the troop in the RES spot in a square surrounding the HQ (orthogonal or diagonal squares). -Attack: target one troop surrounding the HQ. If a player defeats a piece they could be stored not in their player’s store, but the opponent’s (the defeater’s) store. Then the “call reserves” action that the HQ could have would have limits. Once you run out of troops you can’t call more reserves. I’m on the fence whether or not the HQ would be able to move. If you wanted the HQ to be beefier (ie take two hits to defeat), and since it has no need to rotate within the game, you could have it’s design be such that whether it is pointing up or down could determine whether it is damaged or not. If HQs cannot move, a draw could be possible.
Very very cool, you are inspiring honestly. I would maybe do it differently, but to already come up with such idea would take me ages. Im creating a game for my nephew where you need to grow a plant, and it's basically just a dice game with no strategy because he is just 5. It's a fun challenge to create games
If you use a printer anyway you could use a manually operated ratcheting dial a RNG within the board. I am certain you know thised gear mechanism in those batterieless torches. Or even a ripcord mechanism that be even smaller.
Maybe the HQ unit buffs or changes the effect if it shares the active column or row with another unit. Buffing the melee unit can make it shielded and ignore a hit. Buffing the ranged unit can give it the ability to rotate and shoot in the same turn.
Have you played Shogi? It has pieces that move a certain way and hit by replacing an opponents piece, just like chess. The difference is that you can take the piece that you just hit and place it on the board on your side. It has great strategic potential. There is a version made by a Japanese woman called Shogito, where the pieces' shapes represent how they move and hit. It reminds me of your design. Might be cool to look into!
I love this! Have you played the game called The Duke? It has a somewhat similar vibe. They do something in it where they print the attack pattern directly on the piece, so you never have to reference the rules. But there's no rotation or directionality. I think combining the two ideas could make something really neat. Great job, thanks for sharing!
I feel like the archer piece is not very good, since it cannot attack when in the center column. However, if you had a set-up of archer on each side and a spearman (attack two forward) in the middle, I’m not sure an opponent could break through. Would have to play-test… -- Do you think every piece would HAVE to take an non-trivial action? (Attacking nothing is not an option) Or would certain tokens have a “hold” action?
Yes that's what I thought... Disallowing a hold command when there is nothing to shoot at might solve it. Another option is the classic move then shoot combo, though that might be too powerful
Neat game. What do you think if the next iteration had some sort of retractable peg so that two boards can clip together during play? I noticed you were trying to hold the board together the whole time with your fingers.
The other thing to consider with changing the dimensions is that having the dimensions not being the same means there is a large difference between side-to-side (3-turn cycle) and up-or-down (4-turn cycle). I like that they are different, but would have to play test to see how everything works. I think the speed of the 3-turn cycle could be nerfed by defining movement rules to be that you cannot move into occupied spaces, but this might make back-to-front a non-starter of a choice for the direction arrow.
I don't wanna say anything that messes with your design but perhaps you put another board on it that slides shuts and protects the peices while its clipped on a belt loop so you wont accidently lose peices but also sliding it out will give you a larger board to play on for multiplayer. Also printing rules on the back will be useful if you sell it.
i'm surprised you didn't consider spinners. some boardgames use spinners instead of dice and they more or less serve the same purpose. some spinners are even specially designed for the specific boardgame
@15:15 you cannot attack that piece. The game is not turn based, as you said, so when you decide to make an attack, there is no legal target, so you'd have to move instead.
You're using a 3D printer. You can tell your slicer software to put a pause into the printing process, so just before the next layer would cover the magnet holes, you can add a pause and manually add your magnets before continuing to print. That way you don't need a cover, glue, or anything else to keep the magnets in place.
Heads up on this advice, make sure your print head isnt magnetic otherwise your magnets are going to come out and just end up sticking to your print head once it gets close to them.
@@icecube98ify Yep and this goes beyond just the nozzle (hardened steel), some heater blocks on some printers are iron. Fortunately in _most_ cases it's not going to be an issue with Aluminum blocks and brass nozzles.
Probably the plan when he's done developing
He probably did this to save time until he decides on a final layout
This should be an option but not a requirement for people wanting to print it, not all printers support it and it takes a lot of fiddling with the slicer, plus magnetic print head and other things... seems like a hassle. Definitely worth it because you can have them integrated into the board, but there should be models for both
That's genious.
