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Battleground Tactics

Restrictive Game-Design - Boardgame

Restrictions: FPS based, use our worlds technology (modern), little to no waiting time for the players, involve some kind of deck-building mechanic, involve placing or moving of unit/s.

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Me and one of my classmates worked from one of my concept ideas to create this board game together over the span of three weeks. I was the project-lead.

What it is; The game is a 1vs1 player strategy game. The game has been tested and adjusted throughout the development, and one game takes about 1 hour. The player's turns are simultaneous, and the game's goal is to kill all of your opponents’ units before your opponent destroys yours.

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Deck Building; Before a match start, each player builds their deck by choosing 10 units, and placing them in their colored card-pockets. There are 8 different classes to build from, and each player isn’t allowed to have more than 3 of the same unit in their deck. Each player starts with item cards as well. The items are set, and is not part of the deck-building.

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Playing Field; Each player has a board with 6 zones placed in front of them, with a game screen separating their view from their opponents’ board.  The players also have their own player screen to hide their un-used units and items. 

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Rules; 

  • Each player starts with building a deck with 10 units. There cannot be more than 3 of the same unit in the deck.

  • Each player gets the following items; Cover x3, Mine x2, Smoke x1, Walkie x1

  • Each player must place a minimum of 1 to a maximum of 3 units each round

  • There cannot be more than one unit in the same Zone

  • There cannot be more than one of the same item in one Zone

  • 1 Round functions as followed;​

    • Put the game-screen between the two player's boards

    • Each player places their units and wanted items on their board​

    • The game screen is removed once both players are ready

    • The units and items take effect as explained on the cards (non-damaging cards happens first)

    • Check if win/ lose conditions are met

    • Repeat

  • Used up items and dead Units are given to the opponent to keep track of their progress

  • If you’re left with no units or only non-damaging units you lose

  • If you have non-damaging units left and your opponent has no units left, you win

Card Functions

Every card work in ‘Zones’ indicated by the card, and the units effect happens forwards toward your opponent. The unit's health is indicated on the card's left side. I’ll present each card, and give a few examples.

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These Unit's range is 1-3Z and 1-2Z (Zones) and they have first hit. This means they will hit the first available target unit within the cards indicated zones. They will also hit friendly units if that’s the first hit target.

The Shotgun Unit has “Break” which will destroy a cover instead of dealing damage.

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Most of the Units have a set range like these cards. That means they will hit the indicated zone based from their position regardless of whats in front of them. The sniper offers a choice for the player to effect 2 or 3 zones in front of it based on the cards facing. This, as all strategic placement, is done before the game screen is removed each round.

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The Demo’Man will “Break” first, before dealing its damage to the unit in its target zone. The stunner doesn’t deal damage, but is good for setting up an easy kill for next round as its effect causes the target to be unable to move from its zone for one round.

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The “Dog & Engineer” Unit is the most versatile. It will always deal its damage as well as doing one of its available effects. If it’s able to do one of its effects it has to do so, but offered a choice the controller gets to decide which effect to use. This unit mainly interacts with items. You can remove an enemy mine by placing this Unit on the equivalent zone on your own board. 

If both players place this unit on the same zone, the owner of an item will act first.

 

The “Medic” is the only unit that doesn’t interact with enemy units, and has a passive effect that heals the unit to its right or left depending on its facing.

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Cover; takes damage before any unit that is placed on the same zone. Its health is indicated on the top of the card.

If a card effects the cover's zone with a “Break” effect, the cover will be destroyed regardless of its health.

Mine; is effectively placed on the same zone location on your opponents side. It will deal its damage on any unit placed on this zone, ignores cover, and cannot be replaced/ removed without the “Dog & Engineer” unit.

Smoke; It effect an entire lane, effectively nullifying the effect of the Sniper, Assault, Shotgun and Colt Lady unit. 

Walkie; It lets the player choose between two special items and put them in their inventory. Used items will be removed from play after the round they're used (except for the “Cover” and “Mine” that will remain until destroyed).

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These are the special item choices the “Walkie” item provides.

The “Air Strike” deals 3 damage on the front AND back row on the given enemy lane.

The “Pack of Dogs” comes with 3 tokens like the image below. Each token will deal 1 damage on the enemies zone and can be placed freely on the board.

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