It’s been a week or two since we updated this page, or for that matter, the wiki.
It’s not for a lack of activity — in fact, that couldn’t be further from the truth.
Instead, we’ve been busy with a slew of new ideas and new rules … so many in fact, that it may be time to consider calling it a new game.
That might seem arbitrary, but for the developers — KBD and TNT — it makes good sense.
It’s been a year since we started out, and we’ve learned a lot about what works and what doesn’t, and what people like … and what they don’t.
Let’s start with the negatives.
- Some of the game action cards — Twists and Jinxes — are simply too arbitrary, or too convoluted to be practical. For example, the Bounce card is a terrific option, but most of our players have a hard time understanding when to use it.
- The developers weren’t really prepared for the ura-monster trend. In retrospect, it would have been nice to support that precept with some specially designed monsters, but it faded out of demand before we could properly adjust to it. Really, this is a failing on our part.
- Perhaps understandably, our players are only interested in games with the highest-point monsters. Anything less than 26 points or so is seen as undesirable.
- A lot of the Special Powers are misused, or neglected altogether. Brain Drain and Life Drain are the prime culprits here. And we have yet to see anyone use the Heal ability in game play. It just never gets a chance.
- Similarly, there’s no real distinction between a bonus to Attack and a penalty to Guard, or vice versa. Which means some of the powers are the same, but just have different names. For example, what’s the real difference between Hard to Hit -1 and a 1-point bonus to Attack? Not much.
- Mismatched monsters are still a very common problem — in fact, without a kingpin monster in an army, weak monsters are steadily picked off. In battles with three or four players, we find the standard strategy is to kill the weakest monsters, claim the bonus point, and charge into battle again.
- On a related note, point-rewards are fun, but have become so overdone that they’re threatening game balance in some cases. One of our players has a Rat King with an Attack rating of 13 — not that there’s anything wrong with that, but it seems a little overboard.
- The mechanics of a game that designed creatures against a three-dice bell curve leaves for a lot of underpowered monsters. New monsters brought into the game are standing on 5-4-3 or 3-6-4 and forced to face off against 26-point monsters … or be traded for something the developers created. In other words, this is directly affecting creativity, since there’s no value attached to a handmade monster. They’re too weak.
- A lot of the optional rules are in place as standard rules, but need reworking or better definition. The Spoils of War rule is a good example; another would be the fact that our players regularly use one of the optional rules for monster creation … which means it shouldn’t be optional.
- Cards need a visible point total, to help quickly scan for monster parity.
- Regenerate is too expensive for as rarely as it is used.
- This game has always needed a better name.
- Esoteric monsters or monsters with unique powers (like the Zombie or the Human Porcupine) were unpopular.
- Immunity is a fantastic ability, but after a year of play, we’ve seen it used properly about three times.
(One other note that might be worth mentioning: There have been some software updates to the Wikispaces backend that are making page updates there slightly difficult. To be honest, that’s another something that has kept us from publishing new creatures.)
On the other hand, we have some positive notes that came to the forefront in the past year.
- Players really like the ability to throw cards during battles, to sway the outcome. Twist cards, in particular, are player favorites (even if Once Again is still too bizarre to explain).
- Having a reward for a victory makes a lot of people happy.
- Army-versus-army battles are reinforcing player teamwork, which is an unexpected bonus.
- Creating a monster is still one of the best parts of the game.
- Our core statistics — Hit Points, Attack and Guard — are working well, and the actual combat mechanics are solid. Speed is a factor that is surprisingly important, particularly when three DNAs are on one team.
- One Special Power is generally enough to occupy a player through a battle. Creatures with split abilities — like the Lava Thing‘s half Earth Damage, half Fire Damage — are quaint, but unnecessary.
- In fact, most players don’t seem to associate one particular power with their monster. They design a creature with the main statistics in mind, and Special Powers are tertiary.
- The Raise power is probably one of the most sought-after powers in the game … which surprises us.
- Groups were rarely used, but still make sense and can possibly make a comeback, if handled properly. Environments … probably not so much.
So overall, there are some underlying points at work here.
- Cards are useful and enjoyable in play, but they need to be streamlined drastically.
- Monster creation needs to reflect the power of the monsters actually in the game, but remain flexible.
- Speed should be among the core statistics, and cards should show a monster’s total up front.
- There should be a reward for victory, but adding points to a monster’s powers gradually takes them out of a practical range for play.
- If there’s not a real distinction between a bonus to one side and a penalty to another, then it’s possible to eliminate subtraction altogether from the game mathematics. This might be a little difficult to understand; suffice to say that we’d rather see powers with pluses, rather than minuses.
- A homemade monster should be just as important and effective as one made by developers.
- Special powers aren’t terrifically important, but should still be included.
- Groups can work, and so can immunity. In fact, the two things are not unrelated.
- Perhaps most of all, the rules that are in use on a daily basis should be the core rules of the game … and that includes ideas brought in by players.
With all that in mind, it’s time to think about redrafting the game.
KBD and TNT are already in the playtesting stage for a second edition, with most (if not all) of the above ideas built in.
- In short, monsters start with 12 points, and a single die roll is added to that.
- The total points is parted out between Hit Points, Attack, Guard and Speed.
- Each monster picks a group (which is to say, picks a dominant power) and that determines its immunity.
- In a battle, players start each round with three cards, with random powers on them. Players pick one card to apply to their monster for that round, and that round only.
- Play continues in the standard fashion, but at the end of the round, the used cards are returned to a shuffled stack.
- Surviving monsters get another card at the start of the round, and the game continues.
- When a monster is defeated, a player can keep a special power card, and include it in their hand in future battles.
It may be tough to see imagine this, so we’ll try to put together something visual in the weeks to come.
In the mean time, keep watching this space, and we’ll keep working on the finer points.
Like a proper name for the game. … ๐