“So yeah I was chilling on the plane and suddenly the guy next to me pulled 2 metal cards out of his pocket and asked if I would play this game with him”
@@claudiaborges8406 oh hey it‘s you! 😂
It would be SOOO slick once you get the rules figured out to have them inlaid on the grey back piece that covers the magnets.
1. Place troops, any 3 grey pieces and your yellow HQ on your battlefield in secret.
2. Choose your direction of play using the arrow.
3. Reveal your boards to each other.
4. Take turns simultaneously, having each troop in your active row take an action at the same time. Try to clear your open tents battlefield, and protect your HQ since without it you cannot move. [though I think you should still be able to rotate]
[potential] HQ actions:
-call in reserves (how many times can they do this?)
-deploy reserves (next to HQ?)
Troop actions:
-attack (could have a diagram, but the design is fairly clear)
-rotate
-move (must have HQ, and you cannot move to an occupied space-> this means the move the archer made in the video was illegal since that space was occupied when it was that troops action. Though if BOTH troops move in the same direction, I think that should be allowed.)
Oh, this is neat. My one piece of advice would be to give players an incentive to use the general/HQ unit-- maybe in keeping with the medieval vibe, call it a warlord? It can attack in any direction and move diagonally (as it's on horseback), but if it's killed your remaining units can only rotate and attack, not move. That way there's the option of a high-risk, high-reward strategy where you start arrow up and move it quickly to the front lines, or a more cautious one where you start arrow down or sideways and use it as a last resort.
@@LucasBuilds thanks for the input, i think I like it and it seamlessly fit with the theme, let me give it a try :)
Neat game! A nice qol improvement would be to have some magnets at the top of the cards so the boards easily snap together. It would also be cool if the boards could go on top of each other to form a small box with the pieces inside
Was thinking the same!
I like the key chain idea but I would lose the parts 😅
Put the magnets in the boards with reversed polarity, so that their backs would snap together for transport.
@@krinkrin5982 Unfortunately then you can't jump pieces from one board to another or you will need to put simple metal in them (not magnets)
I thought the same!
I don't have much strategy game experience but here are some random ideas:
if you only use 3/6 units per game, people won't pick the weak units. to solve this you could make it so when you kill an enemy unit, you place their piece in your inventory area and they add one of their remaining team's pieces out of their inventory onto the board (with some rule about where/how the new piece can be placed). this means the pieces are kind of like cards, where you know you will use all 6 in the game, but you get to decide whether to put the strong pieces out early or save them for later. to avoid any strategy involving never capturing enemy pieces, add a win condition where if the sum of your unused units and captured enemy units is 6 (full inventory) you instantly win. your opponent will have to capture pieces at some point to avoid this.
this is a brilliant idea to use the pieces like a deck of cards and have them come out in a certain order
First of all: very nice concept!
I'll list a couple of ideas that popped:
1. archers are clearly the weakest units, a decent buff may be to let them choose between attack the closest and the farther enemy in the diagonal they're facing or having the most mobility being able to switch their position on the board from right column to left and vice versa
2. the turn you killed the enemy archer doesn't make sense because it wasn't simultaneous, you either do the things at the same time or with some sort of initiative, i really like the first one so lets say every turn, every player hides the board and choose his actions. then i was thinking about two routes:
2a. split the round between a move phase and an attack phase (maybe the attack phase can be "automatic" -> every piece on the row/column playing kills enemy in range)
2b. each round you can either move OR attack with every active piece (following the arrow order)
3. in each case i would move/attack with all active units to speed up a little bit the pace
4. what's the problem with all that? when i step onto enemy field, i cannot "hide" my action anymore, so maybe as a compensation we can think about an additional "turn": after all actions are revealed, then the piece in enemy territory may move OR attack
5. i think you need something to keep track of the active row/column
i really like the idea of hiding your arrangements and then seeing what happens, but you bring up a good point about what happens when you cross into enemy territory. Maybe the dimensions need to be rethought so it isn't as long and you can't cross into enemy territory. You would probably have to make it 4x6, or a more unique, non-rectangular grid.
this is really cool i loved the idea. it gave me an idea too, where instead of moving the pieces and playing similar to chess, you could like build your board and when both reveal their plays, all the actions were counted simultaniously following the direction of the arrow, and that makes one turn, then you take your board back, build a new play with the remainning pieces or the extra ones and show it again for a new turn. you could have interesting ranges as well to make more complex plays, trying to guess where the oponent is going to put their pieces to avoid the attack or attack directly the commander, it would give a lot more importance to the position of the commander as well.
you could also print it with like a small "zigzag" in the top where the cards meet, so they fit perfectly. just giving ideas, i love your creations, these are awesome
@@andreberna6286 ah thats a really interesting idea, and maybe i can even make a slow units and fast units. Slow units can only move 1 square away when you reorganize and fast units can be moved anywhere when you reorganize. I will see what I can do, thanks 🙏🏽
That's a good idea, it will also help with trying to guess your opponent play knowing that some pieces will be adjacent to their place in the last round. And your opponent can use that as a trap as well, making a seemingly obvious play with the slow unit to bait you, and play the fast unit in a way that catches you instead, or leaves the commander open to an Attack by the fast one.
And that just gave another idea, there could be a "shield" or defensive unit that only blocks the attacks, like if you put it on the adjacent diagonal to the opponent archer, where they can't hit, it will block the attack to your piece behind that would be attacked by the opponent's archer. I guess this shield would be interesting to use to defend your commander, trying to predict where the biggest threat is coming from to block it. But if it gets attacked directly or is the only one in the range of the enemy's attack, it dies. But i guess this shield would be more balanced if the board was 4x4 but I'm not sure
Great compact game.
If Player 2 card set board was mirror image of Player 1 , then you wouldn't have to have them misaligned. This could mean also you could add a notch and key like a puzzle piece so that they slot together into a more fixed stable board.
Best part is that it is a flexible design and players could easily adapt rules, which is fun when travelling
Yet another bit of advice:
Upgrades.
Instead of doeing anything you can move your HQ towards the enemy (that ends your turn)
You gain one extra action for each line behind your HQ.
Interesting project.
If you make dots and dents on these tiles instead of shapes, it might become approachable for blind people as well.
I would set all tiles on the bottom of the card and place the grid on the center if possible, be sure to give every tile a lil space around them for ease of acces. This way you can also stack 2 cards on top of each other and do them in a lil box or sleeve, so a 2 player game is always possible.
It might be worth testing out to add a grid on the corner at backside, so you could possibly play with 4 people at once.
It could maybe help to change the arrow to something else or add a stripe at the bottom of it, suggesting that you start at the end of the arrow and follow its direction. At this moment it feels slightly confusing or unintuitive.
Add a lil grove inside the card for the grid, so that the tiles slides into it. That way they don’t twist or turn in a bumpy car ride.
Lastly it might be worth to reshape the whole thing into a phone case. I bet people that like fidgeting might get onto this.
There was something else, but I forgot ^^’
Good luck on this project.
It’s always nice to see another game maker, I hope to see the finished project someday :)
I have a couple of suggestions: One, get rid of the direction thingy. Change it to each player has 2 actions per turn. You can either Move twice, Attack twice with 2 pieces, or move 1 and attack with 1 (could be same piece, so Archer moves and then shoots, or Archer moves 1 space and the one that shoots straight shoots. You get the gist). When both players have made all their choices, then resolve.
Second, I've got a move idea for the commander. Treat him like a king in chess. He can attack one space in any direction adjascent to himself. He's already shaped oerfect for it.
If you want to keep that direction spot, I'd suggest changing it to a countdown instead. Each turn you turn it to count down. When it hits one you can reinforce with another piece in your supply, so you can pull a new piece or bring back the dead. If your commander is killed, then that can't be used anymore and you have to play with whatever you have left.
If you want to introduce some randomness, there are mechanical dice that you can fully 3d print that uses a spinning dial and lever which solves your issue with potentially losing a die under an airplane chair.
Some mechanic ideas;
1, make all units be able to face in 8 directions rather than 4, this would make the archer more useful, especially if it had more range. For instance the archer always hits the closest unit in a straight line.
2, at the end of each round (every unit has acted), the hq moves one step forward, providing a sence of escalation.
3, each round you could place one of your previously captured units in that reverse spot which you can then place next to your hq when you chose you action direction for the round.
4, if you could make a deck of set up cards (real or digital) with difent army's set ups it could make a interesting solo puzzler.
you could put a nub on the top edge near the right hole, and the two boards could line up naturally with each other
this is such a cool concept! and it looks sweet as well, iconic even. Imagine wearing this on a keychain just in case and you spot someone who has their own board
something that could make it cool would be some option of customisation / army building beforehand (e.g. spend 15 points to build an army and each unit costs something different) - this way you'd discover people with different strategies to fight!
I subscribed just to see where this goes
This rules. I really like the order direction arrow mechanic, and the hidden setup phase it feels kind of like teeny tiny stratego. I don't have any specific feedback off the top of my head but this is stirring up ideas in my head for a playing card game i've been trying to develop so thank you for that inspiration! :-) keep it up this is great
Maybe on the back you can have it orint to where it explains what each piece does.
Also, maybe at the very top you could have like a notch that places neatly in the other card.
When I first saw your pocket dungeon my mind was blown away. I remember going to take a shower after watching the video and thinking on how I could play that. Then I sat down in my computer and made the first videogame I ever made, inspired by you and that game. It is an MS Excel game. It doesn't look so nice or feels so nice like your 3D printed one, but I was proud on the results. Then I made some other video games and you can't imagine how happy it made me. Thank you.
Excel game, seriously ?
@Diablange95 yes, Excel. I even made a tutorial for that but it is in portuguese. It was my first choice because I thought it was easier because the "graphics part" was solved already. I made a grid of square cells. My character was a blue cell, the walls were green, the monsters red, the boss is black, etc. I called it xlDungeon :)
@@llpBR wish I could see that
@@Diablange95 i should have an English version and also a good demonstration of this game. If you really wish, try looking for the last part of the tutorial "xlDungeon - Fim de Jogo (11/11)". The channel is "Programando". Thank you:)
@@llpBR didn't find it, I found the programando chanel but it's only python Latino tuto. Can't find the one u said.
Im sure it's been mentioned or even thought of by yourself, but an easy way to make it convenient/portable and make sure you dont accidentally lose any pieces would be to use a card as opposite faces of a rectangular prism, with a hollow middle section forming the other 4 sides. You can have the board pieces detach, slide, rotate, etc such that you can use the board pieces normally, and in doing so, reveal/release/make accessible all the tile pieces.
One of the coolest things I've ever seen. I want to see an entire game be played! haha
What at interesting idea. My only criticism is that the archer feels a bit weaker in comparison. I would call it an assassin and make it so that he can move to the enemy's position on a succesful hit. I think this would make the game a bit more mobile and put more strategy than just stacking your units on the front. Hooe you have a lot of fun with your new game
@@CrasherLIX hi there, thank you! I really like the idea of teleporting after attack since as you guessed there’s not enough unit movement while playing. I will give it a try! :)
@@pxlcdt nice! Can't wait to see your next creation
Cool idea!
Super interesting! You should make more pieces to differentiate the possibilites of attack, so it's more strategic.
Also: in the reserv you coumld put like a special ability button, that you can use once per game and that will boost the attack or the movement of one of your troops, maybe like having their attack reach more spaces or like letting them move and attack in the same turn.
Super cool! I think there are already a lot of great suggestions in the comments. Some thoughts I have are:
1) have the internal magnets placed in so when not playing the cards click together back to back. Magnetic alignment of the two boards while playing would be cool too.
2) could implement turns. Grass goes first, but can only deploy 2-3 units plus commander. Dessert goes second, but can deploy 3-4 units.
3) perhaps in order to recruit a new troop, the commander has to be on a certain tile. (Row 2, column 2). Or if on 2:1 can recruit archers, 2:2 infantry, 2:3 sniper.
4) maybe like your direction indicator, you could have a commander intentions option (move or deploy) that is kept secret until revealing your setup. Would require a secret phase each turn.
Whatever you come up with, I’m definitely interested in seeing this progress!
Few suggestions, those I think are really potent are starred, sorry if I said anything from your vid, I’m a text guy:
* Once you determine the turn’s end, if either side has no elements on their front row, all of their units advance one row. This forces the general forward. (I’d put this in from the second test, frankly. You could make it far more aggressive and apply it every time you resolve a column/row, which has the odd effect of making row turns very different to column ones.)
If the front line contains only one unit, that unit is pushed back one square and the rolling road triggers. If it cannot retreat, everything behind it does not move forwards.
At the end of _every_ turn, everything on both boards move one square forwards, unless obstructed, resolved from the front row on back.
At the end of _every_ turn, everything on both boards, other than the generals, move one square forwards, unless obstructed, resolved from the front row on back.
Pieces attacking:
Pieces could be granted an indirect attack form that allows them to target a piece in their arc but otherwise blocked. This attack does not destroy the target piece but obliges the owner to move it. (I quite like this one as it behaves very differently on row vs column turns. You could allow this to be lethal if the general is adjacent, if you’re feeling spicy. Requires a redesign of the pieces)
The General attacking:
If the general is adjacent to a piece when it would engage in mutual destruction with another piece (two archers looking at each other), the piece survives. You could add that the general is moved, perhaps diagonally, when this happens. (Tricky, perhaps too hard to explain, but I prefer this to the general having attack power of its own. It obviously shouldn’t just be a burden).
One piece adjacent to the general may be made to attack out of its turn when the general is activated, instead of the general having an attack of its own (an interesting and simple option but has many knock on effects in relation to other things the general might do. I’d probably not use this one, just the option to move or bring on reinforcements (q.v.) but it’s a solid choice if you’re not going to use the unit survival option above)
The general mimics the attack method of any piece adjacent to it on its turn (this is kinda bad but potentially playable with it peaking out from behind an archer)
Use the square next to the reserves section to represent the attack form of the General. If the general does not move or bring on reserves, you may switch a reserve tile into this square. The general has the attack form of the tile in this square. (Kinda pointless, it just gives him archer abilities, in practice, unless I missed another tile type from archers and front liners)
Pieces adjacent to the general May attack through an allied piece, so archers can shoot through front liners, while front liners can attack from the second rank as if they were in the location of an allied piece in front of them and in their attack arc. (Tricky to word cleanly but helps with the issue of the centre of the field being safer than the flanks).
Archers adjacent to the general May attack directly forwards (turns the centre rank into a killing field nightmare.)
Pieces could be redesigned to have a smaller indicator giving them an optional attack for for when adjacent to the general. (This one gives an almost Shogi flavour to the game but requires a rework of the pieces.
The General moving:
The general may move two squares or one diagonally. (Not keen but it’s there).
Units activated while adjacent to the general may move two squares
*Units activated while adjacent to the general May redeploy to any square adjacent to the general as a move. (Probably the best of the move options, not that this doesn’t require the general to be stationary)
Or simply units adjacent to the general may move diagonally.
Reserves:
* the rear squares on the board are “reserves,” if the general does not move, you may move one piece from your reserves to the back row. (At this point, you have the dilemma of whether to allow the normal turn function to apply, so if you’re moving backwards in rows, if the general is in the third rank and brings in an archer, can it activate? I suggest that’s a decision for how aggressive you want the game to be.)
Reserve pieces entering the rear row may “push” another piece one square forwards into the third row. This does not count as the pushed piece’s activation.
Use the extra square beside the home base as a flanking space. A piece may be moved from reserves and be placed here instead. On any subsequent turn, if the general does not move, it may be deployed onto the board on an edge square on the same row as the general.
I like the turn rotation thing but it has two points: firstly, I can’t think of a reason not to start with the front row (unless there’s an effect to not having anything in the front row first turn, wait Nevermind, a flank of archers could be devastating, wit you moving a couple of pieces up on subsequent columns to prevent the rolling road effect. That turn counter really is clever but…)
secondly, the piece needs to be either double sided or the space needs to be designed with two sets of slightly wonky outline squares going in the to directions of rotation. It’s essential that the procession of turn sequences be clearly marked, otherwise a player could just vibrate between two directions…wait, was that the intention, as long as the opponent can clearly see where you’re going?
Overall, great starting point. To reiterate my comments:
1- The General (might as well say king) must have reasons to be forward of the back rank, otherwise he is invulnerable. I recommend both the rolling front line rule I suggested, along with some or all of the abilities I suggested.
2- Bringing on reinforcements should be a constant feature of the game, whether tied to the king’s actions or just a one per turn thing, unless you are planning for a compete board reshuffle between turns. Testing the flanking option would be valuable.
3- There needs to be a means of attacking the middle square of the second rank without placing archers on the front line. I’ve suggested the leapfrog attacks in various fashions.
Looking forward to your next play test iteration and a rules pdf. Maybe we can get it to fit on the backs of the cards…
I love the idea of portable board games ! I think if you manage to make the rules fit in the back of the card it would be nice
Love ur mini board games dude still play pocket dungeon in my free time after lectures keep up the amazing work
@@Joesmoeyaudio ohh thank you! Really happy to hear that :)
I have just seen this video and found out about your channel. Congratulations for all the projects and creativity! I am sharing your channel with the game communities I am part of. And I am definitely subscribing right now!. 😄👍
You could mirror one of the cards horizontally and align the magnets so that they snap together back to back. That will also make it so that when you put them together to play they will align flush with each other if you care about that.
This looks really interesting, would definitely play this as a travel-, standing in line-, or filler-game!
Swordsman, spearman, and archer. Neat!
I would just warn that the spearman may be stronger than the others because of its long ranged area denial.
The archers cannot outrange it and only have 1 tile of attack, maybe if they had a range of 3 on a slightly wider board it’d be more even between the two?
Or maybe have the pieces move in order to capture except for the archer so it can hold formations? (Assuming non-MAD of course)
What does MAD stand for?
That also opens up for a Shieldmaster "expansion", having no attack but blocks shots from their forward facing direction.
@@Nathouuuutheone mutually assured destruction, such as the two swordsmen eliminating each other, both were destroyed as a result.
This is so coool! I thought that, since there is a hidden movement aspect to your game, the goal could be to move your commander over to the opponent's side. That way the troops are like protecting, predicting ans opening the way for the commander.
Add magnets ro the front so two boards can lock onto each other
Love this! I wonder if it would be possible to expand the board one space further to the side, even if it meant losing the keychain hole, I feel like it could really open up gameplay options. Also definitely agree with the comments saying to allow the boards to magnetize to each other. Can’t wait to see where this goes!
Super cool! I suggest mirroring one of the boards to make the grids line up better
It would be cool if cards mechanically or magnetically stick each other
This is very neat. I love pocket games. Would love to see some RNG for direction! That would keep players from spamming the same strategy. It may also be neat to have colored units. That way, you could move your units onto the other player’s board! It would make rotating units for attacking much more important if the enemy is on your board
Love it! glad its not just me getting distracted with random projects when life is calling lol.
This could seriously become a great into the breach / battleships type game
How interesting!!
15:07 the attack should not be possible, because you're in the same turn. (Because you said it's simultaneous play)
Yeah, this kind of thing doesn't really work in a simultaneous play game. The game as it stands seems like it really needs for the pieces to be able to move but that creates a problem if one player is attacking and one is moving because the efficacy depends on what the other player decided to do and anyone who just decides to 'think' about their choice longer has a clear advantage. I could conceive of two possible solutions;
1) Players need to commit to actions before the actions are revealed to the other player. This would require some additional pieces to work correctly because there would need to be some way to verify that someone has committed to an attack before the reveal. Maybe just an additional colored marker to denote that an attack is committed? Moving wouldn't necessarily need another piece since the movement would be obvious on reveal.
2) 2 phases per turn; Movement and Attack. Players can only move during the Movement phase but can elect not to if they choose. Movements are done in secret and revealed at the same time. After Movement is done, both players pick a unit to attack with and a square to attack into, much like the current turns look now except that you cannot move pieces during the Attack phase.
@Ichthyodactyl That's because we live in low trust societies.
You can use movement cards. One card represent the piece, the other represent one of the 8 positions.
That way, you pick two cards to describe your move, face down. Then reveal at the same time.
Love the direction mechanic. It really adds a lot for rhe little space you have to work with! Nice job!
I love this idea takes me back to my game design courses in college.
A few ideas you could do to make the gameplay more interesting would be keeping the range of attack limited to 1 tile for the straight piece and the 3 tile attack piece to avoid just cross battle sniping the enemy. The idea of the tile that shoots diagonal being able to shoot 3 tiles as like a 'sniper / archer' is cool though and adds a bit more of the tactical feel to the game. Using the deserve is a good idea too but you would have to limit it that the piece would have to start on the side that you choose to start from and would take up 1 turn to deploy. Another thing would be to let the general have full movement in all directions 1 tile and can attack kind of like the king / queen in a game of chess. Adding 3 different troops instead of having a duplicate of each too could provide a more unique experience to the gameplay. Some ideas include a piece that only able to shoot backwards but can jump over an enemy unit, a piece that acts like a mortar (is unable to move but can shoot 2-3 tiles ahead of it, or even one that can move on a diagonal and its attack is when it can jump onto another piece (similar to a pawn in chess). Also what happens if hypothetically one of my pieces reaches the enemy's general line? Would the game end or does my piece transform into a different one like a pawn in chess?
As for the board its self an idea to make this easier to carry would be having a top plate that sits along the edges above the board. This way you could have the pieces engraved instead of embossed so when both boards are placed on top of each other they sit flush. another idea would be to expand the board over 1 more column and remove the key ring spot, it's a cool idea but with 1 extra column you could allow more pieces on the board for longer gameplay.
You can turn this into mini chess. Utilizing familar piece movements can help with people understanding the game faster
I just had a thought. What if you made an open circle or hole in the clear space, just under the keyhole. I’m thinking you insert a two sided circular piece on an axis, this could likely be printed in but it’s spins freely when not sitting flat. You could color each side to match the boards. One side is green and the other, tan. So, after the reveal but before attaching them, you flick the circle which spins until it stops with one color facing up. That person gets initiative allowing the rules to focus more on the combat and less on the order. Just an idea I’m kicking around.
bro my RUclips algorithm has been popping off lately, sick project!
Looks awesome. I would be inclined to try rotating the board so it becomes 4 wide and 3 deep, faster action once the hq is involved.
I really like the concept! Other then unit balancing and movement rules it could be interesting to experiment with placeable permanent structures like something that opponent can not shoot through and would have to maneuver around if they would like to capture your general and something you can hide behind(like one tile you can fill which can block line of site).
I also had an idea of random generated or manually composed cards with missions and basic ai(set of rules) for opponent pieces so it would be a solo board game. You can have rules for each mission and objective. For example you might need to destroy the general or visit several points on the board as an objective and require to have only two archers and a general to do so. Though in single player mode you might want to have some sort of randomiser in form of an app on a phone or a table of random numbers you can pick from or a deck of cards or something built in the game board like a spinning wheel or something.
I love homemade games, this looks amazing! Cant wait to try it
Very neat game, maybe you could change one card so that the cards will contact with the whole edge and make it easier to align the cards. And if you do that you will notice that the "key chain" hole will align with the other an maybe you could design a connection piece or maybe make them connect like a puzzle so that when you are playing the cards won't move. Very nice otherwise.
i love the game idea and for an idea i think making it a turn based game it adds more strategy
Very cool! It would be good to have an incentive to move the HQ unit. How about the following rule:
The first time one of your units is destroyed when adjacent to the general, add it to the reserve slot. After your next move, add the reserve unit to one of your star rows (or enemy star row?).
Looks great! I totally want to print this and try it out
super cool! maybe you could add magnets to hold the boards together too!
very nice game) I like it! Also, I already have several ideas how to improve it!
At first, turn the field on 90' - in this case it will be more wide, and it will be more place for moving soldiers/ Now total field is 8-long and 3-wide, but it will be 6-long and 4-wide
Also, with the commander - you can just make several different ways to play "Capture the commander", or "Kill all enemies".
Commander can attack only soldiers on * field, but Commander always kill soldier on start-field, and commander can move to any star-field
But if commander have no more army - commander lose
But if army don't have commander - army lose
But of course it can be different scenarios
This is so cool ! It's definitively something I'd like to have irl to play with friends
Amazing concept! What if the commander piece was responsible for placing units? For example, you could put a piece in the reserve area on one turn, and on the next turn you could place the piece in any space adjacent to the commander. Also, you would only lose if the other player managed to kill your commander
Would be cool if the two halves of the board were mirrored instead of identical, perhaps you could use the lanyard hole as a sort of jigsaw piece so the two boards could be "locked" together when played? It bothered me slightly to see the board separate and move so much when the pieces were being moved around.
I think this is a cool idea!
HQ actions:
-Call Reserves: place an available troop from your store to the RES spot.
-Place Reserves: place the troop in the RES spot in a square surrounding the HQ (orthogonal or diagonal squares).
-Attack: target one troop surrounding the HQ.
If a player defeats a piece they could be stored not in their player’s store, but the opponent’s (the defeater’s) store. Then the “call reserves” action that the HQ could have would have limits. Once you run out of troops you can’t call more reserves.
I’m on the fence whether or not the HQ would be able to move.
If you wanted the HQ to be beefier (ie take two hits to defeat), and since it has no need to rotate within the game, you could have it’s design be such that whether it is pointing up or down could determine whether it is damaged or not.
If HQs cannot move, a draw could be possible.
i would love to buy this game if it ever gets polished and goes into production
Btw love the design style. My kid self would see this and instantly want it just because of how it looks.
Very very cool, you are inspiring honestly. I would maybe do it differently, but to already come up with such idea would take me ages. Im creating a game for my nephew where you need to grow a plant, and it's basically just a dice game with no strategy because he is just 5. It's a fun challenge to create games
@@Etrehumain123 oh thanks! That’s really interesting if you upload it somewhere, I want to know more :)
The headquarters' attack could be bringing the reserve piece into the game
What a great concept. I love this. It's a mini wargame!
this video blew up! keep making amazing things!
If you use a printer anyway you could use a manually operated ratcheting dial a RNG within the board. I am certain you know thised gear mechanism in those batterieless torches. Or even a ripcord mechanism that be even smaller.
Maybe you can make some pins and notches on board and units to align them with right angles on the board so you don't have to constantly align them?
Maybe the HQ unit buffs or changes the effect if it shares the active column or row with another unit.
Buffing the melee unit can make it shielded and ignore a hit.
Buffing the ranged unit can give it the ability to rotate and shoot in the same turn.
I wonder if you could just press that stack of magnets onto the back and slide it over each hole as opposed to putting each magnet in with your hands
this is a really cute idea, we like the vibes!
love your ideas and creativity.
Also, commander can be a kind of base, to produce new soldiers, and it need to take a time to produce new soldier
You should allow the games to connect to each other so if the plane is rocking the boards won't slide away from each other or collide
Looks good so far, I like the chessiness and not chessiness of it
I mean, you CAN make a dice fit in there, like a mini roulette for example
Have you played Shogi? It has pieces that move a certain way and hit by replacing an opponents piece, just like chess. The difference is that you can take the piece that you just hit and place it on the board on your side. It has great strategic potential. There is a version made by a Japanese woman called Shogito, where the pieces' shapes represent how they move and hit. It reminds me of your design. Might be cool to look into!
I love this! Have you played the game called The Duke? It has a somewhat similar vibe. They do something in it where they print the attack pattern directly on the piece, so you never have to reference the rules. But there's no rotation or directionality. I think combining the two ideas could make something really neat.
Great job, thanks for sharing!
so cool, it has serious gba advance wars vibes
I feel like the archer piece is not very good, since it cannot attack when in the center column.
However, if you had a set-up of archer on each side and a spearman (attack two forward) in the middle, I’m not sure an opponent could break through.
Would have to play-test…
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Do you think every piece would HAVE to take an non-trivial action? (Attacking nothing is not an option) Or would certain tokens have a “hold” action?
Yes that's what I thought... Disallowing a hold command when there is nothing to shoot at might solve it. Another option is the classic move then shoot combo, though that might be too powerful
Maybe a cover to clip on everything would be nice. You could add the rules inside the cover.
Neat game. What do you think if the next iteration had some sort of retractable peg so that two boards can clip together during play? I noticed you were trying to hold the board together the whole time with your fingers.
Maybe a little hook that swings out and locks into the other board’s hook!
Magnets could work
Both this video and the comment section are so utterly Cool™ 😎 - I don't know why but im enamoured
The attack patterns should be printed onto the backplate.
I love this little game! :)
really awesome!!! I wonder if it should be 1 row shorter since no unit can technically attack from the 3rd row
The other thing to consider with changing the dimensions is that having the dimensions not being the same means there is a large difference between side-to-side (3-turn cycle) and up-or-down (4-turn cycle).
I like that they are different, but would have to play test to see how everything works.
I think the speed of the 3-turn cycle could be nerfed by defining movement rules to be that you cannot move into occupied spaces, but this might make back-to-front a non-starter of a choice for the direction arrow.
I'm not even a native English speaker, but I can easily understand everything you say without the subtitles.
Sounds real fun😅!
looks like detonator to me, good game to play on planes.
That's awesome keep it up!
really dope! keep up the work
I don't wanna say anything that messes with your design but perhaps you put another board on it that slides shuts and protects the peices while its clipped on a belt loop so you wont accidently lose peices but also sliding it out will give you a larger board to play on for multiplayer. Also printing rules on the back will be useful if you sell it.
Look into "Let's Catch the Lion", which is a very easy 3x4 version of shogi, Japanese chess.
Very cool, seems like the magnet were a little strong tho... any way to make them "fit" into place?
Looking good! :D
i'm surprised you didn't consider spinners. some boardgames use spinners instead of dice and they more or less serve the same purpose. some spinners are even specially designed for the specific boardgame
It sounds cool. What if the commander guy could attack from all sides?
Man i love this
What about the name spear for the oval piece because it has a two tile by one tile attack range in front of it like a long reaching spear.
This is so so so so so so so cool wtf
how about these names:
MicroWars: Card Combat
Pocket Wars
WarPack: Compact Strategy
@15:15 you cannot attack that piece. The game is not turn based, as you said, so when you decide to make an attack, there is no legal target, so you'd have to move instead.